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  #1  
Old July 18th, 2001, 10:52 AM
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Default modders and shipset creators - please read

OK, Last night I uploaded a major update to my space vikings shipset. My shipset will include images for non-standard ship sizes like corvette, heavy destroyer, prospector and battle moon.

These extra images *can* be implemented without hardcode changes if modders are prepared to support them, and this is the beginning of my campaign to make it happen.

Therefore I have started work on a reference table for shipset creators, which tracks all the different ship sizes used in the various mods.

This table will show what images are needed for compatibilty with which shipsets. It also gives useful comparative data which may help you decide how each ship should look: For example size, speed, bonuses etc.

Anyway, please look at the page on <A HREF="http://www.sandman43.fsnet.co.uk/vikingmoddata.htm">hull data</A> bearing the following in mind:

- it isn't finished yet. I have a *lot* more data to put in and I have to make it more readable.

- Shipset creators: Have I left anything out? What do you consider when designing each image?
Also I would be interested to know if you have ever released any non-standard ship images. I believe S-J has released a battlemoon pic but I haven't had a chance to look at it yet.

- modders: I have only included a few mods so far, and I may have mis-represented one of those. The standard and devnull data comes straight from the relevant vehiclesizes.txt files. I will do the same research for all the mods I cover, but you could save me some work by telling me how/ if your mod varies from the standard.

-file names: If modders do begin to support extra ship images, it would make sense to have a single standard for filenames. (ie it would be a pain if one shipset used heavydestroyer and another called it hdestroyer) I would like my website to be the central reference for this standard, and so I have allocated some arbitrary (but logical) file names. If you have any opinions or prior work on this subject, please post here.

I'll resurrect the space vikings thread, with a URL if you want to see what my additional images look like.

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  #2  
Old July 18th, 2001, 02:57 PM
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Default Re: modders and shipset creators - please read

quote:
Also I would be interested to know if you have ever released any non-standard ship images. I believe S-J has released a battlemoon pic but I haven't had a chance to look at it yet.
I've only added a single battlemoon pic (both mini and portrait) to the default race graphics.
All I did was copy one of the moon images from the pictures\stellar folder to the default AI folder, so its not very original artwork

I believe I just called it "mini_battlemoon", but since I'm at work, I can't confirm that as to caps & stuff.

If you can read this, I'm not home yet. Just download v2, and check: the battlemoon is the only picture in the zip.

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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>-
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  #3  
Old July 18th, 2001, 04:26 PM
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Default Re: modders and shipset creators - please read

Thanks S_J. Have you created any mods other than P&N?

If I create a Viking battlemoon and encourage other shipset creators to do the same, do you think you will add support for race specific battlemoon pics in the mod? Or does it do that already? I could (and will) look at the files but it's easier just to ask=-)

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Old July 18th, 2001, 04:56 PM
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Default Re: modders and shipset creators - please read

Oops, yeah. I've got a second new shipsize, the Drop Pod. It can only be used by races with organic and religious tech, and holds a super commando (with a DUC for an arm and organic body armor). I believe I just used a pic from one of the other troops, but now that I've mentioned it, I will change it to use another pic, the same way as the BattleMoon.
The BattleMoon pic is placed in the generic/default race folder, so any race that does not have a battlemoon pic will use the one I copied. (Large, smoothish vaccuum-rock planet with the mean looking crater on it)
Any race that includes their own battlemoon pic will use their personal one by default. Also, any race style that includes a battlemoon pic should be fully compatible with any other mod.

I've really only made one mod, but there are breaks along the way.
PiratesMod
Pirates&Nomads v1 (current v1.6)
Pirates&Nomads v2 (current v2.0)

P&Nv2 is different from P&Nv1; it drastically changes the propulsion system, and introduces the battlemoon, so it becomes a totally different play style. You have to balance between small ships with few abilities, or expensive, 40 engine Dreadnaughts.
Also, AIs for P&Nv2 require a textfile patch or they will not work properly; P&Nv1 AIs can work with only an altered .EMP file.

