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Re: New Mod: The Art of War Mod
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I also suggest looking at the mount ideas in Deathstalker's mount mod, many of them are IMO quite fun. Quote:
The concept is, each engine produces an increasing numbr of movement points (for my own Exodus mod, I'm planning on 2, 3, 4, 5, and 6, for each successive level of propulsion). No engine produces bonus movement points. You then decide what % of a ships mass will be needed to produce that speed form a single engine; with the engine component itself godawfully huge (Exodus will have engines massing 1,000kT each!), you then use MOUNTS to bring the final engine size down to what a given ship size needs to have. For example, if you chose 10%, and used 1,000kT engiens ... a 200kT Frigate would use a mount that reducesthe engine size, cost, supplies used, and so on ... by 98%. The mount would specify 200kT as both the maximum AND minimum size of ship that could utilise that mount; each ship size would therefor have it's very own mount for engines. The only trick is, the beginning escort would need to be reduced to 100kT in size, as I don't believe mounts can use fractional % reductions ... Also, you can have multiple mounts -- an armored Version, or a normal Version. Each variation of engine you want to model with a mount, simply requires another "Set" of engine mounts. For example, taken from Exodus: (Note, the Comp Family entry is blank as I haven't yet assigned specific family numbers to the various engine types). A normal engine mount, intended for the 100kT Escort hull: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Long Name := A Series Engine Mount Short Name := A Series Description := Engine mount for 100kT hulls Code := A Cost Percent := 1 Tonnage Percent := 1 Tonnage Structure Percent := 1 Damage Percent := 0 Supply Percent := 1 Range Modifier := 0 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 100 Vehicle Size Maximum := 100 Comp Family Requirement := Weapon Type Requirement := none Vehicle Type := Ship</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">An armored mount, intended for the same hull: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Long Name := Armored A Series Engine Mount Short Name := Armored A Series Description := Armored Engine mount for 100kT hulls; +100% cost/structure. Code := ArA Cost Percent := 2 Tonnage Percent := 1 Tonnage Structure Percent := 2 Damage Percent := 0 Supply Percent := 1 Range Modifier := 0 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 100 Vehicle Size Maximum := 100 Comp Family Requirement := Weapon Type Requirement := none Vehicle Type := Ship</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That shows the smallest mount available (resulting in 10kT engines, so engines in use at the game's start will be a familiar size to SE4 players ... as the ships get bigger, the engines get bigger but the speeds remain the same). At the other end of the scale are the M-class engines: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Long Name := M Series Engine Mount Short Name := M Series Description := Engine mount for 2500kT hulls Code := M Cost Percent := 25 Tonnage Percent := 25 Tonnage Structure Percent := 25 Damage Percent := 0 Supply Percent := 25 Range Modifier := 0 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 2500 Vehicle Size Maximum := 2500 Comp Family Requirement := Weapon Type Requirement := none Vehicle Type := Ship</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Now you might wonder why M-Class engiens don't simply form the basic size; the intent is to pretty much force players to use the mounts, either through sheer unusable size (originally, Exodus was to use 4,000kT engines, which would NEVER fit un-mounted, in any mobile hull), or through costliness. Now, the thing is (and thanks for the idea), one can now make an armor component that is also a 0-movement ENGINE. It can have -both- properties, serving as normal armor, and as an engine, to absorb engine-destroying weapons fire (call it Polarised Armor or whatever). http://forum.shrapnelgames.com/images/icons/icon7.gif No move-bonus conflicts whatsoever, but still the "feel" of QNP-style movement ... with minimal player installing-gobs-of-engines just to move speed 1 (P&N's Battlemoons are -annoying- ... 30+ engines for speed 1 ... sheesh!). Say the word, give me a list of ship sizes and mass ratios, I'll write up similar style mounts for you. http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
[EDIT] Had some more to put in, andonly now realised how old the thread is, and that Dumbluck is looking to resurrect it. Oh well, the offer still stands. http://forum.shrapnelgames.com/images/icons/icon7.gif [/EDIT] [ November 03, 2002, 11:13: Message edited by: Pax ] |
Re: New Mod: The Art of War Mod
Yes, I would be interested (that's just less work for me http://forum.shrapnelgames.com/images/icons/icon7.gif ), but I am just starting and so haven't gotten any kind of firm #'s yet... I'll let ya know.
[ November 03, 2002, 10:43: Message edited by: dumbluck ] |
Re: New Mod: The Art of War Mod
Good luck Dumbluck, I really like the idea of this mod. Hope you can get it of the ground. If you need any help with pictures or numbercrunching, give me yell.
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Re: New Mod: The Art of War Mod
Dumluck, If you scroll back through this thread, I always posted the current Version of what ever I had done. I haven't touched it in quite a while. Feel free to do whatever you want with it. I obviously will never get around to it.
Geoschmo |
Re: New Mod: The Art of War Mod
Dumbluck, I am indeeeed willing to take on the hull/propulsion work; I've had a few more ideas, in fact.
