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  #31  
Old December 12th, 2002, 09:30 PM
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Default Re: grit-tech

Thanks, Dogscoff.

As a teaser for the upcoming grit-tech mod, here is a snip from the vehicle sizes text that describes all the ship and base hulls to be included in the initial release. It will also give you some inclination of how the tech tree looks.

1039721370.txt

edit: there is a typo in the colony ship crew/life support requirements.

[ December 12, 2002, 19:38: Message edited by: Puke ]
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  #32  
Old December 13th, 2002, 06:04 PM
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Default Re: grit-tech

a teaser from the component enhancement file, engine and armor mounts. armor mounts are based on a spreadsheet I created to calculate surface area of a sphere, based on an arbitrary consistant density of the hull mass.

Long Name := Engine Mount: 200KT Hull
Short Name := 200 Engine
Description := A propulsion system scaled to fit in a 200KT hull
Code := E2
Cost Percent := 2
Tonnage Percent := 2
Tonnage Structure Percent := 2
Damage Percent := 2
Supply Percent := 2
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 200
Vehicle Size Maximum := 200
Weapon Type Requirement := None
Comp Family Requirement := 9, 91, 92, 93, 94
Vehicle Type := Ship
Number of Tech Req := 0

Long Name := Armor Mount: 200KT Hull
Short Name := 200 Armor
Description := Armor scaled to cover a 200KT hull
Code := A2
Cost Percent := 4
Tonnage Percent := 4
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 200
Vehicle Size Maximum := 200
Weapon Type Requirement := Any
Comp Family Requirement := 101, 102, 103, 104, 105, 106, 107
Vehicle Type := Ship
Number of Tech Req := 0
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  #33  
Old December 13th, 2002, 06:39 PM
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Default Re: grit-tech

All sounds pretty interesting. Any idea as to the when? Not trying to rush, anything. Just wondering!

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  #34  
Old December 13th, 2002, 09:23 PM
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Default Re: grit-tech

reactive armor wont work until after the patch comes out. I am shooting to have a beta release out in about a week. research costs will need to be tweaked, resource values may need some changing, and tech levels will still need to be created. right now all the weapons and armor have one entry each, but with the first one done it will lay out a template for the others. I want to have levels 1 thru 10 for each kind of armor and weapon.
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  #35  
Old December 17th, 2002, 10:13 PM
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Default Re: grit-tech

because im fishing for comments and feedback, and because i am shamelessly bumping my own thread, here is another teaser. engines this time (take a look at the mount teaser below, to see how these would fit on a 200KT hull). a pre-release Version of the mod should be available for download in just a couple days. final release will feature 3 of each engine type, supply consumption may need to be increased. note the engines themselves do not provide supply storage.

Name := Chemical Engine I
Description := Basic chemical-fuel rockets used to propel a ship.
Pic Num := 9
Tonnage Space Taken := 1000
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 1
Tech Area Req 2 := Chemical Reactors
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 2 standard movement.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Weapon Type := None

Name := Fission Engine I
Description := Nuclear powered engine that generates thrust by fission reaction.
Pic Num := 10
Tonnage Space Taken := 1000
Tonnage Structure := 20
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 91
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 2
Tech Area Req 2 := Nuclear Reactors
Tech Level Req 2 := 2
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 3 standard movement.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Weapon Type := None

Name := Fusion Engine I
Description := Fusion power plant that provides a great amount of thrust to a ship.
Pic Num := 26
Tonnage Space Taken := 1000
Tonnage Structure := 20
Cost Minerals := 80
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 92
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 5
Tech Area Req 2 := Nuclear Reactors
Tech Level Req 2 := 6
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 4 standard movement.
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Weapon Type := None

Name := Ion Engine I
Description := Ion drive that provides efficient fuel consumption, but realatively low power.
Pic Num := 25
Tonnage Space Taken := 1000
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Engines
Family := 93
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 3
Tech Area Req 2 := Particle Reactors
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None

Name := Plasma Engine I
Description := Advanced ion drive that provides efficient fuel consumption, but realatively low power.
Pic Num := 25
Tonnage Space Taken := 1000
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Engines
Family := 94
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 6
Tech Area Req 2 := Particle Reactors
Tech Level Req 2 := 4
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 2 standard movement.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Weapon Type := None
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  #36  
Old December 18th, 2002, 12:23 AM
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Default Re: grit-tech

I will warn you of this; if you're going to have a maximum number of engines on ship hulls, then you may want to consider rescaling your movement point numbers (unless you really want fusion-drive ships to zip around 4 times faster than ion ones). Also, you'll probably have to put ion engines higher in the component list than the others (or include a useless ability), since the AI tends to interpret lowest as best. (Except in the AI_Design_Creation files. )
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  #37  
Old December 18th, 2002, 05:31 AM
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Default Re: grit-tech

indeed, i plan on fusion engines being 4 times faster than ion engines. the max number of engines for any hull is 20, but engine size will limit how many you can put in, before the max number is hit.

I can move ion engines to the top of the list, but i am planning on the default AI being completely incapable of functioning within this mod.

thanks for the feedback. i think the movement per engine is pretty much set, to maintain the speed differential between technology types, but the engine sizes can be tweaked to limit how many can fit on a hull.
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  #38  
Old December 21st, 2002, 03:04 AM
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Default Re: grit-tech

okay, here you go:

1040432203.zip

be warned, this is not yet finished. weapons and research need to be ballanced. Drones, fighters, troops, and sats are not yet finished. some tech areas are not complete, the settings file needs to be balanced, and some components still need to be added.

in most cases, a single component represents an entire component family, and all levels beyond the first have yet to be created.

This is Version 0.1, Pre-Release. see the modinfo.txt for a partial list of credits. This is not the final Version. please send feedback, and any requests for adds, moves, or changes. service requests outside of the original scope of work will require a project change order request to be completed and signed by both parties.. i mean, its time for me to take a vacation.

the AI DOES NOT WORK with this mod. it will need to be completely re-written, since components are vastly different, and the tech tree has changed quite a bit. the AI may NEVER work, because of the nature of engine and armor mounts. im not sure.
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  #39  
Old December 30th, 2002, 11:11 PM
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Default Re: grit-tech

shameless self promoting *bump*

an updated Version will be available for the new year!
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  #40  
Old December 30th, 2002, 11:13 PM
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Default Re: grit-tech

puke, sounds like you have been and continue to be a very busy modder!

mlmbd
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