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  #1  
Old December 21st, 2005, 01:43 AM
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Default Re: Combining Mods

You can only have 255 mounts. From my experience, the extra mounts are actually read, and offset what is displayed in mount information and which mount is actually applied. Its like part of the code keeps reading the new mounts, but resets back to the first one for where it writes information in memory... most peculiar. But yeah, don't use more than 255 mounts.
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Old December 22nd, 2005, 11:53 PM

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Default Combining Mods: Fighter Propulsion Questions

Hi again!

Now is for some Fighter propulsion tech questions:

I would like to mod fighters with tactical combat movement only. My idea is that fighters can go from earth to moon, but if you want to send them from earth to a base in one of Jupiter's moons, you have to use a Carrier or a Transport to take them where you need them. So it comes...

Is there a way to limit fighters to combat movement only, but still use a QNP system for them. I saw the Data files from AI Camp Mod (where it is said that fighters lack "strategic" mobility) and the fighter engines comps have the "generate standard ship movement" ability but they seem to be very low values. Is there a way?

In case I am stuck with using the "combat movement point" ability only (which are absolute values and don`t combine with the "Engines per move" value) I have a question:

The comps with "combat movement point" ability dont add they values as long as they are from the same comp family?
Do two comps from different families add those values (example: An engine combined with an afterburner comp). I was a long time out of SE4 universe and my knowledge is a bit rusty.

In case it is not possible to use tactical movement fighter with QNP system I think it is still posible to simulate a similar sistem using various engines sizes combined with specific mounts for each fighter hull size. Another question is: This (I think), will render every fighter a single engine one. That would be no problem as a two engined fighter is no more "survivable" as a sigle engined one, because if I remember correctly, fighters are totally destroyed in combat when hit, and not partially damaged in part of its components. Is this true or am I wrong?


I would really appreciate some help here!
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Old December 23rd, 2005, 12:40 AM
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Default Re: Combining Mods: Fighter Propulsion Questions

"The comps with "combat movement point" ability dont add they values as long as they are from the same comp family?"

Only the best is used.

"Do two comps from different families add those values (example: An engine combined with an afterburner comp). I was a long time out of SE4 universe and my knowledge is a bit rusty."

No. Only the best is used, irregardless of family numbers. You'll have to use different sized/ability components. Since they do not stack, there is no reason to use mounts. It will only increase design time. Just make sure that the components are clearly labeled as "only best is used, no stacking."

"fighters are totally destroyed in combat when hit, and not partially damaged in part of its components."

I'm not sure if this is what you meant, but... Fighters do take partial damage, and are not destroyed in a single hit. There is no damage to components for any type of units, just an overall hit point amount, and a shield point amount.
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Old December 23rd, 2005, 02:15 AM

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Default Combining Mods: Fighter Propulsion Questions

So, this confirms that it is not posiible to use QNP engines components for fighters and besides restrict them to tactical movement only? In others words, if a unit has a comp with the ability "generate standard movement points" it WILL move in the "strategic" (star system) space, there is no way to prevent this?
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Old December 23rd, 2005, 02:25 AM
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Default Re: Combining Mods: Fighter Propulsion Questions

You can not get combat movement without strategic movement from the "ship standard movement" ability. The only way to get this is "bonus combat movement."
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Old December 23rd, 2005, 05:18 AM
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Default Re: Combining Mods: Fighter Propulsion Questions

Indeed.
See Carrier Battles mod for some nice stuff.

Using the afterburner ability in varing amounts, and scaling the engine size as appropriate works great.
You pick the tiny speed-2 engine, or the big beefy speed 5 engine, or whatever in between you want. One per ship.
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Old December 25th, 2005, 11:06 AM

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Default Combining Mods: Fighter Propulsion Questions


I am going to read the data files from CB Mod for sure, there are a lot of interesting things in it. I know it because I was reading the "Training Courses" on Fighter Design an so on in some (forgotten location) web page...

I downloaded the mod also, but I noticed there were two files, one for SE4 Gold and the other for SE4 Deluxe, with different version numbers. What are the main difference between them?

Back to the fighter engine system: The system I "designed" uses mounts because as engines generate an Absolute mov point quantity regardless of the size of fighter they are installed, they can be scaled using mounts to sizes in relation to the fighter size. In example: If an engine comp generates 4 combat mov points and takes 2 kt of space in a 20 kt fighter, I would like to see that the same engine will yield the same 4 mov point in a 40 kt fighter but taking 4 kt space.

This one takes me to the following: is it necessary to give "tactical" fighter engine comps the ability of "standard move point" in order to be recognized by the program as "engines"? Is it safe to put the value of this ability to 0 or with a low value (1 for example) the fighters will not be able to make "strategic" movement?

The other one is about the mount effect on values:
If I have a comp with tonnage = 75 and use a mount on it with a modifier of Tonnage = 10% how the program will calculate the final tonnage number? Will it be rounded up (7.5 = 8 Kt) or down (7.5 = 7 Kt)? And what about if the mount is 8% of 80 Kt = 6.4 is it equal to 6 or 7 (rounds up or down?). Thanks!
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