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  #1  
Old February 25th, 2001, 11:30 AM

Sinapus Sinapus is offline
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Default Engines per move follies...

Hm. I guess I should have gone and re-adjusted all the minimum speeds for the AI's attack ships and any other ships that I might have wanted to go a little faster after increasing the number of engines per move for larger ships.

They aren't going above speed 3 for cruisers right now. *sigh* Oh well. I'll adjust and try again later.

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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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  #2  
Old February 25th, 2001, 06:25 PM

Tenryu Tenryu is offline
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Default Re: Engines per move follies...

quote:
Originally posted by Sinapus:
Hm. I guess I should have gone and re-adjusted all the minimum speeds for the AI's attack ships and any other ships that I might have wanted to go a little faster after increasing the number of engines per move for larger ships.

They aren't going above speed 3 for cruisers right now. *sigh* Oh well. I'll adjust and try again later.





Here, Sinapus, I have been using these for a long while and have had no problem. Check out the Vehiclesize file and look at the engines, fighter engines and afterburners in the component file.

Maybe this will help you figure out what you are trying to do. Some of the movement stuff is a bit tricky to use. If you have any questions I will try and answer.

Hope this helps.

** I included the techarea file so the other two will work correctly.**

***** Removed components.txt and vehiclesize.txt files from this post. New ones posted elsewhere in this thread. *****

[This message has been edited by Tenryu (edited 25 February 2001).]

[This message has been edited by Tenryu (edited 26 February 2001).]
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  #3  
Old February 25th, 2001, 10:11 PM

Sinapus Sinapus is offline
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Default Re: Engines per move follies...

quote:
Originally posted by Tenryu:

Here, Sinapus, I have been using these for a long while and have had no problem. Check out the Vehiclesize file and look at the engines, fighter engines and afterburners in the component file.

Maybe this will help you figure out what you are trying to do. Some of the movement stuff is a bit tricky to use. If you have any questions I will try and answer.

Hope this helps.

[This message has been edited by Tenryu (edited 25 February 2001).]



Interesting... and I was going to just increase minimum speed for ships to 6 or so, check to see if it would design battleships or dreadnoughts, and then add an extra attack ship entry or two with minimum speeds set to five and four, and minimum tonnages set to match the battleship and dreadnought hulls.


I may try to use the approach you are, since that requires less editing of racial files. My approach would require that I edit all the design.txt files. I guess I still have a nasty habit of making things much more difficult than I have to.


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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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  #4  
Old February 26th, 2001, 12:01 AM

Tenryu Tenryu is offline
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Default Re: Engines per move follies...

Sinapus,

The Ship Bridges also give an extra movement. I felt if you lose your bridge, even if you have an Aux helm, you should slow down.

Also there is a small annoying but harmless bug,(mine), in the Fighter Life Support II component. I have fixed it on the file I am playing with these past few days but I didn't want to stick that component file up here yet as I added a bunch of new stuff and haven't had a chance to fully play it to see if anything is stupid in it. Besides none of the new stuff effects movement so you don't need it.

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  #5  
Old February 26th, 2001, 01:07 AM

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Default Re: Engines per move follies...

So, was the glitch something to do with both fighter life support I&II being set to Ship Construction lvl 1? If it's a quick fix I can probably just make it myself. Hm. I'll have to go into the race research files and stick in research to construction lvl 4 or increments of that somewhere so the AI can get supermonitors.

I probably will try to copy the parts from your file to the components file I'm using since I have a lot of stuff I'm using here and there that I don't want to waste time adding them in. I like having supply storage be considered cargo for transports and small phased shields, after all. (Especially against the Sergetti in Daynarr's mod. Ow.)

The techarea file and vehiclesize file look like they can be easily copied over.

BTW, I noticed that the Small Troop entry in your vehicles.txt had "Launched from Ship" set to True. Is that a typo or can you use that to board ships?

I'm probably going to have to modify the space yard ships files in the design files for the AI just so the will use solar collectors since the Last time I checked the other races I found several SYS's getting warnings that a ship constructing something can't move... they were almost out of supplies and the resupply minister was trying to send them to a depot.

I do like the movement bonus for ship bridges and the damage control abilities of the crew quarters, but noticed that master computers don't have any such abilities. What a bummer.

Oh cute. More projectile weapons stuff and you altered that wonderful small rocket pod's tech requirements around even more.


