.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 July 18th, 2001, 10:26 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Basic Tech Mod Info

Status files for the basic tech mod are here (changes) and here (will be added).

The biggest changes so far are in Armor. First, Armor tech has been expanded to 15 levels. Second, Stealth, Scattering, and Ablative Armor are now set up in a grid research, similar to the missile/warhead idea posted in the earlier thread.

It works like this: Researching higher Armor tech (in 3 level increments) gives you stronger armor in all types. Researching higher Stealth tech gives you stealthier armor with slightly higher defense bonuses. Scattering Armor has been renamed to Reflective Armor and provides higher defensive bonuses when researched. Researching Ablative Armor gives you a better structure/tonnage ratio. There are 10 levels each of Stealth and Reflective Armor techs, and 3 levels of Ablative Armor tech. There are 5 breakpoints in Armor tech for stronger armor.

A component named Stealth Armor II (8) has level 8 cloaking and second-tier armor (100kt in this case). It requires Armor 4 and Stealth 8. Reflective Armor III (4) has third-tier armor (160kt) and a 40% defensive bonus. Ablative Armor II (2) has a structure/tonnage ratio of 4.67, while Ablative Armor IV (1) has a ratio of 5.25. This grid setup creates a large number of potential paths to full tech for a given area.

Heading out for now; hopefully much more tomorrow!

------------------
"The Unpronounceable" Krsqk
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #2  
Old July 18th, 2001, 03:07 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Basic Tech Mod Info

Phoenix,

(moving our discussion from the other thread)

quote:
(like solar panels but doesn't need a star, if possible)
Not possible without a code change.
-You can fudge it. Make emergancy resupply components..that don't destroy themselves on use. It'd give the AI fits though.
You know, this just might work. We kicked the idea around a long time ago for a component that would generate a limited amount of supplies each turn, but be unlimited in duration, like a Quantum reactor should be. This idea has has merit. (Where were you six months ago? ) The only problem I see is that the emergency resupply ability has to be activated, it is not automatic. Because of that, they can't be used in fleets, only in individual ships. But it would make a nice idea for a long range scout or a colony ship though. Call it a ram scoop or a gas giant skimmer. Both ideas are plausible.

quote:
sorry, component specific mines are another good idea that can't be done currently
This would be because of :Weapon Type := Warhead: right?
Actually the problem is way mine damage is calculated (non-combat mode) versus the way weapon damage is calculated (combat mode). Is has been tried and it did not work.Check it out.
It is possible we just missed something back then. It might be worth trying again. But I am pretty sure this would require a code change.

quote:
What I'd objecting to about the smart bombs is that you instantly know where the facility is, and can kill it in one shot, as I understand it. Same idea as the quantum (chesse) but less impossible.
Your first point I don't agree with. Combat is not instantaneous. And it shouldn't be that difficult to figure out which facility is the space yard, and which facility is the resupply depot from orbit. Heck we can read license plates now. As far as destroying it in one shot, eh... Maybe a nuke would do it? Even so I can maybe agree that facilities should take damage instead of being destroyed. They are BIG afterall. Maybe the smart bomb incapacitates the resupply depot for a month, instead of forcing them to rebuild it, which takes three. Or it reduces the space yards construction capacity for a while. But unfortunalty we don't have that ability now. All combat damage that does not completey destroy a facility gets erased at the end of the combat round. Again we are talking about differences in scale, not actual new techs and processes we would have to discover. Actually though, of all the things we can do in SEIV, the smart bomb is probably the one we are closest to being able to accomplish today.


Geoschmo

[This message has been edited by geoschmo (edited 18 July 2001).]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #3  
Old July 18th, 2001, 03:10 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Basic Tech Mod Info

quote:
Actually the problem is way mine damage is calculated (non-combat mode) versus the way weapon damage is calculated (combat mode). Is has been tried and it did not work.Check it out.
It is possible we just missed something back then. It might be worth trying again. But I am pretty sure this would require a code change.
Uhm. no. Check out P&N v2.0
The Ion/Tachyon/NullSpace mines are really cool.
I haven't tried the Quad2Shields ramming warheads yet, but they should work too.
I was concerned about the ion mines not being destroyed on detonation (since they have no engines & their damage type was engines only), but the game kills each one when they attack.

quote:
Ablative Armor II (2) has a structure/tonnage ratio of 4.67, while Ablative Armor IV (1) has a ratio of 5.25.
That stuff can't be anything like my original Ablative armor!
Since you have fractional S/T ratios, the armor is not 1kT in size. And the 5 S/T ratio is pretty low.

