Thread: Babylon 5 Mod
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Old June 22nd, 2003, 12:19 AM
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Default Re: Babylon 5 Mod

I also have had some time to get deeper into my engine analysis. the current engine setup isn't very continuous, because it has big jumps at certain points. It also maxes out speed of the big ships (due to the 256 engines limit)quite early.

What i am trying to do is come up with a schema that uses a better mix of engine points and bonus movement points to create a more continuous curve of improvements, without getting too distorted by the effects of bonus movement points.

Timstone, I strongly urge you in Version 2.0 to stick with ship hull sizes in even multiples of 100, and make it cost 1 engine per 100 KT to move, vice the 1 per 50 now used. That would simplify things a lot.

PF: I also have been looking at the AI effects on research and speed. Two things struck me:
1. The AI doesn't seem to get a call to research propulsion above level 13. Am I reading that incorrectly?
2. The AI gets the call to research Antimatter Utilization very late - after it could have been using AM engines, in fact. Was that by design, or just the way it turned out?
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