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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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  #6  
Old February 26th, 2001, 03:48 AM

Tenryu Tenryu is offline
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Default Re: Engines per move follies...

*** Fixed the small anti-matter torp 3 required techs ***

Here's my most recent components.txt file posted.

Be careful, this is not a Mod. I am not sure if I have flushed all the typos out of it but it has fixes for the things you mentioned as well as other new things I've been working on, mainly small armors and small shield generators. It also has some improved troop cockpits. I was playing it yesterday and today. No problems so far.

As you can see, the files are a conglomerate of ideas and Mods from many others here and is, as always, work in progress.

I have attached the component enhancement file,( I think this is mainly Derek's work), I use also, so you now have the core of the stuff I have been using.

I have a lot of fun with it. God Emperors point defense Mod ideas seem to really work well with this so far.


[This message has been edited by Tenryu (edited 26 February 2001).]

[This message has been edited by Tenryu (edited 26 February 2001).]

[This message has been edited by Tenryu (edited 26 February 2001).]
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  #7  
Old February 26th, 2001, 04:34 AM

Sinapus Sinapus is offline
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Default Re: Engines per move follies...

Er... the fighter types in the vehiclesize.txt files... shouldn't the heavier fleet fighters have a ship construction level along with the fighter level? It goes up to Ship Construction 8 and Fighter 2, then suddenly only Fighter 3 is required for the next fighter hull...

As for typos.. it looks nothing more than a few spacing problems so far. Unless viewing the file in Netscrape is the cause of that. I'll go through it in wordpad and see what is needed.

------------------
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  #8  
Old February 26th, 2001, 05:54 AM

Tenryu Tenryu is offline
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Default Re: Engines per move follies...

quote:
Originally posted by Sinapus:
Er... the fighter types in the vehiclesize.txt files... shouldn't the heavier fleet fighters have a ship construction level along with the fighter level? It goes up to Ship Construction 8 and Fighter 2, then suddenly only Fighter 3 is required for the next fighter hull...




I know it might seem odd, but for me, I just figured by that time fighter tech is all that's really important, for better fighters.

I have the earliest fighters not requiring any fighter tech.

You pretty much have to research 3+ fighter tech to get your good carriers, and of course, they need ship tech too. Hmmm, I guess it probably reflects the feel I like.

You'll notice that you need to keep researching small weapons as well as the weapon specific weapon tech to get better fighter weapons too.

If you have any new cool ideas or changes, I'm game to borrow them! LOL!

Re; spacing problems? I don't seem to have any here. I've been playing with this file for 2 days now. Seems ok here.

Nighters

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  #9  
Old March 2nd, 2001, 04:55 PM

Sinapus Sinapus is offline
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Default Re: Engines per move follies...

Did you modify the design.txt files for the computer races when you made that vehicle.txt file? I ran a test game with the design manager on and it won't design any attack ship smaller than a destroyer, defense ship or transport designs. It seems to take 'minimum speed' as number of engines, and since the hulls below destroyer on that vehiclesize file you provided have less than 4 engines it won't design them.

Similar thing for fighters. The two-engine fighter hulls in it won't get designed by the AI because it's minimum speed is 6 or so.

Worse, unless I did something wrong those minimums are hard-coded. I changed the minimum speed for the attack ships on the race I was using down to 2 and started a new game and let the design minister work a few turns. Still no attack ship designs using that hull.

Ah well. Back to the drawing board, I guess.

------------------
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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  #10  
Old March 2nd, 2001, 11:22 PM

Tenryu Tenryu is offline
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Default Re: Engines per move follies...

Hmm, I did reduce min speed to 1 and set max to 10 in my 1.19 files. I forgot to do that since putting 1.27. Mainly did this because of the big ship speeds.

You know, I haven't noticed the fighter thing. I, once upon a time, had planetary fighters, {launch from planet only}, but I think the AI would load them on carriers and then not know what to do with them. So I removed them. I tried to use troops to board too. Nada. So many things I wish the darn thing would do.

AS to your other questions, I was able to play a few days Last week and week end, , with 1.27. Since then have not had any time.

I will check some more this week end Sinapus. I was going to clean out everything and just run the Modpack 1.60 and make some minor PD changes in line with GE's work.

I haven't messed with the AI files much. I generally try to Mod around them since I don't understand them that well nor feel I have the time to get into them right now.

Our problem would be solved if we can get some of them non-working abilities working.

Sorry this didn't help ya. If you find a solution I would love to know about it.
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