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May 23rd, 2002, 03:12 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: New Mod: The Art of War Mod
Training Facilities:
First off, there are 4 types of training facilities: Sector ship training, Sector fleet training, System ship training, and System fleet training. Taken separately, each of these functions identically. When combined, Sector and System training facilities (Normal ones and the Psychic ones) both stack, for a possibility of 6% per turn.
That being said, I will focus on Sector ship training facilities. If you have multiple training facilities on one planet, only one facility functions. The facility with the highest training rate adds experience each turn. Once that facility's limit has been reached, it can no longer add any experience. This does not matter in the standard facilities, since more advanced ones increase both the rate and the max. Once the facility with the highest rate has been maxed, the second highest rated facility will train the ship. I will use this example to illustrate how this works:
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Level I (L I):
3% per turn
15% max
Level II:
2% per turn
20% max
Level III:
1% per turn
25% max
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Consider a planet that has all three facilities built on it. Ship X with 0 experience parks in orbit.
Turn 1-5:
L I is the highest rated trainer, so it adds 3% per turn. On turn 5, Ship X has 15%.
Turn 6-7:
Since Ship X has 15% exp, L I can not train it anymore. So, L II, the 2nd highest trainer, takes over. It adds 2% on turn 6, and then 2% on turn 7, bringing Ship X to 19%.
Turn 8:
L II could add 2% still, but it's limit is at 20%. So, it can only add 1% to the total, bringing it to 20%. Only one facility works at a time, so L III does not add anything.
Turn 9-13:
L III now takes over, since L II has maxed out. It adds 1% per turn for 5 turns, bringing the ship to 25%.
So, if you only build a L III, it takes 25 turns to maximize exp. If you build one of each, then it only takes 13 turns.
Edit: Hmm... I hope that isn't confusing as hell.
[ May 23, 2002, 02:19: Message edited by: Imperator Fyron ]
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June 7th, 2002, 12:25 PM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: New Mod: The Art of War Mod
So, um, not to sound like the impatient child who isn't willing to help out, but how is this mod coming along? I was hoping to play it sometime soon...
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June 7th, 2002, 02:10 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: New Mod: The Art of War Mod
Heh, well between finding time and waiting for inspiration, I am kind of at a stand still here. Sorry. Maybe this will be just one more in my list of things I never got around to doing. I've always said I am more of an idea man that a do'er. 
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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July 25th, 2002, 01:03 AM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: New Mod: The Art of War Mod
No, I haven't forgotten.
Budda bump 
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July 24th, 2002, 02:40 PM
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National Security Advisor
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Re: New Mod: The Art of War Mod
I have.  Sorry. Maybe I'll get around to it someday.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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July 24th, 2002, 02:54 PM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: New Mod: The Art of War Mod
Oh well. . . .  I forgive you, but only cause you're associated with PBW... 
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November 3rd, 2002, 08:59 AM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
I was thinking of resurrecting this mod on my own, with my extremely limited abilities. More specifically, I was wanting to incorperate most of it's ideas into a tech-grid kind of mod. (you know, one where, for instance, you research different techs to increase missile range, increase missile damage resistance, increase missile speed, etc. etc. etc.) Would you be willing to let me use what you've got so far, Geo? (if you still have it...)
edit: my keyboard can't spell!
[ November 03, 2002, 07:02: Message edited by: dumbluck ]
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