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August 10th, 2001, 05:02 AM
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Allow me to introduce myself...
As a somewhat long time lurker, and fan of SEIV, I figured I should speak up and introduce myself sometime.
All of MKSheppard's talk about his mod, which sounds awesome, has got me thinking about trying my hand at moding somethings I'd like to see, and things I'd like change..so any advice, it'll be much appreaciated.
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August 10th, 2001, 05:50 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Allow me to introduce myself...
right on, always happy to have more mods. what kind of changes were you thingking about?
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August 10th, 2001, 06:22 AM
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Re: Allow me to introduce myself...
My ideas so far have centered around borrowing things I've like from Devnull mod, like the larger varity of ship class, and some of the things from P&N, like some of the smaller repair componates, plus some of the things Sheppard has mentioned about his mod, mainly navalizing it, the turrets, the Engines per move, and the like, plus changing some of the weapons around a bit, and adding some, like playing around with the missiles, like better range, speed, reload times, and ECM and To-hit bonuses.
I've also been toying around with the idea of playing with the ship sizes and costs, like adding some more light ship classes, like Corvettes and Heavy Destroyers, keeping them around 400 kt and down, depending on the class, put in the more midsized ships, Light Cruisers, Heavy Cruises, Battlecruisers and Battleships, upping the space available by something like 30-50%, and the heavy ships, Dreadnoughts, Super Dreadnoughts and Base ship type stuff, would be increased by alot in space available and costs, so they'd be devestating in combat, but they'd be terribly expensive to build and maintain.
Just some basic stuff I thought about at work, I guess I'll have to start playing around with the data files and see just what I can do.
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August 10th, 2001, 10:03 AM
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Lieutenant General
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Re: Allow me to introduce myself...
someone had worked out a formula at one point, that broke down the ratios for damage:weight t:range on all the weapons to that modders could ballance out new ones. I dont remember any catch phrases from the converstation to do a search on, but if somone reads this and remembers where it is, a link would be handy.
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August 10th, 2001, 02:13 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Allow me to introduce myself...
From the Many (semi) newbie questions...advice requested thread.
Okeydokey. Here are the damage Ratings for various weapons, at max tech.
Note: damage rating is "Damage / size / reload time"
APB XII: 2.1 - 1.5, normal
CSM V: 0.8, seeker
MB: 1.75, normal
AMT V: 0.625, normal
QT V: 1.25, normal
PM V: 1.0 - 0.27, seeker
PDC V: 3.25, pointdefence, +70%
PPB V: 2.0 - 1.67, phased
RB IV: 2.5, normal
IB III: 0.9, normal, +10%
WMG III: 0.67, normal, +30%
TPC V: 0.375 - 0.188, Weapons only
ID V: 1.3, engines only
IPM V: 0.625, engines only, seeker
PN V: 15.0, planets only
NB V: 5.0, planet population only
GHB V: 1.21 - 0.33, normal
SD V: 7.5, shields only
DUC V: 1.33, normal
PC V: 1.33 - 1.0, normal, organic
HPB V: 1.67 - 1.0, normal, organic
ED III: 1.5 - 0.5, normal, organic
LR III: 2.0 - 0.5, normal, organic
SP V: 1.0, seeker, organic
AG V: 0.56, normal, organic
EAG V: 1.25, normal, organic
SC X: 1.17, skip armor, crystalline
HEM III: 0.917, normal, crystalline
TDB V: 1.0 (4.0), quad2shields, temporal
TS III: 0.33, skips all, temporal
TKP V: 1.75, normal, psychic
CW III: 6.0, warhead
MSD: 10.0, one shot, RuinsTech
MID: 5.0, one shot, RuinsTech
NSP: 0.4, skips all
CT V: 0.45, ships armor, seeker
SA V: 9.0, shields only, temporal
TC III: 1.2, normal, temporal, +10%
MSG III: 0.68, normal, psychic, +20%
Acronyms expanded in order:
Anti-proton Beam, Capital Ship Missile, Meson BLaster, Antimatter Torpedo, Quantum Torpedo, Plasma Missile, PointDefence Cannon, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Tachyon Projection Cannon, Ionic Disperser, Ionic pulse missile, Planetary Napalm, Neutron bomb, Graviton Hellbore, Shield Depleter, Depleted Uranium Cannon, Plasma charge, Hyperplasma bolt, Electric Discharge, Lightning gun, Seeking Parasite, Acid Globule, Enveloping Acid Globule, Shard Cannon, High Energy Magnifier, Time Distortion Burst, Temporal shifter, Telekinetic projector, Cobalt Warhead, Massive Shield depleter/Ionic disperser, Null-spaceProjector, Crystalline torpedo,Shield Accelerator ,Tachyon Cannon ,MentalSingularityGenerator
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The latest info on Pirates & Nomads (forum thread).
-< Download V2.2>- (Now with EZ-Install, just extract to your SE4 folder)
-< Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-< Download compatible EMPs for P&N v1.2 through v1.7>-
-< Download SJs latest AI Patcher>-
Visit My Homepage
Other Links:
-< Play By Web>-
-< Schlock Mercenary>- (great space-based webcartoon) -< First Strip>-
-< 8-bit Theater>- (fun comic with the pixellated FF1 characters)
[This message has been edited by suicide_junkie (edited 10 August 2001).]
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August 11th, 2001, 05:59 AM
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Private
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Re: Allow me to introduce myself...
Thanks, I'm sure that'll come in handy. As I have more free time over the next few days, I'll probably start playing around and trying to balance out the ship sizes, costs, EPM, and the like. The bigger ships will get alot bigger..a dreadnought would be about 2000 kt to 2500 kt, and probably cost, just the hull, something like 15,000 to 20,000 minerals. I fear all of my recent reading of David Weber books has gone to my head and I'm getting just as stuck on big ships as he is.
Can a weapon mount modify any componate, or just weapons? This would help me greatly..and it's probably in that newbie question post...
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August 11th, 2001, 03:43 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Allow me to introduce myself...
The components affected by a mount are determined by the weapon type entry.
You can have Direct-Fire, seeker, point defense, none, etc.
If you choose none, then the mount affects all non weapons. Unfortunately, this means that you can't make a mount to double internal hitpoints without allowing the player to double his armor strength too.
------------------
The latest info on Pirates & Nomads (forum thread).
-< Download V2.2b>- (Now with EZ-Install, just extract to your SE4 folder)
-< Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-< Download compatible EMPs for P&N v1.2 through v1.7>-
-< Download SJs latest AI Patcher>-
Visit My Homepage
Other Links:
-< Play By Web>-
-< Schlock Mercenary>- (great space-based webcartoon) -< First Strip>-
-< 8-bit Theater>- (fun comic with the pixellated FF1 characters)
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August 12th, 2001, 12:07 AM
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Re: Allow me to introduce myself...
Ok, thanks.
Also, what's the thoughts here on borrowing things from other people's mods? There was some things that I'd like to do that involve parts from other's mods, like the different ship sizes, PD missiles, and Sprint missiles from Devnullmod, some of the componates from P&N, like the machine shops, and, once MKSheppard is done with his, his "turret" weapon mounts. I don't want to take something if that's considered bad form.
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