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  #11  
Old August 12th, 2003, 07:01 PM

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Default Re: Bio-Psych Mod v1.16

Well, the mounts should up the supply usage, too. So hopefully that will balance that a little. I thought abut making it larger, but I do want smaller ships to be able to take it. I might up the supply use a little and drop the structure value some. That makes sense as the weapon is "marines" rather than an actual piece of equipment.
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  #12  
Old August 12th, 2003, 09:07 PM
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Default Re: Bio-Psych Mod v1.16

Quote:
What happens if a Troop stack has both a Infiltration Command and a Assault Command in it?
One of two things:
They stack, getting net 0 bonus/penalty.
The best of each ability is used, thus granting 40 bonus to both.
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  #13  
Old August 12th, 2003, 09:15 PM

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Default Re: Bio-Psych Mod v1.16

I thought if the components were different families the bonuses would stack. Wouldn't the +40 attack and -40 attack stack for a 0 net? And if it did, why bother using both units?

[ August 12, 2003, 20:16: Message edited by: KnidVermicious ]
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  #14  
Old August 12th, 2003, 09:17 PM

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Default Re: Bio-Psych Mod v1.16

Quote:
Originally posted by Imperator Fyron:
The best of each ability is used, thus granting 40 bonus to both.
That's what I'm worried about. Though if he made them both from the same family... wait... would that even make a difference? It would still take the best of each, wouldn't it?

If that's the case then there really is no reason to ever put offensive or defensive detractors on Troop or Satellite components, since both allow dissimilar stacking.
Quote:
Originally posted by KnidVermicious (italics added):
I thought if the components were different families the bonuses would stack. Wouldn't the +40 attack and -40 attack stack for a 0 net? And if it did, why bother using both units?
Oh... yeah... I didn't think of it that way. Is that how it would work?

[ August 12, 2003, 20:19: Message edited by: Loser ]
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  #15  
Old August 12th, 2003, 09:23 PM
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Default Re: Bio-Psych Mod v1.16

Quote:
Originally posted by KnidVermicious:
I thought if the components were different families the bonuses would stack. Wouldn't the +40 attack and -40 attack stack for a 0 net? And if it did, why bother using both units?
Troops are weird in many ways. I think that the best bonus is used of each type in the troop stack, regardless of families... you should definitely run some extensive testing.
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  #16  
Old August 12th, 2003, 09:31 PM

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Default Re: Bio-Psych Mod v1.16

Quote:
Originally posted by Imperator Fyron:
you should definitely run some extensive testing.
Ack! Troop testing! Is there anything blinder!?!
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  #17  
Old August 12th, 2003, 09:39 PM

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Default Re: Bio-Psych Mod v1.16

If it only counts the best one, that's going to make several components useless.I'll run some tests tonight (hopefully) and see what happens. It'd be great if anyone else could run some tests to corroborate. Does the same problem come up with ships?

In the meantime here's v1.01. Mostly minor changes

Text File1060716774.txt

Zip File1060716927.zip

[ August 12, 2003, 20:40: Message edited by: KnidVermicious ]
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  #18  
Old August 12th, 2003, 09:42 PM
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Default Re: Bio-Psych Mod v1.16

Ships would have the abilities all stack when they are on different families, so using the same comps on one ship gets it both the penalties and both the bonuses for a net effect of 0. With 2 components in the same family, just the best bonus is used.
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  #19  
Old August 12th, 2003, 09:46 PM

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Default Re: Bio-Psych Mod v1.16

Quote:
Originally posted by KnidVermicious:
Does the same problem come up with ships?
The problem here comes from the way the components on separate Troops in a stack work, so ships would be affected in much the way you'd imagine.
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  #20  
Old August 12th, 2003, 10:37 PM
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Default Re: Bio-Psych Mod v1.16

Could you please not change the name of the mod folder in future Versions? It would be best to leave it as "Bio-Psych Mod", to make it easy to install updates and not have tons of redundant folders...
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