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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

Timstone March 15th, 2004 11:37 AM

Re: Babylon 5 Mod
 
Grumbler: Could you send me some info about your engine mod? You wanted to implement it into the mod. Well, let me have a look at it. You've made me curious.

About weapon mounts:
Don't use them yet, they confuse the AI. More thing that could go wrong. Include them as eyecandy for the human players.

[ March 15, 2004, 09:39: Message edited by: Timstone ]

Timstone March 15th, 2004 03:17 PM

Re: Babylon 5 Mod
 
Just testing my new sig.

1st edit: Not quite.

2nd edit: Maybe this?

3rd edit: Getting tired of this!

4th edit: Sigh...

5th edit: Keep your fingers crossed!

6th edit: getting closer.

7th edit: Failed... again.

[ March 15, 2004, 13:53: Message edited by: Timstone ]

grumbler March 16th, 2004 01:21 AM

Re: Babylon 5 Mod
 
TNZ, have you actually gotten the system to use mounts for engines? I have never been able to pull that off. If you have, tell me how you did it.

The problem with using the mounts to differentiate between weapons (something I propose a year ago) is that in this game system the larger weapons tend to be slower-firing as well as longer-ranged and higher-damaging. Mounts do away with that. You want to use mounts to make satellites better with a given weapon, for instance, but since "we ain't afeered of large component files" they aren't needed for ships.

Tim, I will shoot you a copy of the engines mod. I need to update them for the Ancients a bit, as I have left the Ancients stictly alone up to this point.

grumbler March 16th, 2004 01:30 AM

Re: Babylon 5 Mod
 
Anyone have any strong feelings about the x50kt hulls? If we got rid of them we could make the QNP ration 1 per 100 tons and big ships (over 1200kt) won't be limited by the 256 engine limit... we could go out to 2500 tons and still have speed-12 ships (with some movement bonus effects, of course).

TNZ March 16th, 2004 04:45 AM

Re: Babylon 5 Mod
 
Try looking in this topic newton propulsion system idea for STM.
http://www.shrapnelgames.com/cgi-bin...;f=23;t=011058

Here is a small example of what this mount might look like if used in the B5M.

All engine components would be 500kt without the mount being used. Also, the AI would be told to use only four engines.

Long Name := Engine Installation1
Short Name := Engine Installation
Description := Installation mount for a ship engines.
Code := E+
Cost Percent := 100
Tonnage Percent := 4
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 200
Vehicle Size Maximum := 200
Weapon Type Requirement := None
Comp Family Requirement := 11400,11401,11402,11403
Vehicle Type := Ship

Long Name := Engine Installation2
Short Name := Engine Installation
Description := Installation mount for a ship engines.
Code := E+
Cost Percent := 100
Tonnage Percent := 5
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 250
Vehicle Size Maximum := 250
Weapon Type Requirement := None
Comp Family Requirement := 11400,11401,11402,11403
Vehicle Type := Ship

[ March 16, 2004, 04:43: Message edited by: TNZ ]

Suicide Junkie March 16th, 2004 04:52 AM

Re: Babylon 5 Mod
 
Why is it you want mount based QNP anyways?

Just use the spaces per one entry in the ship designs (put the engines first), and presto, you're set.

narf poit chez BOOM March 16th, 2004 05:00 AM

Re: Babylon 5 Mod
 
movement rating based QNP doesn't work past 255.

pathfinder March 16th, 2004 05:29 AM

Re: Babylon 5 Mod
 
What the little mousie said: trust me....the ship engine bit caused untold problems due to setup in one of the data files until I messed with them. As is they at least work. Otherwise too many RCE's after certain size ships were researched (also there was something in the engine Ratings that coupled with sship size caused and out of bounds error in the game engine). Gold solved a good bit of this also.

TNZ March 16th, 2004 06:37 AM

Re: Babylon 5 Mod
 
Well, my only reason for suggesting the use of a mount based QNP system for the B5M is that I had the silly idea that we might actually want a propulsion system that the AI can use to perfection instead of one it barely tolerate.

Timstone March 16th, 2004 08:00 AM

Re: Babylon 5 Mod
 
Okay, just call me stupid, but 50% of this conversation eludes me. But that's alright. Please continue it, it can only be good for The Mod.

How do you all feel if we implement the FQM in The Mod? I also wanted to use the Image Mod and the Formations Mod. Objections anyone?


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