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-<Download V1.6>-
-<Download compatible EMPs for P&N v1.6>-
-<SJs latest AI Patcher>-
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[This message has been edited by suicide_junkie (edited 18 July 2001).]
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Old July 18th, 2001, 05:06 PM
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Default Re: modders and shipset creators - please read

Somone else has produced a race specific battlemoon pic? Damn, I wanted my shipset to be the first to offer non- standard ship images. Ah well.

OK, no probs. I'll get the default filname from your mod and that will be fine. I'm not sure how your propulsion systm will fit into my table though, since max. speed is the issue rather than number of engines. I take it each hull size still has a maximum speed limit.(not taking bonuses, solar sails etc into account)

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Old July 18th, 2001, 06:04 PM
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Default Re: modders and shipset creators - please read

Oh!, the BattleMoon has a bunch of abilities built into the hull:
(amounts from memory)
-Supply storage (tens of thousands range)
-Cargo storage (800KT)
-Master Computer (can't be taken over by Allegiance Subverters and/or ComputerViruses)
-maybe more, but I can't remember them.

quote:
Somone else has produced a race specific battlemoon pic? Damn, I wanted my shipset to be the first to offer non- standard ship images. Ah well.
I don't remember who, but it was a really cool pic. It had a organic-metallic looking shell, with a bigass coremount gunport.

Oh, BTW, in case you needed to know, the CoreMount gives a 25x size, 50x damage to beam weapons, range boost of 4 or so, but suffers a 30% accuracy penalty. Everything else seems so wimpy compared to a 3,000 damage meson bLast or an 11K damage WMG

quote:
OK, no probs. I'll get the default filname from your mod and that will be fine. I'm not sure how your propulsion systm will fit into my table though, since max. speed is the issue rather than number of engines. I take it each hull size still has a maximum speed limit.(not taking bonuses, solar sails etc into account)
I'm afraid the propulsion system is even more distorted than you are assuming .
-There is NO bonus movement for ships. (higher tech engines provide more standard movement points)
-There is no max engine limit (it is 42, since more can cause range check errors)
-Solar sails provide standard movement only, but take up no fuel.
-You can make ships go any speed you want, but the optimum warship speed is around 5-7 movement giving 3 or 4 in combat. (from playtesting)
-Escorts go 1 MP per engine at beginning tech. Double the hull mass, halve the speed for the rest of the ships. CT engines give 1/3rd more movement, JP engines give 2/3rds more, Quantum engines give double movement. (thus, to go the same speed a 1500KT baseship needs 10 times the engines of a 150KT escort). Battlemoons go either 0 or 1MP (you need max CT engines just for 1MP, ion engines can't move it)
I believe that LCs have the highest potential movement:
With an MC3 (20KT) and 38 Quantum engines (380KT), you get 38*6/3(400kT/150kT) = 28.5 movement.
At that speed, you can only travel for exactly three turns before you run out of fuel (burning 6*38*28=6,400 supplies per turn), and you have no weapons or defenses, and your ship costs about 8,000 radioactives.
On quantum 1s, which are less fuel efficient, one turn of travel will leave you with insufficient supplies to return home.
So, all the common small ships will go about 7 speed in actual play. There will be the occasional Superfast scout, but they are "mostly harmless".
The small ships, with a 20KT MC, and the rest ion engines, will go:
ES: 12 MP @ 3 EPM
FG: 13.5 MP @ 4 EPM
DS: 14 MP @ 6 EPM
LC: 14.25 MP @ 8 EPM
The big ships, with max ion engines (400kT worth) will go:
CR: 500kT 12 MP @ 10 EPM
BC: 600kT 10 MP @ 12 EPM
BB: 800kT 7.5 MP @ 16 EPM
DN: 1000KT 6 MP @ 20 EPM
BS: 1500KT 4 MP @ 30 EPM
BM: 10,000KT 0 MP @ 150 EPM
With quantums, double that value, and make the BM go 1 MP.

At best, with An LC & maxed quantum engines, the ship will go across 2 systems in one turn, equivalent to about half the speed of light.
Don't know how much that helped, but that's how it works

------------------
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).]

[This message has been edited by suicide_junkie (edited 18 July 2001).]
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