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Old December 6th, 2003, 11:40 AM

mvstang mvstang is offline
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Default Re: Dark Horse Mod v0.81b

Latest changes put in, current Version is 0.81b.

Dark Horse v0.81b

For 0.8b I entered in the major fighter changes I had off the top of my head. First tonnages are 20,30,40 instead of 15,20,25. I added 3 missle types, and 2 torpedo types which only fighters can carry. The 3 missle types (Dumb Fire, Heat Seeking, Image Recognition) can only target Ftr/Satel/Seeker/Drone, and are mostly useful as anti-fighter weapons (turning a fighter into an interceptor). The two torpedo types are also carried by fighters and used againt capital ships. The first generation will skip regular shields, the second generation will skill all shields (ie phased). Damage is extremely high (400 up to 1000 pts for the highest end Torp), but they're also extremely expensive and will only fit on the largest fighters (turning the fighter into a bomber). Hopefully giving fighters the ability to demolish capital ships and each other will put a heavier reliance on them. Not that the AI knows what it's doing at this point

The two minor changes for 0.81 were cheaper space ports, resupply depots and shipyards, and an increase in production rates for the early and mid game. I began to find it too tedious in the early game. Way too much sitting around waiting for the one or two ships you have queued up to be built. Hopefully these changes will increase the fun of the early game without changing the length of time it'll take to churn out the big ships towards the mid-end game.

I'm also debating putting a mod of my own mod out with all the changes I've put in except the changes to build times, so the rest of the features could still be put in and enjoyed in a multiplayer fashion at vanilla speed instead of the slowed down Version. That'll probably happen around v1.0.

Enjoy!
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