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February 2nd, 2001, 01:47 AM
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Pacifist / paralysing mines
Apologies in advance for not posting this as an attachment. Blowing up enemy ships becoming a drag? Why not vary their fate with these new warheads from Magitech inc.?
For more varied mine fun in components.txt add:
I have not tested these yet, so feel free to flame me if they don't work.
Name := Ion Pulse Mine Warhead I
Description := Large warhead which disables enemy ships.
Pic Num := 185
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Mine
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2026
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 1
Tech Area Req 2 := Engine Overloading Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := iondisp.wav
Weapon Family := 24
Or
Name := Tachyon Pulse Mine Warhead I
Description := Large warhead which disables enemy weapons.
Pic Num := 185
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Mine
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2026
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 1
Tech Area Req 2 := Weapon Overloading Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Weapons
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := tpc.wav
Weapon Family := 24
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February 2nd, 2001, 02:27 AM
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Re: Pacifist / paralysing mines
I guess I just like the look of my own text...
Anyhow, the weapon destroying mines become a counterbalance to minesweepers as they knock out the PD cannon / sweepers. They're expensive but they leave the ships alive (for capture, muwhahaha etc.)
More happy thoughts from me :
Could the sight obscuration - system ability be added to a facility? Leading to a system wide jamming of all scanning of the system (making it appear empty) while allowing combat if units move to the same sector?
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February 2nd, 2001, 03:54 AM
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Re: Pacifist / paralysing mines
Sorry to break it to you, but your mines won't work. Someone else tried that in the murky past and discovered that all the sepcific damage mines will just keep going off until there are no mines left since the targeted ship will never get destroyed. The reason for this is that mines go boom until there is no more mines left or no more enemy ships to go boom on. So mines that only destroy a specific part on an enemy ship will keep going boom until they are all gone even it's just against a pitiful little escort because the pitiful little escort will never die.
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February 2nd, 2001, 05:30 AM
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Re: Pacifist / paralysing mines
Curses. Foiled again. I really should have thought about that.
How about mines with 2 warheads. One kills shields, the other does normal damage?
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February 2nd, 2001, 05:52 AM
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Re: Pacifist / paralysing mines
Like the idea of a building capable of jamming.
How about one that scans for cloaking ships and one for scans to see inside enemy ships as well fopr the netire system.
Put it into INTEL buildings, a new tech branch.
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February 5th, 2001, 09:26 PM
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Re: Pacifist / paralysing mines
The only problem with building shield-busting mines is that shields are only on during combat. So shield-depleting mines would be useless (outside of combat). If, however, you use mines that destroy shield GENERATORS, they would be as useful as other special-damage mines. Speaking of which, you may want to try combos of engine-damaging, weapon-damaging and normal damage mines. That way, if the enemy sends enough ships through to survive a full minefield, the surviving ships will probably have lost engines and/or weapons...
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February 5th, 2001, 11:31 PM
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Re: Pacifist / paralysing mines
I am fairly sure that mines take damage from the shields. I've had enemy ships waltz through my somewhat heavy minefields and take no internal hits whatsoever (not organic races). The ships had about 1500 shields, I thought they were taking the hits...
OK, if shields aren't active in minefields, how about armour skipping mines... muwhahahaha. I'd have to make them REAL expensive or big, or both.
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February 6th, 2001, 07:09 PM
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Re: Pacifist / paralysing mines
I said before and I'll say it again, special damage mines do not work regardless of what damage you make them do. Since the ship will not be destroyed by them the mines will just keep going boom until they are no more. The reason for this is that mines go boom until there is no more mines left or no more enemy ships to go boom on. So mines that only destroy a specific part on an enemy ship will keep going boom until they are all gone even if it's just against a pitiful little escort because the pitiful little escort will never die.
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You can make friends at home!
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February 6th, 2001, 07:19 PM
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Re: Pacifist / paralysing mines
quote: Originally posted by jimbob55:
I am fairly sure that mines take damage from the shields. I've had enemy ships waltz through my somewhat heavy minefields and take no internal hits whatsoever (not organic races). The ships had about 1500 shields, I thought they were taking the hits...
OK, if shields aren't active in minefields, how about armour skipping mines... muwhahahaha. I'd have to make them REAL expensive or big, or both.
Now that might work. It's not an 'exclusive' damage type like ionic disperser, it WILL destroy the ship -- and faster than normal mines! The way to test it, I guess, is to put just one or two mines with this warhead in a sector and run a ship with enough organic armor to take the hits through it, if it's destroyed -- or at least some internal components are damaged -- you know the armor was skipped.
This w ould be a logical tech for crystalline races. Hmm, I wonder if there's a good component picture for a 'shard warhead' in the components directory...
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February 6th, 2001, 08:23 PM
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Re: Pacifist / paralysing mines
quote: Originally posted by Jubala:
I said before and I'll say it again, special damage mines do not work regardless of what damage you make them do. ...mines that only destroy a specific part on an enemy ship will keep going boom until they are all gone...
Yeah, but supposing you were willing to live with that limitation, would they work at all? I mean, if you mined your entire system with just a few in each sector, would you keep taking out one enemy ship's engines each time his fleet moved? So he'd either have to leave a trail of crippled ships or else stop and repair them? Sounds like a nice delaying tactic to me, and would be immune to heavily shielded "minefield busters" which take out entire regular minefields.
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