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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities November 15th, 2004 05:48 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Quote:

Imperator Fyron said:
Why make the parts of 1.9.0.0? Why not just make it 1.9.0.1, to avoid the extra step of the patch?

Because I am lazy and didn't think of it. http://forum.shrapnelgames.com/images/smilies/frown.gif Perhaps if you were able to offer your site as a mirror I can set it up for that. http://forum.shrapnelgames.com/images/smilies/happy.gif

mottlee November 15th, 2004 09:51 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Da*n Fighters are darn near impossable to kill http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

Captain Kwok November 15th, 2004 10:51 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
I fear with the super reduced combat/ecm bonuses and what I think are more or less stock bonuses to ships hulls, fighters, a lot of things are near impossible to hit. http://forum.shrapnelgames.com/images/smilies/eek.gif

Atrocities November 16th, 2004 12:38 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
More work for me. The ECM stacks with the Sensor Array to give nearly 20% bonus. The Combat sensors also stack with the sensor array. Do not forget about captains as well and fleet and ship training.

I will review the ship hulls and adjust the values if any one has any suggestions.

Atrocities November 16th, 2004 12:43 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
<font color="red"> USE THE PROPULSION MOUNTS TO REDUCE THE COST OF THE WARP CORE AND WARP NACELLE COMPONENTS </font>

The reason for the mount system is to keep the size of the component proportionate to the hull size. IE larger ship use more space for said components.

<font color="blue"> USE ON YOUR SHIP DESIGNS: </font>
2 Impulse engines
1 Warp Core
2 Warp Nacelles. (Unless the ship hull says you can use more)

http://forum.shrapnelgames.com/images/smilies/evil.gif
Oh ya, one Last thing, if you dislike the mod thats fine, you can always make one yourself.

Captain Kwok November 16th, 2004 01:16 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Quote:

Atrocities said:
More work for me. The ECM stacks with the Sensor Array to give nearly 20% bonus. The Combat sensors also stack with the sensor array. Do not forget about captains as well and fleet and ship training.

True. But let's assume that all forms of component "Combat To Hit Defense Plus" bonuses cancels out all component "Combat To Hit Offense Plus" bonuses, as well as training bonuses cancelling each other out. Then we just have ship bonuses from vehiclesizes.txt to deal with, which are more or less on the same line as stock. So most get some sort of "Combat To Hit Defense Plus" bonus of 20% or so. Then, take into account the distance per square penalty of -10%. In that case, you have already a -40% penalty to hit a destroyer at 2 squares distance! What about trying to hit it with a torpedo at 10 range? Or Righters with like 60% "Combat To Hit Defense Plus" bonuses?

Weapon modifiers can either help things out a bit if they are positive, or make them even worse if they are negative.

My suggestion is just give a boost to "Combat To Hit Offense Plus" bonuses by about 10-20% more than your values for "Combat To Hit Defense Plus" bonuses. Secondly, decrease the per square penalty in settings.txt to 5%. That should make things a lot better. Ok, maybe decrease the fighter bonuses but just a tad unless point defense weapons have a good modifier.

Captain Kwok November 16th, 2004 01:26 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Let me make a clarification:

When I say make combat sensors 10-20% more effective than ecm, I mean it as in a 30% bonus is "20%" more than a 25% bonus. Not as 30% compared to 10% is 20% more. Does that make sense? http://forum.shrapnelgames.com/images/smilies/eek.gif

Here are some actual values you may want to use:

Combat Sensors I-X: 6-12-18-24-30-36-42-48-54-60
ECM I-X: 5-10-15-20-25-30-35-40-45-50

Cap training at about 10% for both ships and fleets.

Atrocities November 16th, 2004 03:09 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Thank you CK, these look promesing. However the levels go to 10 and I am not certain if that would work out for us. Remember we want the player to use other components like captains, sensor arrays and such and not rely souly on super ecm or combat sensors.

Would lowering the ships bonues or raising them work better?

You have the latest Version of the mod, could you, when you have time, develop a good system.

Remember the sensor array I - V are set up so they can stack with ECM and CS to augment them. It was my solution to the old Federation ECM stack issue in previous Versions.

I would like to keep this combination alive and working.

And I really want to avoid adding any additional components to the mod unless they can be added at the end. Increasing the levels of ECM and CS would frell up saved games and if they were put at the end, the new levels would show up at the end of the component list instead of where the current ones are located.

Captain Kwok November 16th, 2004 09:03 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Well, you could just do the first 5 levels of values up to 30% and 24% respectively. In that case, you'd probably want to half the value of existing ship bonuses (both positive and negative ones) to make them more balanced with the rest of the mod.

I'd personally scrap combined "sensor array" components now, and replace them with a set of two combat and ecm components at half their normal size instead. It is too difficult to get them to work without stacking. You could still offer a combined sensor array that merged combat and muliplex, or ecm and multiplex, etc, just not combat and ecm together. http://forum.shrapnelgames.com/image...ies/tongue.gif

Captain Kwok November 16th, 2004 09:06 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Oh yeah, if you do use combat and multiplex, or ecm and multiplex - make sure to give it the same family number as combat or ecm respetively to prevent stacking. Also make sure to have some "visible" component between them in the file so they'll both show when the "show latest" option is checked.


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