I've been thinking of the ship sizes; I think dropping the 150kT hull off the bottomof the scale, and shifting every military ship-hull name] and image one step "up" woudl work nicely. Thus, you would have: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">200kT ... Escort; each engine 20kT 300kT ... Frigate; each engine 30kT 400kT ... Destroyer; each engine 40kT 500kT ... Light Cruiser; each engine 50kT 600kT ... Cruiser; each engine 60kT 800kT ... Battlecruiser; each engine 80kT 1000kT ... Battleship; each engine 100kT 1600kT ... Dreadnought; each engine 150kT</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">(the 1600kT size for the dreadnought is for mQNP purposes, see below) Alternately, what about shifting them like so: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">(Light ships; +100kT per increase) 200kT ... Escort; each engine 20kT 300kT ... Frigate; each engine 30kT 400kT ... Destroyer; each engie 40kT (Medium ships; +200kT per increase) 600kT ... Light Cruiser; each engine 60kT 800kT ... Cruiser; each engine 80kT 1000kT ... Battlecruiser; each engine 100kT (Heavy ships; +400kT per increase) 1400kT ... Battleship; each engine 140kT 1800kT ... Dreadnought; each engine 180kT</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">The second one allows for roughly the same range of sizes (only +300kT at the highest end). either one would allow for a 2000kT base engine size, preventing use of un-mounted engines entirely (making the mQNP usage "idiot-proof"). Just divide the tonnage of each ship hull by 200, and you would have the size/cost % for each engine, from 1% for the Escort, up to 8% or 9% for the Dreadnought (depending on which size set you wanted). Designing an escort for early scouting, presuming most other components remained Stock SE4-ish, would give us a 200kT hull. Bridge, LS, Crew, that's 30kT. 5 engines (the max) is 100kT more, total of 130kT. If Supply Bays come in 10kT increments, there's now room for 7 of them -- or 4 of them, and an early APB for dealing with other hostile scouts; in either case, teh supply capacity woudl be the same as 3.5 or 2 current supply bays. Currently, 6 engines, bridge, quarters, life support, and three supply containers makes a 150kT escort; one less supply bay allows mounting a meson bLaster. So the two would be reasonably comparable, IMO. |
Re: New Mod: The Art of War Mod
For pictures, I've got the imagemod. For the numbercrunching, I'll let you know. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: New Mod: The Art of War Mod
Pax:I like the second Version of your ship sizes. But what about the baseship/worldship/whatever the proper name for it is (I never use em...)
Edit: PS. I am planning on stealing your idea for engine tech you described to me, if you don't mind... And I'm planning on stealing a lot of stuff from SJ, too... If he doesn't mind, of coarse... And Pax, did you extend your engine mounts down into the fighters, too? second edit: I should have read your post more closely. http://forum.shrapnelgames.com/images/icons/blush.gif [ November 04, 2002, 10:32: Message edited by: dumbluck ] |
Re: New Mod: The Art of War Mod
Geo: I could only find one Version listed in this thread: AoW Beta Version .70. Is that the most current Version?
Here is a { link } to that Version... [ November 04, 2002, 09:43: Message edited by: dumbluck ] |
Re: New Mod: The Art of War Mod
Ok. Here's my first real contribution to this mod. Tell me what you think. I'm expanding on Geo's idea of a maintenance reducing component, called Engineering. First off, I must admit that I didn't like his engineering replacing Life support; I thought it fit much better as a Crew Quarter. Yes, I know, it makes no difference to the program. But I'm just picky that way. http://forum.shrapnelgames.com/images/icons/icon7.gif Anyway, his setup was that research into Ship construction gave Engineering components with progressively higher maintenance reductions. But what if instead, hulls get progressively worse Maint. penalties, in 10% increments, starting with the escort. Then, by researching Ship Construction, maintenence reduction components become available (1 per level). Each component gives a 10% reduction, and should be about 5kt. Make them count as crew quarters, and limited to 1 per ship. There are 9 levels of ship const., so 9 components are needed.
So, an escort gets a 10% Maintenance penalty, but also needs 2 CQ. (1 regular CQ (10kt) + 1 maint. reducer(5kt and 10%maint. Reduction), both available from the start.) A frigate gets a 20% penalty, but needs 3CQ (1 regular and 2 maint.reducers). A Destroyer gets a 30% penalty, and needs 4 CQ (1 normal, 3 special). Etc. Etc. Etc. This also gives the benefit that ships smaller than the currently largest available get an additional 10% maint. reduction by replacing the regular CQ with a maint. reducing comp.! And there is the added benefit that there is no longer that hump at the L.Cruiser/Cruiser switchover... Names for maintenance reducers: </font>
And one other thing for all you modding gurus out there: Will this work? If I've got a ship hull with (for example) an inherant +60% maintenance modifier, will it be cancelled out by 6 components each with a -10% maintenance modifier? PS. I know there is a modding tool out there, but I can't find it... Any pointers would be appreciated... [ November 04, 2002, 11:50: Message edited by: dumbluck ] |
Re: New Mod: The Art of War Mod
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