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  #1  
Old August 13th, 2001, 11:35 PM

Andrés Andrés is offline
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Default Re: Ultimate Vehicle Size

quote:
I count about 45+ levels of ship construction!

60 levels

quote:
Can you give some details about how this works?
How similar is it to the P&N v2 propulsion style?


Kadste has posted some examples.

Basically most medium sized ships will have 6 engines and 6 engines per move, so each ion engine (with 6 standard movs) gives 1 mov and work very similar to the original game.
Small ships will have less than 5 engines per move and move faster with fewer engines and I got tired of adding 255 engines to a massive ship with 255 engines pre move so I just gave the large ships 5 eng/move and 2 engines.


The same Heavy Destroyer using quantum engines (9 standard movs) will move at 9*6/6=9 but with only 1 engine at 9*1/6=1.5 (rounded down to 1).
And a Light Scout with 2 Ion engines will move at 6*2/1=12!


quote:
Also, congratulations. You are the first mod (to my knowledge) to include a properly working Modinfo.txt

Acutally I have your're program installed and now I always launch SE4 using it. I made the modinfo.txt using it and hitting the save button.
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  #2  
Old August 13th, 2001, 11:42 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Ultimate Vehicle Size

quote:
Basically most medium sized ships will have 6 engines and 6 engines per move, so each ion engine (with 6 standard movs) gives 1 mov and work very similar to the original game.
Small ships will have less than 5 engines per move and move faster with fewer engines and I got tired of adding 255 engines to a massive ship with 255 engines pre move so I just gave the large ships 5 eng/move and 2 engines.
May I suggest you return to the <big number> of engines per move for large ships? What you then can do, to avoid adding a <big number> of engines, is make a new component, some thing like:

Capital Ship Engine:
-100KT size
-200 hitpoints
-65 standard movement points

Basically, just a 10x scaled up engine, with a +5 movement point bonus due to efficiencies of scale.
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  #3  
Old August 14th, 2001, 12:36 AM

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Default Re: Ultimate Vehicle Size

SJ,

How do get the AI to use your Capital Ship Engines only on Capital Ships (assuming that is what there are designed for). I can understand that the larger ships will use them if they are the best available, but how you prevent a 250Kt size ship from using it.


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  #4  
Old August 14th, 2001, 01:58 AM
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Default Re: Ultimate Vehicle Size

quote:
SJ,
How do get the AI to use your Capital Ship Engines only on Capital Ships (assuming that is what there are designed for). I can understand that the larger ships will use them if they are the best available, but how you prevent a 250Kt size ship from using it.
That's a good point.
I've been thinking about how to get P&N AIs to use some of the powerful armor, and this is what I've got:

-Give your normal engines a "mineral resource generation" ability, and give the Capital engines an organics generation ability.
-Those particular abilities don't have any effect on ships, but you can call for them in your shipdesigns.txt!

Thus, you can have the larger ship designs use a single Capital engine and then add on regular engines to suit.

Or, alternatively, you could make the Capital engines a exact scale copy of the normals, and have the AI not use capitals via the above method.
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  #5  
Old August 14th, 2001, 02:09 AM
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Default Re: Ultimate Vehicle Size

SJ: 'Obsolete' refers to the fact that you can set certain directories to not show in the mod launcher. For example if you had a development Version of the mod you didn't want to show, or if the mod launcher had identified a directory that wasn't really a mod.
It's a convenience field for the auto-detection and filtering system.
Most people should (unless they are evil) set Obsolete to False

------------------
The Unofficial Space Empires 4 Mod Utility V1.7 (Revision 3)
------------------
Download as a .ZIP <HERE>
Download as a .RAR <HERE>
Download as a .ACE <HERE>
Check a Screenshot of it<HERE>

Check an Alpha Shot of my Mod Editor (Unreleased) <HERE>
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The Unofficial Space Empires 4 Mod Utility V2.26
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Download as a .ZIP -(HERE)-
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  #6  
Old December 9th, 2001, 01:42 AM

Andrés Andrés is offline
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Default Re: Ultimate Vehicle Size

As I promised in the Non Standard Hull thread, and thanks to my brother insistence I've resurrected this mod.
I revised it, made it compatible with the Neo-Standard pic set, and included patched AI.

http://se4kdy.cyberwars.com/files/
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  #7  
Old December 9th, 2001, 05:11 AM
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Default Re: Ultimate Vehicle Size

quote:
You are the first mod (to my knowledge) to include a properly working Modinfo.txt
The latest Version (1.2) of my Hypermaze mod works with your launcher, too.
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