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-   -   To Suicide Junkie (http://forum.shrapnelgames.com/showthread.php?t=7663)

ArchAngel7 October 22nd, 2002 02:34 PM

Re: To Suicide Junkie
 
I guess I should have asked this Last night, but is the Battlemoon expected to move in this mod?

Suicide Junkie October 22nd, 2002 03:14 PM

Re: To Suicide Junkie
 
In order to get a battlemoon to move, IIRC, you need 67 Ion Engines, or 34 Quantum engines.
Just keep piling on the engines, and it'll go.

If you add too many engines, the speed will overflow, and SE4 resets it to zero.
Thus, the maximum speed available is 1mp on a battlemoon. If you have propulsion experts, this becomes 2mp on the system map.

ArchAngel7 October 22nd, 2002 04:06 PM

Re: To Suicide Junkie
 
The reason I asked is because you have it written as " engines per move- 200", "requirement max engines- 99". If you need 200 for 1 movement but can only put on 99 your never going to go anywhere.

geoschmo October 22nd, 2002 04:19 PM

Re: To Suicide Junkie
 
Quote:

Originally posted by ArchAngel7:
The reason I asked is because you have it written as " engines per move- 200", "requirement max engines- 99". If you need 200 for 1 movement but can only put on 99 your never going to go anywhere.
<font size="2" face="Verdana, Helvetica, sans-serif">Enignes per move is not actually ENGINES per move. It's actually movement points per move. In the stock game each engine gives one movement point, so these two are the same. In this mod engines give more movement points per engine, so it is possible to have more than 200 movement points, and still have less than 99 engines. So she'll go. http://forum.shrapnelgames.com/images/icons/icon7.gif

Geoschmo

[ October 22, 2002, 15:20: Message edited by: geoschmo ]

Suicide Junkie October 22nd, 2002 04:29 PM

Re: To Suicide Junkie
 
Geo's got it.

Ion engines give three standard movement, CT gives 4, JP 5, Quantum 6, and Grav drive IV's give 7 movement points per engine.

You need one movement point for every 50 kt of ship in order to get 1 speed.
The Battlemoon weighs 10,000 kt, so 10k/50 = 200 points to get speed 1.

geoschmo October 22nd, 2002 04:43 PM

Re: To Suicide Junkie
 
Quote:

Originally posted by Suicide Junkie:
Geo's got it.

<font size="2" face="Verdana, Helvetica, sans-serif">*blush*

The reason I knew that is because that exact point is what took me so long to get and why I didn't understand the QNP for the first year your mod was out. http://forum.shrapnelgames.com/images/icons/icon10.gif

I kept looking at "Engines per move" and thinking "ENGINES per move" and it was confusing me big time.

Geoschmo

ArchAngel7 October 22nd, 2002 07:08 PM

Re: To Suicide Junkie
 
No offence SJ, but is there anyway I can change the engine movement back to the regular SEIV. It's killing me to take up one third of my available kts to move maybe 8 or 9 movements. Actually I did indeed try to adjust it, but it seems that even though there were restrictions showing on engine allowance and I had to abide by them in ship design the races AI were able to bypass them somehow. IE I made engines per movement 1 and max. engine requirements 2 or 3 depending on ship size. These restrictions did show up on ship design, but during the game I noticed some races with 15-20 engines anyways and I wondering how they were able to do that with the new engine restrictions I created?

Pax October 22nd, 2002 07:46 PM

Re: To Suicide Junkie
 
Quote:

Originally posted by ArchAngel7:
No offence SJ, but is there anyway I can change the engine movement back to the regular SEIV. It's killing me to take up one third of my available kts to move maybe 8 or 9 movements.
<font size="2" face="Verdana, Helvetica, sans-serif">You'll hate exopdus, then. It uses a new "m/QNP" format ... I posted the idea some time back, but in essence, Se4 v1.78 allows form mounts specific to certain ship sizes, and even specific to a single component family (or a list of them), like say ... only engines.

Using those, Exodus sets engines to be 40% of ship mass, to produce their rated movement (2 to 6 apiece). While you can have up to 2 engines -- and solar sails which give 1 to 5 bonus movement points -- on a single ship, that leaves not much room for aught else. http://forum.shrapnelgames.com/images/icons/icon7.gif

The concept is, a bigger ship should require more engine to move at X speed, than the smaller ship did.

Quote:

Actually I did indeed try to adjust it, but it seems that even though there were restrictions showing on engine allowance and I had to abide by them in ship design the races AI were able to bypass them somehow. IE I made engines per movement 1 and max. engine requirements 2 or 3 depending on ship size. These restrictions did show up on ship design, but during the game I noticed some races with 15-20 engines anyways and I wondering how they were able to do that with the new engine restrictions I created?
<font size="2" face="Verdana, Helvetica, sans-serif">First off, editting datafiles after a game starts, might leave some designs already in place for the AI ...

Second off, to change it back, you need to (first) hunt down every Last Engine's entry in components.txt, and change their abilities back in line with stock SE4 (1 MP each, ascending bonus move levels, etc). You will then have to go into vehiclesizes.txt and modify each and every entry there, to reflect stock-se4 style movement values.

Suicide Junkie October 22nd, 2002 07:50 PM

Re: To Suicide Junkie
 
Quote:

It's killing me to take up one third of my available kts to move maybe 8 or 9 movements.
<font size="2" face="Verdana, Helvetica, sans-serif">Woah, 9 movement! You must be in a hell of a hurry. (well for a warship, anyways. For a scout design, that's quite slow)

If you can't afford the speed, simply go slower! Take off a few engines, and cruise around at 6 to 7 MP.

In standard SE4, speed is life. Always put the max engines on. Boring, no thought required.

QNP fixes that, and forces you to consider the tradeoffs. More speed is good at first, but then starts to impact your combat worthiness. Decide what's best for you!
The point of QNP is that you get to find your own balance of Speed / Weapons / Defenses.

In games with my family, my Dad goes for super-fast, defenseless ships. My brother likes slow, lightly protected, Weapon-heavy ships. I load up on defense.
The strategies, respectively are: "Win by being everywhere at once, and never getting hit", "Blow 'em away before they can fight back", and "Win by never dying, outlive your enemy"
Which one is best has yet to be determined.

The only Version of P&N that has regular SE4 style movement is P&N classic, and that's for SE4 v1.49 (pre-gold)

In order to change QNP back to standard SE4 propulsion, you'd have to:
1) Change all ships to have 1 engine per move, max engines 6, or whatever their normal max is.
2) Delete all engines, solar sails, and replace with normal SE4 drives.
3) Replace all AI_design_creation.txt with the files for unmodded SE4.
4) Clean up the mess that makes in things that depend on the QNP. Battlemoons, for one. Probably lots more.

[ October 22, 2002, 19:01: Message edited by: Suicide Junkie ]

Phoenix-D October 22nd, 2002 08:28 PM

Re: To Suicide Junkie
 
"These restrictions did show up on ship design, but during the game I noticed some races with 15-20 engines anyways and I wondering how they were able to do that with the new engine restrictions I created?"

AIs don't care about restrictions, and they don't abide by them unless you design them to.

Phoenix-D


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