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  #11  
Old January 10th, 2002, 05:25 PM

Egregius Egregius is offline
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Default Re: Racial Differentiation (long read)

Re: centauri: I ripped them from the Babylon 5 mod. Well not ripped used of course. They are in the mods-board under race/ai downloads.
They aint kicking my butt yet as I'm yet to encounter a third race (first new race was Roguefleet), but I'm pretty impressed that they can pull up to my score even with research if I'm building new colonies 24/7. I'm not a great player though, but top 3 in game.
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  #12  
Old January 10th, 2002, 05:49 PM

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Default Re: Racial Differentiation (long read)

"However, neutral races get happier for each new treaty: none. Would that mean they get happier each time they encounter another race?"

No, I think that's a bonus for when they BREAK a treaty.

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  #13  
Old January 10th, 2002, 07:41 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Racial Differentiation (long read)

"Armor Regeneration"
- stores unlimited points,adding "value 2" amount everycombat turn.
- at the end of every combat turn SE4 scans through the component list, and repairs any damaged component with fewer hitpoints than the currently stored amount (subtracting from the storage as it repairs)
- if all copies of ANY component with armor regen ability are destroyed, all "armor regeneration" on the entire ship is disabled until the end of combat

RE: Crewquarters repair ability.
I meant using the "once per game turn" repair,not the armor regen ability. In P&N, the lifesupport given by the "Living Ships" racialtrait does 1 physical (ie. "repair bay" style) repair per month.
If you want to describe it as "memory metals", and make it so that the ship can "pull itself together" no matter which components happen to be destroyed, then add the component repair ability to vehiclesize.txt

RE: energy sappers.
how about making a reload increasing damage weapon, give it a +500% accuracy bonus, -1000 supplies used, and a balancing reload time. You'd be draining power from their weapons, and would hit 99% of the time, avoid the "get supplies out of empty space when you miss" thing.
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  #14  
Old January 11th, 2002, 12:58 AM
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Default Re: Racial Differentiation (long read)

does the armor regen in organic armor store points before it is damaged, so if i were to run away from an enemy for 5 turns and then they hit me with a 99 dmg (im using org 1) would me armor be at full health next combat turn? what if i got hit by 100, would that take out my storage or the actual armor? If i understand correctly the armor regen storage is only done after the combat turn, so you ahve to survive one turn.
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  #15  
Old January 11th, 2002, 01:49 AM
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Default Re: Racial Differentiation (long read)

I believe that question covers all three of my major points

In a generic combat action, it takes 10 turns before the combatants meet in the middle of the tactical map. The guy with organic armor will have stored up enough points to completely refresh his armor about 2 times.
Each enemy ship will attack, and your armor gets damaged as if the OA ability was not there.
At the end of the round, if you have at least one of every OA component type still surviving, the armor will be repaired.
Note that if you have one OA I, and twenty OA III on a ship, if your OA I gets destroyed, you lose all your organic armor regen.

IIRC, OA I has 10 ability points, and 100 hitpoints.
Assuming you have one OA I:
- OA builds up 100 regen during 10 turns of travel towards enemy.
- Enemy does 99 damage
- round ends
- all armor components are intact, nothing happens
- Enemy does 1 damage, destroying the only OA I
- round ends
- All copies of OA I have been eliminated, so all regen stops, and nothing happens.

Given 3 OA I's;
- 300 points of regen are built up before reaching weapons range.
- enemy does 150 damage, destroying one OA I, and leaving 50 "spillover damage"
- turn ends (add 20 points of regen from surviving OA I's)
- at least one of every OA ability component installed on the ship remains intact, so:
- The OA is repaired, leaving 220 regen points.
- Enemy does 150 damage +50 spillover, destroying 2 OA I's.
- turn ends (add 10 points of regen)
- at least one of every type of OA component survives, so the leftmost armor (in design view) is repaired, leaving 130 regen. Following along, the next damaged OA is repaired, leaving 30 regen.
- the enemy misses three times, and the stored regen adds (30+30+30+30 = 120)
- The Enemy hits for 200 damage, destroying 2 OA I's
- turn ends (add 20 points, 140 total)
- at least one of every component with regen survives, so the leftmost damaged armor is checked & repaired, leaving 40 regen. The second damaged armor is checked, but it requires 100 regen to fix, and SE4 moves on. (If there was a damaged engine (20 hitpoints) with armor regen ability, it would be repaired here)
- Ememy hits for 200 damage, destroying 2 OA I's
- turn ends (add 0 points, 40 total)
- one of the component types with regen (OA I) has lost all copies. No further regen occurs. (if there was a damaged engine with armor regen ability, it would not be repaired at this point)
- Enemy does 150 damage, destroying 5 engines and a lifesupport, and a meson bLaster.
- etc

[ 11 January 2002: Message edited by: suicide_junkie ]

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