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  #11  
Old October 25th, 2006, 07:57 PM
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Default Re: Organic & Crystal vehicle differences?

Back in the last days of SE4, I had plans for a mod -- ridiculously grandiose plans given my modding skill level -- for temporal hulls. I figured they'd use time travel ability to bring in ships from the future, so they'd have hull sizes and components a couple of tech levels higher than they'd researched. So I planned on making them very cheap, quick to build, and real expensive to maintain. I was trying to model "time warping" them in, using them quickly, and then "time warping" (as in scrapping them) back out again.

Maybe SE5 will let me do that easier.
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  #12  
Old October 25th, 2006, 09:00 PM
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Default Re: Organic & Crystal vehicle differences?

Quote:
Imperator Fyron said:
You may be thinking of the Balance Mod, where Kwok did indeed add some abilities to the hulls. In stock, the organic and crystalline hulls are the same as normal hulls. The sizes of the hulls are identical as well, in stock. Organic DN is the same exact size as normal DN, as is Crystalline DN. The only difference is in hull costs.
Not quite.

Regular dreadnoughts:
Quote:
Tonnage Space Formula := 1250 + (([%Level%] - 1) * 50)
Organic/Crystalline dreadnaouhgts
Quote:
Tonnage Space Formula := 1250 + (([%Level%] - 1) * 100)
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #13  
Old October 25th, 2006, 10:01 PM
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Default Re: Organic & Crystal vehicle differences?

Heh, guess I didn't look closely enough. That is really weird... wonder if it was intentional to do just one size like that, or if it was a transcription error.
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  #14  
Old October 26th, 2006, 09:07 AM

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Default Re: Organic & Crystal vehicle differences?

Personally I suspect that the organic ships would have had some sort of self-healing ability.
That's what organic ships traditionally get anyway.
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  #15  
Old October 26th, 2006, 09:48 AM

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Default Re: Organic & Crystal vehicle differences?

"Back in the last days of SE4..."

It hasn't gone anywhere.
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  #16  
Old October 26th, 2006, 09:51 AM

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Default Re: Organic & Crystal vehicle differences?

Personally I suspect that the organic ships would have had some sort of self-healing ability.
That's what organic ships traditionally get anyway.


They do, indirectly. When you pick organic technology you get organic armor and weapons too; the armor is self-healing. At a quick rate too, I noticed.
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  #17  
Old October 26th, 2006, 10:15 AM
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Default Re: Organic & Crystal vehicle differences?

The Organic Hulls in the Balance Mod add regeneration capacity to organic armor to help to heal just a wee bit faster. They also have a small reduction to maintenence and cost more in organics. Crystalline Hulls reduce the damage from energy weapons slight, cost more in rads and have the same maintenence reduction.
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  #18  
Old October 26th, 2006, 05:52 PM
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Default Re: Organic & Crystal vehicle differences?

Looks like the racial DN sizes/costs were a transcription error.
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