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Re: Babylon 5 Mod
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The components.txt will be loaded quickly and correctly even if it is upwards of 7 megs in size! (I made such a file as a P&N extension using my tech gridder - it works great!) |
Re: Babylon 5 Mod
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Grumbler, having more separate anti-fighter and anti-missile missiles is a good thing because it means that there are more choices to have to make; do you want to be strongly anti-fighter or strongly anti-missile, or a more balanced approach? That, and file size hardly matters at all except for downloads, but those are not very often, so a few extra KBs of d/l aren't much of a problem. [ June 28, 2003, 17:08: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
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The special component would weigh the same for "effective thrust" as the engines it replaces. It is just a way of getting around the 255 engines limit. In wieght cost per effective thrust it is a push. |
Re: Babylon 5 Mod
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The anti-fighter missile shoots down Ftr\Sat\Seekers\Drone, and the AMM does not shoot down anything but seekers. The AMM is a PD weapons and the AFM a seeker, but they have the same range and damage per hull space taken. Personally, I don't think the decision which to use is very much "fun." It is true that there is no special size limit on the components file per se, but incrasing the size of it makes it more difficult to work through it and figure out what you are supposed to be building towards. However, if people are happy with the current system, I can always just make the recommended changes to Tim for his Version 2.0, and the components guru can take what he wants from that for the 1.x Version currently underway. |
Re: Babylon 5 Mod
Well I have not looked at all of the weapons specifically. If that is the case, then the weapons need to be changed to have a choice. An anti-fighter missile should target only fighters. Either eliminated generic PDC-type weapons or making them weaker than specialized ones is a good idea in principle, it just appears to have been botched in this case.
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Re: Babylon 5 Mod
IF: I don't remember what that password/userid is....
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Re: Babylon 5 Mod
I have finished testing my engines mod (less the mega-component idea I am still working on) and the results can be found at 1057417986.zip
The readme explains the changes. No changes yet to ancient engines (since the AI seems to use them just fine) or fighter engines. Is anyone interested in a QNP mod for fighters? I have one that still is in testing, but can finish it if there is interest. |
Re: Babylon 5 Mod
The new AI facilities construction file is at 1057419090.zip.
The readme explains the changes. This seems to work, but Pathfinder is better at finding the flaws than I am, and he hasn't seen or "blessed" these changes. |
Re: Babylon 5 Mod
Why the bonus movement for AM and grav drives?
You've already got more thrust coming out of them, so adding bonus movement dosen't help with the movement limits and disrupts the QNP physics. I would also argue that the reactor cost balance could be pushed even farther. 25% minerals and 75% rads, say. |
Re: Babylon 5 Mod
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Fission: 4 Fusin: 6 A-M: 9 Grav: 12 I.e. roughly a 50% boost with each power tech. In order to do that without getting into the 254 limit for the bigger ships, I had to use some bonus MP. Right now the 254 limit is reached at Fission and fusion only at the 5000kt shop level, at 2000kt (slight impact only) for AM, and 1500kt for Grav. In other words, it was a balancing game. It actually helps the AI a bit, as the AI tends to design slower ships, and thus the high tech engines with bonus movement allows them to pack more weapons. Didn't want to upset the balance with the ancients, though, so I left them alone. Quote:
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