|
|
|
 |

August 13th, 2001, 11:35 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

August 13th, 2001, 11:42 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|

August 14th, 2001, 12:36 AM
|
Corporal
|
|
Join Date: Feb 2001
Location: Ontario, Canada
Posts: 72
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
------------------
Never Give up, Never Surrender!
__________________
In difficult ground, press-on;
In encircled ground, devise stratagems;
In death ground, fight.
Sun Tzu (circa 400 B.C.)
|

August 14th, 2001, 01:58 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|

August 14th, 2001, 02:09 AM
|
 |
Sergeant
|
|
Join Date: Apr 2001
Location: London, UK
Posts: 289
Thanks: 0
Thanked 1 Time in 1 Post
|
|
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>
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
------------------
Download as a .ZIP -( HERE)-
|

December 9th, 2001, 01:42 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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/
|

December 9th, 2001, 05:11 AM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
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.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|