.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Derlicts (http://forum.shrapnelgames.com/showthread.php?t=10179)

Phoenix-D August 22nd, 2003 03:11 AM

Re: Derlicts
 
Its 15% because it replaces three different components. Check out the numbers for the baseship..

narf poit chez BOOM August 22nd, 2003 03:39 AM

Re: Derlicts
 
yeah, i was saying that a stellar manip component should take more mantainence than a computer.

Phoenix-D August 22nd, 2003 04:13 AM

Re: Derlicts
 
It does; 15% of a MCs cost isn't anywhere near 4% of what a stellar manipulation component costs.

EDIT: Also rememeber that these have to be applied to the cost of the -entire ship-, not just a single component.

[ August 22, 2003, 03:14: Message edited by: Phoenix-D ]

Suicide Junkie August 22nd, 2003 04:14 AM

Re: Derlicts
 
Ok, with maintenace set that way, add all the modifiers including the -75%/-88% for ships and bases.

EG: basic ship + MC = -60% for a total of 40% maintenance.

Then multiply by your racial characteristics. 110% reduction ability means 10% off so x0.9

So, (100-75+15)x0.9 = 36% maintenance per turn for that ship with just the MC

Phoenix-D August 22nd, 2003 04:21 AM

Re: Derlicts
 
Ok, makes more sense now. I'll probably reduce the base maintance cost a little too; the idea is to keep the average ship around 25%.

Hmm. Maybe a increase for sensors, ECM, and the Talisman too. Definitely not weapons, or shields.

Phoenix-D August 24th, 2003 03:36 AM

Re: Derlicts
 
I'd upload my Version to Shrapnel but..it doesn't seem to work. So I'll tweak it a bit more. Current list of changes:

Maintence base set to 100% in settings.txt.
All ships have 100% maintence reduction, bases 110%
Same numbers for the componts as below, more or less, and all stellar maip components except the warp openers/closers had their prices reduced by their maintence increase.
The Talisman adds 10% to maintence, sensors, ECM, quantum reactors, stealth/scattering armor 1% each.

Misc changes:
Ripper beams and Incinerators moved to their own families
Drasticlly cut cost of storm makers and destroyers
Moved components into a more logical order (drone computers are at the FRONT of the list now, etc)

EDIT: Also, aside from cost changes none of the changes require updating AIs.

[ August 24, 2003, 02:38: Message edited by: Phoenix-D ]

geoschmo August 24th, 2003 04:05 AM

Re: Derlicts
 
You can upload it to PBW and post a link here to the file.

Phoenix-D August 24th, 2003 05:04 AM

Re: Derlicts
 
Or I could just use my own web space. http://forum.shrapnelgames.com/images/icons/icon7.gif I will actually..same time I update the image mod, probably tommarow.

Phoenix-D August 26th, 2003 01:32 AM

Re: Derlicts
 
Posted!
http://members.cox.net/phoenix-d/Derlicts.zip

The image mod mirror is also updated.

narf poit chez BOOM August 26th, 2003 05:55 AM

Re: Derlicts
 
well, there's two ways of looking at it: one, that this is a very important project, so it's going to be made as efficient as possible, or that i's a very large project and will take a lot more mantanence because there's a lot more things that could go wrong.

just commenting.


All times are GMT -4. The time now is 07:45 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.