Tolmekian

Tolmekian

Joined Member # 2890217
0 Posts 1 Replies 1,358 Reputation

Ship assist modules provide a per-ship bonus. The only restriction is that you need to have a weapon to receive an attack assist or a defense to receive a defense assist. It doesn't matter what kind of weapon or defense. For example, my transport with no weapons or defenses gets no assist at all. But if I have a fighter with 1 beam attack and 1 shield defense, it will receive any and all available assists, be they beam, missile, armor, shield, whatever.&nbs

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I'm not exactly sure what you mean . . . but I'll give it a try. How do you get experience? By defeating warships in combat and collecting certain anomalies that give experience. What does experience do? I think going up levels gives ships more hit points. I don't think it does anything else, but I'm not 100%.

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As you all read through the report, I'd like for you to consider what the long term goals of the Initiative are. I mean, it's easy to decide on the best thing to do right now , and it would be easy to choose the path of least resistance to slide quietly into victory. What I'd really like to see, though, is some set of goals and ideals that the Initiative will struggle for whether or not it makes the most sense according to conventional wisdom on how to w

235 Replies 418,332 Views

Meh, tis alright. You've been a stalwart of the Initiative, so I figured it had to be important for you to disappear. Hope your vacation was everything you hoped for and more. :) As for your request, it is unnecessary. As a founding and integral member of our group, I had no intention of removing you from the council no matter how long you were away. And now to put together the next report . . .

235 Replies 418,332 Views

[quote who="dnzrx" reply="2" id="2910720"]I was mean if you give creative names to ship types other than "Battleship" and the like.[/quote] In that case, of course! Creative naming is a weak point of mine, so I usually go with a theme such as a certain mythology or fictional reference or the like.

7 Replies 6,934 Views

Vidszhite - I'm aware of the display issue, thanks. Not much can be done. I'm just happy that it works. qrtxian - I did remove the ultimate weapons from the DL TechTree. They should be evil, so I figure they would at least have the evil weapons. They do act kinda stupid, though. I wonder if my changes to their xml entry have any effect . . . Something else to test.

722 Replies 1,790,834 Views

Wow, that is quite a wall, Vidszhite, but apology accepted. ;) [quote who="Vidszhite" reply="25" id="2907288"]I completely disagree with removing the Ultimate weapons on the basis that the Evil weapons weren't good enough.[/quote] I didn't remove the ultimate weapons simply because they were better than the evil weapons. It was a factor, but not the major factor. The main reason I removed the ultimate weapons is because they are simply ridiculous. The differe

722 Replies 1,790,834 Views

Well, Iconians and Yor both have Kinetic Streams in the Beam branch. Drengin and (I think) Korath have Ion Beams; Arceans have some kind of Neutrino Bullets in the Mass Driver line. A number of races have Disruptors instead of Phasors. Um, that's just off the top of my head. Oh yeah, Iconians have Seekers instead of Stinger missiles. You could certainly use such weapons with a custom race. You could either choose a tech tree that has the de

3 Replies 4,013 Views

***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** G'Norlisk: There has been ample time for discussion. A short ballot has been put together, covering the issues that have been presented

432 Replies 1,095,152 Views

Update 03-13-11 Minor fix to the v1.1 + Weaker MOOII Minors raceconfig. I was working on the TechTrees for AIP 8 and forgot to clean up the raceconfig prior to release. As a result, the Terran, Drengin, and Krynn all have "[RACE]-8_TechTree" listed in the xml. Since I removed the -8_TechTrees, that

722 Replies 1,790,834 Views

[quote who="AgentPiltdown" reply="22" id="2904669"]I've been following the progress on this mod in the Space Weapons thread and this one for awhile and I am using it during a game right now, I just wanted to say thanks for your diligent work on this and releasing a working version so soon Tolmekian, it's appreciated. I'm looking forward to your updates on it. Though I think I found a minor error in your recent update. You have the Terran, Drengin and Krynn directed to use TechTrees

722 Replies 1,790,834 Views

Development Preview: Weapons and Defenses One of my major goals for the next release is to do something with the weapons and defenses. At a glance, it looks like the techs and components are all over the board, with no apparent balance or scheme. The first step was to put together a table with all the weapons and see how

722 Replies 1,790,834 Views

[quote who="SarcFa00-_-" reply="18" id="2900292"]Question, does the current version of the mod use AIP 8 or not?[/quote] RKade is technically right. I optimized my TechTrees using AIP 11 all around, and the mod ships, so to speak, with all races set to AIP 11. That said, continued testing shows that AIP 8 does just fine with my mod as is . In fact, it can even outperform 11. Feel free to set any opponents to one of the AIP 8 personalities - Huma

722 Replies 1,790,834 Views

Altarians and Drath get unique Good technologies. The Drath may only get one, but the Altarians get a bunch. The Thalans get a bunch of alignment techs no matter which one they choose. They do not, however, get Good and Evil or the Concepts of [YOURALIGNMENTHERE] techs. Um . . . off hand I think those are the only races that get extra techs based on alignment. Don't take that as absolute, though. The weapons techs have their own issues. I took out

5 Replies 6,875 Views

[quote who="RKade" reply="14" id="2899169"]Thanks Tol. So should I just get rid of minors?[/quote] Not at all. Wait, unless you mean the original MOOII Minors and not the Weaker MOOII minors. I would suggest getting rid of the original mod because the minors are too strong. I only wanted to make them a little stronger, but didn't test them properly before release. I remember posting somewhere about time constraints affecting quality . . . Anyway, the v1

722 Replies 1,790,834 Views

Perhaps it's the kind of hard-coded override that prevents you from making any planets in the home system have extreme environments. It just goes through, sees a home system, and makes a yellow star with normal planets.

10 Replies 10,900 Views

[quote who="Peppe" reply="11" id="2898275"]Was looking to try this game again. Sounds like you have fixed a lot of issues. Look forward to trying v1 and v2 when it comes out. Hope you can get a few viable alternate AI's enabled to see some varibility in how the AI's play as that could be a cool feature. Having every AI use a working personaly and play decent is a major improvement amd a good foundation to build on. As long as everyone expa

722 Replies 1,790,834 Views