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January 2nd, 2003, 01:08 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: grit-tech
Quote:
Originally posted by Imperator Fyron:
Try to avoid increasing the size of a more advanced Version of a comp whenever possible. It forces people to have to redsign the ship when hitting the Upgrade button. Smaller ships are fine, as you can just add another armor or something.
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oh no, none of the sizes get larger as tech progresses. by space efficient, i mean that higher tech items have more cargo space available on them.
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January 3rd, 2003, 06:31 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: grit-tech
"Krsqk, you need some sort of help documentation in the K-Editer."
Done, in my sig or the K-Editor thread, along with the latest Version.
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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January 3rd, 2003, 08:14 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: grit-tech
Quote:
I really didnt want components (except maybe for controll components) to cost organic maintenance. and besides, polymers are made out of carbons, which only happen to be associated with organics. the can be made without them. I am thinking of putting a small organic requirement on crew quarters / life support, so that there will actually be a consequence for running out of organics in the game.
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You could always redefine "organics cost" as the "people costs" of something. Gunners need to eat too
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January 3rd, 2003, 10:05 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: grit-tech
quite right, the newest Version now attaches organics cost to crew quarters and life support. I am also working on getting fighters implemented. along with this, i have fixed some of the starting facility placement (which also effects a long standing issue that was bugging me about Porportions). I also hope to have fighters and drones working for the next release. which should be about mondayish.
regarding organics consumption of facilites: not only do happier populations produce more, they alos consume more. stands to reason. not only does an abundance of organics on a planet allow you to harvest more, it encourages frivilous consumption. stands to reason. done deal.
regarding lack of organic complexes and megaplexes, this is a carryover from porportions. Agrarian settlements and cultural facilites make up for the lack of organic megaplexes and such.
regarding components with inefficient cargo space at level 1 and no efficiency improvement between level 2 and 3, level 3 is half the cost of level 2. if this does not seem right (and please tell me if it looks goofy or does not make sense) then I will have to make level 1 even more inefficient, and likewise decrease the efficiency of level 2. This can be done, so let me know which way looks better. I kind of like the way it is.
now, as for that Porportions thing that bothered me, let me explain. cultural centers have the spaceport and resupply ability. starting homeworld facilities include spaceports and resupply depots. I tried fussing around with high tech and low tech starts, with CCs at the top and bottom of the facilities file, and finally found the answer. Homeworld cultural facilities need to have a higher tech requirement than the facilities they are going to replace. in the case of GritTech, I made Homeworld Cultural Centers require the tech Homeworld at level 10, and made the tech Homeworld a starting tech, (which starts at level 10). nothing to it. PvK, I dont know if you might want to include something similar in porportions, or not.
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...the green, sticky spawn of the stars
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January 7th, 2003, 09:42 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: grit-tech
okay, its nearly midnight my time, and the update is just squeaking in under the wire. many small tweaks and changes. some little edits to settings to change ground combat, and fix population size (for transport). fighters are nearly working, and only need a few changes. Troops also, are nearly there. Drones are in need of mounts, but will be ready to go pretty quickly.
Still missing sensors, and still need to add component levels to all the engines, armors, and weapons. SJ had a great idea about bio-chemical missiles or torps to kill off crew and boarding parties! it will fit in nicely!
Weapon Platforms are also nearly done. They are still in need of surface to space missiles, but that should not take very long either.
I am still aiming for a Version 1 release at the end of the month!
Data Files only, to update to 0.13:
1041924669.zip
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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February 21st, 2003, 02:32 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: grit-tech
Version 0.25 is here! let me know what you think.
still need to finish tweaking units. have not included the bio-chemical weapons in this Version, but all the other components are compatable with them. (i.e. control components, boarding parties, and security stations will be destroyed by them).
I have also added "commercial" components, which can produce resources from deep space. inspired by P&N resource bases. these fit on space platforms, and dominate the entire platform. they do not require a unique or specalized base type, and they can not be abused on other hulls. Im very happy with how they have turned out.
I have expanded all the tech levels, except for a couple. The mod is now almost completely playable, there are just a few additions that need to be made.
FYI, here is my current hit list for things to fix:
- add null-abilities that carry descriptions for those weapons that have to hit bonuses.
- doube check organics consumption of facilities.
- add em active and passive sensors
- add component levels to missiles and torps
- re-vamp mine warhead types, to match missiles and torps
- re-vamp planetary weapons
- add missile and troop weapons
- fix up drones
- re-balance reinforcing bulkheads
edit: oops, how about a link
1045787756.zip
[ February 21, 2003, 00:37: Message edited by: Puke ]
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