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Re: New Mod: The Art of War Mod
All very good points, and I can't argue with any of them. Hell, I even thought of the negative maintenance=resource generation before I checked back here! http://forum.shrapnelgames.com/image...s/rolleyes.gif And I very much like the idea of ship-specific mounts (ala mQNP). So that is the way it will go. Of coarse, now I have to dig into the mounts text file, that I don't even know the name of (tells ya how much I've played in THAT file, huh http://forum.shrapnelgames.com/images/icons/icon7.gif )
Of coarse, I was kinda fond of the crossover components that had other functions as well... http://forum.shrapnelgames.com/images/icons/icon9.gif Besides, it would have helped with the roleplaying... Hmmmmm... An idea is forming.... wait for it... wait for it.... lost it. Oh well.... [ November 04, 2002, 13:03: Message edited by: dumbluck ] |
Re: New Mod: The Art of War Mod
Well dumbluck just remember, when it's your mod you can do whatever you want. So it's not really neccesary for you to agree with anyone. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: New Mod: The Art of War Mod
Ah, HA!
consider this: All levels (corrosponding with shipcon levels ) of the mounts for Engineering Department gives a 5% reduction. It is the only component with a mount available to escorts. Maintenance access tube mount is available from level 1 on up, and grants a 10% reduction for levels 1 and 2, and a 5% reduction for level 3 on up. The component itself is attained by researching Shipcon 2. It is the only component (besides engineering) available for Frigates and escorts. Crew's Mess mount is available from level 3 on up, and grants a 10% reduction for level 3. Level 4 on up gets a 5% reduction. Etc. Etc. Etc. In this way, the lowest maintenance percentage a hull can achieve (without racial modifiers) is 95%. I think. Anyway, I gotta run. [ November 04, 2002, 13:20: Message edited by: dumbluck ] |
Re: New Mod: The Art of War Mod
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And it shouldn't be too hard, just adapt the general format I gave an example of for the Engine-oriented mQNP mounts. Quote:
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Re: New Mod: The Art of War Mod
I haven't really dug into the guts of P&N, I just like to play it! http://forum.shrapnelgames.com/image...s/rolleyes.gif In fact, I've never really dug into the guts of ANY mod till now...
But I think I'm gonna stick with this model for now, at least until I find that it isn't working as well as SJ's... Why did he do that, anyway? Is that how he "fixed" the maintenance aptitude trait? |
Re: New Mod: The Art of War Mod
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I set the basic maintenance rate to 100% of ship cost per turn. I then added a 75% maintenance reduction to the ship hulls. Since the maintenance reduction trait SUBTRACTS from the basic maintenance, a race that takes +20% to maintenance reduction would pay 80% maintenance per turn. The ship hull's ability then reduces that to 80% x (100%-75%) = 20% A race that takes +60% to maint redux, will end up paying 10% maintenance instead of the normal 25%. 1) Race maintenace modifiers and the basic rate will ADD with each other. 2) Ship/base/component modifiers will ADD with each other. 3) The two Groups' totals are multiplied together for the final calculation. |
Re: New Mod: The Art of War Mod
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The upper limit of maintenance reduction must not drive a race with so much inherent maintenance reduction they are already paying very little as-is, or their ship could be PRODUCING resources (and I don't know if negative maintenance costs gives the EXE fits or not). Possibly a maintenance model more like that of P&N could help. But the main thing is, the "one per ship" components, won't have a minimum shipsize (unless you go with an mQNP style series of mounts for THEM, too. Come to think of it, mount-based Lifesupport and Crew Quarters and Bridge units sounds like an interesting idea ... the bridge of a 1600kT Dreadnought should be larger than the bridge of a 200kT Escort ... shouldn't it?). Quote:
The problem is, I don't believe COMPONENTS can be limited to minimum hull sizes. Also, some of the medical-related and Pyschology-based facilities might do well as Life Support replacements, or else, a LS/Maintenance component especially for Organic-tech ships (a la Living Ships in P&N perhaps). Quote:
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Re: New Mod: The Art of War Mod
Regarding the maint reduction comp taking the place of the life support. You aren't by any means the only one to disagree with that. Although I can't for the life of me understand how anyone would disagree. http://forum.shrapnelgames.com/images/icons/icon7.gif It jsut seems totally natural and obvious to me that a comp that reduces maintenance would have something to do with life support and nothing whatsoever to do with crew quarters. http://forum.shrapnelgames.com/images/icons/icon12.gif Since I decided to call the comp an engineering comp, it made even more sense since nobody would sleep in engineering. http://forum.shrapnelgames.com/images/icons/icon10.gif IIRC my engineering comp didn't totally replace LS, except in the smaller ship, which would have less of a need for LS, but still need CQ, unless the crew would be sleeping in the halls. http://forum.shrapnelgames.com/images/icons/icon12.gif
Now, to more of an on topic comment. Requireing additional components on the smaller ships? Even though they are small ones, wont that decrease the usefullness of an already small ship? And nine different maint reduction comps? It will certainly work, but personally I think it will make the ship designs a little cluttered. What about instead using a mount based idea similer to Pax's engine idea to limit each maint reducer to a specific hull size. Then each ship only has one new component to worry about. Geoschmo |
Re: New Mod: The Art of War Mod
Is the new Version of this mod ready yet, where can I find a copy.
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Re: New Mod: The Art of War Mod
Well, I have the mQNP mounts scripted, and need Dumbluck to send me a private message with his email address so I can send it along.
Dumbluck, d'you also want me to handle the vehicle sizes? |
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