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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
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Also a problem with the battlemoon is if you use QNP, it will generate a range check error, since the number of engines per move must necessarily be huge, and the corresponding number of movement points will overflow the 255 limit in the hard code. Of course, you can fix this by not letting a battlemoon use engines at all, and instead assigning a base movement rate, unchangeable. I'll have to think about it. As for Pirates & Nomads, I haven't put enough time into understanding it to implement it in Derek's Mod yet. When I do, I'll contact SJ and ask him for permission to pilfer P&N and incorporate many parts of it into my mod. Derek |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
[quote]Originally posted by Derek:
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1750/2250 for battlemoon "Gravitational slingshot effect creates natural movement for battlemoon" http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Yep.
Name := Pirate Hoard Description := Large, hidden cavern which stores unused resources. 120,000 gold in them thar hills, arrrr! Quote:
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
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The engines per move is basically, the kT of the ship, divided by 100, rounded down. The Military grade engines give 2, 3, 4, or 5 from Ion to Quantum, and the Commercial give 1, 2, 3, 4 from Ion to Quantum, but are more efficient in supply usage. Quote:
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Derek |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Giving the battlemoon a definite movement rate will prevent Ionic Dispersers from destroying their engines in combat. Of course, Ionic Dispersers probably couldn't take out engines for a ship the size of a tiny planet. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
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My preference would be to have mammoth engines that have much larger mass and higher output (but still a max output ratio of 0.5 mp per kT). This would allow the player to design the ship without having to manually put 50 engines on, and then have to go through the whole thing again when a new engine comes along. my .02$ |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
A couple of points:
1) For a relative scale, my BattleMoons are 10,000 KT. This gives an EPM of 200 for P&N. Since your thrust scale is half of mine, a 10,000 KT ship in your mod would have 100 EPM. At that rate, your Battlemoons would be able to go 2 or 3 sectors per turn (3 with propulsion experts). You may want to increase the size further in order to slow them down without bending your laws of physics;) 2) Adding a large price to the hull of your BattleMoons can help immensely in balancing the tech. Be sure to test their combat effectiveness against standard ships. 3) Mammoth engines are very nice and useful for Human players, but they will FUBAR any and all AI designs. If you intended to make this a humans-only mod, ignore this. 4) You do not need to place any artificial restrictions on the number of engines. If a player accidentally goes over the 255 limit, SE4 will RCE, but will continue running. The player can remove the offending engine and continue play normally. |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Err, no. I'll check on that. However, PD also acts as mne sweeping; thats a relic from the early days of SEIV when the AS never would put minesweeping components on ships.
Thanks for the headsup. Derek |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Here is the current summary of changes for Derek's Mod Gold v 1.02
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Derek [ 10 May 2002, 07:09: Message edited by: Derek ] |
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
So this is an update already? Wow, where do we download?
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