There were two things the made the armor what it was:
1) 1kT size. Thus, if you get hurt, you're out of the war for a long time.
2) very high HP/kT (8-15). This way, it provides competitive protection (compared to shields).

1)-> 40x longer to repair than shields.
2)-> 50% more hitpoints than shields.
This was supposed to be "the best protection around, but one battle only".
Good for defense ships (which you can mothball for a year while they repair), but useless on non-kamikaze attack ships (since attack ships are not close to the powerful repair facilities).

As an example, an LC with 20% of its size going to defenses (equiv of 2 shield generators -> 750 shields), you get 1200 hitpoints using Ablative Vs.
However, you have 80 armor components, so if your ship gets into a battle, it will take 10 turns for a high tech repair bay 3 (80kT) to finish (8 per turn).
And, since you do not fight with single ships, you will need one repair base for every 2 or 3 LCs in order to repair them all in one year.
IMO, this balances the high hitpoint value of the armor quite nicely; you survive the first attack, but have to spend a very long time under repair afterwards.

------------------
The latest info onPirates & Nomads (forum thread).
-<Download V2.0>-
-<Download V1.6>-
-<Download compatible EMPs for P&N v1.6>-
-<SJs latest AI Patcher>-
Visit My Homepage

[This message has been edited by suicide_junkie (edited 18 July 2001).]
Reply With Quote
  #4  
Old July 18th, 2001, 07:56 PM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default Re: Basic Tech Mod Info

Sorry, I could be completely wrong about this but...

Shouldn't laser weapons be long range, I thought that was the whole point of lasers, they never lose power because they are just light? I think lasers should be very long range low power.
Reply With Quote
  #5  
Old July 18th, 2001, 08:33 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Basic Tech Mod Info

SJ,

Downloaded the P&N mod. Lots of cool sounding stuff in the components.txt file, but does it all work?

You've tested the weapon only and engine only mines and they do what they are supposed to?

Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #6  
Old July 18th, 2001, 09:35 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Basic Tech Mod Info

quote:
Shouldn't laser weapons be long range, I thought that was the whole point of lasers, they never lose power because they are just light? I think lasers should be very long range low power.
IMO: Long range, low power, and accuracy bonus (since you don't have to lead the target by quite as much).

quote:
Downloaded the P&N mod. Lots of cool sounding stuff in the components.txt file, but does it all work?
You've tested the weapon only and engine only mines and they do what they are supposed to?

Almost.
Yes.

Known stuff that dosen't work:
-Shield regeneration for units. SE4 just dosen't check for regen on units. The shields still work fine, and whenever Aaron gets SR for units added, the bonus abilities will kick in.
-Swashbuckler Pods. SE4 dosen't even try to capture a ship using a fighter-mounted boarding party. Unfortunate, really, but I left them in for now. Hopefully one of the future patches will enable them.
-Emissive Armor. Well, it dosen't work right in original SE4 either.

Unknown at this time:
-Quad2Shields ramming warheads

Known (& modified) stuff that works:
-Core mount guns (boy do they ever)
-Engines (basic property of my mod)
-Ablative Armor
-BuckyTube Gel Plating (even works with AIs)
-Nomadic Resource vehicles (Gets resources from space)
-Pirate Tech restrictions
-Swashbucklers (Very Wimpy! You need 2 to capture 1 crew quarters, so a solo 'buckler is nearly useless)
-Harmonic shielding
-Temporal cloning vats
-BattleMoons
-Drop Pods & Bio-enhanced Fanatic
-Healing Crystal.
-Psy armor
-Bio-Crystal armor
-Spirit Crew Quarters
-Living ships racial trait
-Heavy Bombardment Missiles
-PDC vs PDL
-Small space Yard
-Heavy Fighter, Massive Fighter
-Tachyon Dampener.
-Heavy Shield Generator
-Hardened Mini-Shield Generator
-Mini shield regenerator
-Tachyon mines
-Ion Mines
and more...

------------------
The latest info onPirates & Nomads (forum thread).
-<Download V2.0>-
-<Download V1.6>-
-<Download compatible EMPs for P&N v1.6>-
-<SJs latest AI Patcher>-
Visit My Homepage
Reply With Quote
Reply

Bookmarks


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 03:52 PM.


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