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January 24th, 2003, 12:28 AM
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Corporal
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weapon platforms, weight ratios and modding questions
I'm in the process of creating my own personal mod, and a thought struck me Last night: Why weapon platforms? They really make no sense. For projectile guns and missile launchers, you have all of that gravity to overcome. Launching a missile out of orbit uses tremendous amounts of fuel. As for energy weapons, you have atmosphere to get through, which would degrade just about anything, espacially those projectile guns. A depleted uranium cannon firing from ground, through atmosphere, and escaping orbit? Ludicrous. Not really impossible, but far costlier than putting a similar launcher in orbit beforehand. The whole concept of planetary weapon platforms is somewhat fanciful, but they can have a huge impact on SE games, especially if you allow any WP range extending mounts. If anything, there should be WP range-decreasing mounts. Maybe someone else already said all of this.
The reason that I thought of all of this is mostly that I was trying to reason out how much cargo Earth could reasonably carry without any gigantic "cargo storage" cities. I figured that even if we go with Earth being large, 8000 kt is awfully light. And then I started wondering about fighters too. 20 kt for a fighter? Not sure about that, and probably nothing I can do about it. I'm sure someone has noticed that before.
Those are just comments, I know my options there, but what I wanted to know was where I could find some tutorials about data files, especially AI files. Some of that stuff makes NO sense to me. I just downloaded the available image MOD stuff, I think that's a great idea, but the AI construction queue (that word doesn't look right) files are complete Greek to me.
The mod itself has no specific focus, just trying to create more options in the game. I don't even have a title. I'm mostly expanding the tech tree, creating new components, new facilities, new mounts, kind of at random. A few tweaks. I doubt I'll ever make it public, as I've stolen from about a dozen other mods done by others and I wouldn't know where to begin with credits. I do have some shame.
Oh, yeah, and does anybody know where I can find more pictures of ships and such for existing races? Thanks.
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January 24th, 2003, 12:45 AM
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Corporal
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Join Date: Dec 2002
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Re: weapon platforms, weight ratios and modding questions
I agree - the thing I'm working on is going to greatly reduce the amount of damage you can do to a planet with bog-standard ship weapons too.
A good compromise would be to add smaller base sizes that can be used as cheap orbital weapon platforms (give them a big maintenance reduction too), but you can't stick them in a freighter and reinforce a new colony (not necessarily a 'bad thing') as you can with planetary-based platforms.
Also, if you remove weapon platforms you might get more troop v troop (plus militia) ground combats, which I'm all for.
Here's a link to Fyron's modding 101, which I found very useful.
The cargo storage figures are best treated as being arbitrary. There's nothing stopping you from changing them radically. I think in Proportions your homeworld can store a huge amount of kit.
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January 24th, 2003, 01:03 AM
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Colonel
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Re: weapon platforms, weight ratios and modding questions
orev_saara, interesting points raised. In SE3, when you advanced in troop technology sufficiently, you gained the ability to have a group of them fire from the planet surface as if they were an anti proton beam. From this hokey beginning, planetary defence in the form of weapon platforms was born.
Personally I'd rather defend my planet with orbital facilities, but starbases are expensive. And you need a shipyard. I tried modding in a smaller hull, but I didn't do it right and then I lost interest.
I always wonder about this, take Star Trek Next Gen, the borg arrive and are met with a half a dozen fighter craft. In star wars, the death star arrives at Alderan, pauses, destroys the planet.
Hello, home world, some defensive ships please. The population should be glad its there and defer some of the maintenance cost.
[ January 23, 2003, 23:15: Message edited by: Arkcon ]
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January 24th, 2003, 01:32 AM
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Shrapnel Fanatic
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Re: weapon platforms, weight ratios and modding questions
One thing you should quickly realize is that KT really means nothing, and is the default unit of measure for everything in the game.
Don't read it as anything more than that and you'll do OK The numbers are all relative anyways.
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January 24th, 2003, 01:56 AM
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Second Lieutenant
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Re: weapon platforms, weight ratios and modding questions
Quote:
Originally posted by orev_saara:
I'm in the process of creating my own personal mod, and a thought struck me Last night: Why weapon platforms? They really make no sense. For projectile guns and missile launchers, you have all of that gravity to overcome. Launching a missile out of orbit uses tremendous amounts of fuel. As for energy weapons, you have atmosphere to get through, which would degrade just about anything, espacially those projectile guns. A depleted uranium cannon firing from ground, through atmosphere, and escaping orbit? Ludicrous. Not really impossible, but far costlier than putting a similar launcher in orbit beforehand. The whole concept of planetary weapon platforms is somewhat fanciful, but they can have a huge impact on SE games, especially if you allow any WP range extending mounts. If anything, there should be WP range-decreasing mounts. Maybe someone else already said all of this.
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P&N v3.x -- Gravitic Manipulation racial trechnology ... Graviton Flux Cannons.
Weapon-platform only, uses theplanet's own gravitational field as a weapon. Very odd damage-at-range table (lots of damage in a bell-curve pattern ... with a "myopic zone" where no damage is done at all); one normal-mount and one "biggest" mount GFC on a Large WPlat makes for DEAD ships, at extreme ranges.
Quote:
And then I started wondering about fighters too. 20 kt for a fighter? Not sure about that, and probably nothing I can do about it. I'm sure someone has noticed that before.
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Remember those are SPACE fighters. 20,000 ton displacement, and probably a crew of twenty to fifty.
"Escorts" are (AFAIK) roughly the size of a modern nuclear aircraft carrier; you MIGHT manage to get an Escort to hold one Fighter bay and one cargo bay, to handle four fighters. Tops.
Modern aircraft carriers handle and launch/recover scores of "fightercraft" as we, today, know them.
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Download the Small Ships mod, v0.1b Beta 2.
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January 24th, 2003, 02:08 AM
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National Security Advisor
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Re: weapon platforms, weight ratios and modding questions
""Escorts" are (AFAIK) roughly the size of a modern nuclear aircraft carrier; you MIGHT manage to get an Escort to hold one Fighter bay and one cargo bay, to handle four fighters. Tops."
Actually the -fighters- are bigger than most current carriers.
EDIT: or some, rather. Displacement on the Nimitz class of carrier (US nuclear, biggie) is 97,000 tons.
Phoenix-D
[ January 24, 2003, 00:09: Message edited by: Phoenix-D ]
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Phoenix-D
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