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  #31  
Old October 14th, 2006, 06:46 PM
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Default Re: Balance Mod Available for SE:V

Aye, and my race has Natural Merchants, PLUS a spaceport in it. So it SHOULD be coming through. Resources and Research are coming through fine, but Intel is just being lethargic or some such.
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  #32  
Old October 14th, 2006, 06:49 PM
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Default Re: Balance Mod Available for SE:V

This is a wonderful mod that makes �Stock� playable.

On behalf of Edward Jr., Amber, and myself,
Thank you CPT Kwok
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  #33  
Old October 14th, 2006, 07:18 PM
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Default Re: Balance Mod Available for SE:V

Thanks Shang! Lots of improvements to be made still though!

-----

AngleWyrm:
There needs to be some work done on entering size restrictions for various ship types. Right now the scripts are not setup in any real fashion to facilitate doing this, but I do plan on getting to it soon.

This sort of thing was also a problem with how weapons and stuff were being added onto units. The scripts set certain percentages of hull space to be used for weapons, armor and shields, but the default files only specify this for ships, WPs, and "units". In many cases, the values were not appropriate, especially after I reduced the size of the units and balanced the ship sizes and engine space amounts etc. I had to add new variables to create guidelines for each one instead in order to make them to better designs.

-----

Note that you can use the auto-complete function with just about any ship type in the list.
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  #34  
Old October 14th, 2006, 07:25 PM

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Default Re: Balance Mod Available for SE:V

I noticed on the balance mod when I auto-comleted an entry level troop that it did not place a weapon on it and only filled 3/8. It put a cockpit and 2 engines.
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  #35  
Old October 14th, 2006, 08:13 PM
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Default Re: Balance Mod Available for SE:V

That's odd. I get 2 thrusters (2kT), a DUC (3kT), a cockpit (1kT), a Combat Sensor (1kT) and an armor (1kT). Did you pick "Troop" for the design type? It's easy to choose another one by mistake.
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  #36  
Old October 14th, 2006, 09:48 PM

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Default Re: Balance Mod Available for SE:V

I think I may have chosen attack ship... good call
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  #37  
Old October 14th, 2006, 10:16 PM
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Default Re: Balance Mod Available for SE:V

Ok, one possibility (assuming the scripts are fairly similar), this is my understanding of what's going on -- correct me if I'm horribly wrong!

in Script_AI_DesignCreation.txt -> Can_Create_Design_Type_Of_Type()
it does a Pick_Vehicle_Size(), which gets the size from a global lst_AI_Design_Type_Vehicle_Size list. That list is populated in Script_AI_Global_Settings.txt -> AI_Set_Race_Design_Types().

So the entry for "Space Yard Ship" in AI_Set_Race_Design_Types function could have:
set veh_size_class := AI_VEHICLE_SIZE_CLASS_FREIGHTER

As to minimum space needed for a viable design (part + requirements) I'm not sure if the function exists, but could be created if it's not:
is_minimum_space_available() could be called during Can_Create_Design_Of_Type(), and bail if there isn't room.

Bleh, I'm cross-eyed now
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  #38  
Old October 14th, 2006, 10:55 PM
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Default Re: Balance Mod Available for SE:V

It's just a matter of figuring out how to use the vehicle_tonnage variable for a ship that has prevented me from fixing that up really.
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  #39  
Old October 15th, 2006, 07:29 AM

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Default Re: Balance Mod Available for SE:V

Just an idea but how about some smaller facilities, like this.
Attached Files
File Type: txt 457805-New Facilities.txt (10.3 KB, 353 views)
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  #40  
Old October 15th, 2006, 10:29 AM
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Default Re: Balance Mod Available for SE:V

Nice ideas but the goal was to keep it as "stock-like" as possible.
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