.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 13th, 2001, 08:57 AM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default TDM-modpack compatability question:

I was thinking of making some minor mods to the game. Not adding new comp. or ships or anything, just editing a few existing settings. For example, I think it is kind of ridiculous that a dreadnaught can travel just as quickly w/the same # of engines as a ship w/ much less inertia to overcome (ie escort, dest, etc).

Now, I know there was a somewhat.... energetic discussion about this subject and about how to fix it. There were some pretty complicated theories, in fact. However, since this is my first mod, I want to keep it SIMPLE. So i thought that the easiest way to do this was to just assign some movement bonuses to the smaller hull sizes.

Speaking of engines, I also though that it was silly to spend all those research points on propulsion just to get a measly 20 minerals knocked off the price per engine. So I'm thinking of increasing the supply storage per engine slightly per lvl. (eg lvl 1: 500s, lvl 2: 600s, lvl 3: 700s) I 'm going to write that one off as increased fuel efficiancy.

Now I doubt THAT one will cause any problems; after all, EVERYONE uses engines!

I was also thinking of increasing the weights of both the fighter bays and the fighters themselves. I find it hard to believe that one carrier can support more that about 100 fighters max. (this one is still pretty much up in the air, tho. I may not bother with it yet till I get more exp. w/fighters.

My question is this: Will the TDM race be able to account for all this, and perhaps not give up on the small hull sizes so quickly, or will they just ignore the changes and go on their merry way? Will changes like these mess up the races?

thanx in advance for your help.

------------------
May your Life prosper and your Dreams be sweet.

[This message has been edited by dumbluck (edited 13 May 2001).]
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #2  
Old May 13th, 2001, 10:44 AM

jc173 jc173 is offline
Sergeant
 
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
jc173 is on a distinguished road
Default Re: TDM-modpack compatability question:

Regarding use of smaller hulls, most AI's will use the largest hull available normally. However some of the TDM races have been modded so that they construct ships of the same type in different weight classes, just depends on what the modder did with them.
Reply With Quote
  #3  
Old May 13th, 2001, 02:34 PM

Marty Ward Marty Ward is offline
Second Lieutenant
 
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
Marty Ward is on a distinguished road
Default Re: TDM-modpack compatability question:

Assigning movement to hull type will not present any problems to the AI and is a good way of keeping the small hulls useful. I have done this before.
You could even try adding negative movment to larger hulls if you want to adjust them but I don't know if this works.
Consider adding both regular and combat movement to the hulls for variety.
Reply With Quote
  #4  
Old May 14th, 2001, 02:25 AM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: TDM-modpack compatability question:

quote:
Originally posted by Marty Ward:
Assigning movement to hull type will not present any problems to the AI and is a good way of keeping the small hulls useful. I have done this before.


Ok. Thanks for the info.

quote:

You could even try adding negative movment to larger hulls if you want to adjust them but I don't know if this works.



I had thought about that, as well. I haven't really worked out exactly the bonuses I'm going to give yet, I was wanting to make sure it wouldn't cause problems.

quote:

Consider adding both regular and combat movement to the hulls for variety.



Ok. now you lost me. I didn't know there was two types of movement. What is the difference between them?

Anyway, thanx for helping me out.

------------------
May your Life prosper and your Dreams be sweet.
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #5  
Old May 14th, 2001, 02:42 AM

Marty Ward Marty Ward is offline
Second Lieutenant
 
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
Marty Ward is on a distinguished road
Default Re: TDM-modpack compatability question:

There are two different movement abilities you can assign to a hull, standard and combat. If you assign standard movement you it's like having additional engines. If you assign combat movement it like having afterburners for ships.
Check out the Abilities file to get the exact wording for the abilities. If you add abilities remember to change the number of abilities line in the hull.
You can mix and match as you like, ie escorts get 2 extra standard moves and 3 extra combat moves and destroyers get only 1 extra combat move etc.
Reply With Quote
  #6  
Old May 14th, 2001, 09:50 AM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: TDM-modpack compatability question:

quote:
Originally posted by Marty Ward:
You can mix and match as you like, ie escorts get 2 extra standard moves and 3 extra combat moves and destroyers get only 1 extra combat move etc.


Would these be cumulative? Ie 2 standard movement points and 1 extra combat move =3 extra movement in combat. Is that correct?

__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:28 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.