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-   -   New Mod: The Art of War Mod (http://forum.shrapnelgames.com/showthread.php?t=5831)

mlmbd December 26th, 2002 03:26 PM

Re: New Mod: The Art of War Mod
 
dumbluck; You have been a buzy little beaver, I can see! http://forum.shrapnelgames.com/images/icons/icon10.gif

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Pax December 26th, 2002 08:58 PM

Re: New Mod: The Art of War Mod
 
Quote:

Originally posted by dumbluck:
A new Version! 0.81 is out, get it here: Aow v0.81.zip

***Oni No Snippage wanders through for a light snack***

---Due to popular demand (relatively speaking), mQNP is back in.

<font size="2" face="Verdana, Helvetica, sans-serif">Excellent! I'll download this and do some testing for you right away! 8)

dumbluck December 27th, 2002 12:03 AM

Re: New Mod: The Art of War Mod
 
Pax: I'm not entirely certain anymore if I had modded the sizes for the non-Ships of the Line hulls. You might want to double check that.

Edit: Also, be aware that I intend to do a little more modding to the Engines/move of the various hulls (with the intended end result being that smaller hulls will have a higher max speed than bigger hulls).

2nd edit: Of coarse, it might be easier to just add some bonus movement to the hull, instead of trying to adjust the engines per move...

[ December 26, 2002, 22:08: Message edited by: dumbluck ]

Pax December 27th, 2002 05:45 AM

Re: New Mod: The Art of War Mod
 
Quote:

Originally posted by dumbluck:
Pax: I'm not entirely certain anymore if I had modded the sizes for the non-Ships of the Line hulls. You might want to double check that.

Edit: Also, be aware that I intend to do a little more modding to the Engines/move of the various hulls (with the intended end result being that smaller hulls will have a higher max speed than bigger hulls).

2nd edit: Of coarse, it might be easier to just add some bonus movement to the hull, instead of trying to adjust the engines per move...

<font size="2" face="Verdana, Helvetica, sans-serif">The best way to do this is, differing caps on how many engines each ship can HAVE. mQNP is baed ont eh premise that X kT of engine will move Y kT of ship at Z speed .... while 5X will move 5Y at 5Z ... in a fairly linear fashion.

Let light ships (escort, destroyer, frigate, maybe light cruiser) have, say, 6 engines; medium ships (cruisers, battlecruisers, battleships) have 5; and heavy ships (dreadnought and up) have 4.

You might toy with a higher EPM for "noncombat ships" -- transports and such -- but even there ...

mQNP doesn't use epm to directly fiddle with X-engine-gives-Y-speed rates.

I modified my local copy of P&N to use mQNP (SJ hasn't been able to check it out yet AFAIK), and I set EPM universally at three, without changing the movement points of the engines. That changes how the engine-tech improvements work, but a given engine, properly mounted, will move ANY hull at the same speed ... the engine simply gets bigger as the hull gets bigger.

I won't mind doing the actual writing-of-datafiles work for the ships, engines, and mounts; you have my email, and I'm often in #se4. Drop by, we can discuss what you want done vs what I can do, then I'll take the grunt work off your hands, and let you focus more on the butter-or-guns parts of AOWar. http://forum.shrapnelgames.com/images/icons/icon7.gif

dumbluck December 28th, 2002 01:05 PM

Re: New Mod: The Art of War Mod
 
Now, what's the fun of modding if I let you do it all? http://forum.shrapnelgames.com/images/icons/icon12.gif I still like my idea, and will prolly toy around with it for the fun of it, just to see if I can actually make it work. If you have serious objections to people tinkering with mQNP, I'll just release your stock Version. I have another idea simmering in the back of my mind that might accomplish what I'm trying to do.

Edit: I forget, did you extend mQNP down into the fighters and drones?

2nd edit: my keyboard can't spell!

[ December 28, 2002, 11:11: Message edited by: dumbluck ]

Fyron December 28th, 2002 09:09 PM

Re: New Mod: The Art of War Mod
 
You know what you need DL? Tech grids. That would add a lot of art to researching. http://forum.shrapnelgames.com/images/icons/icon7.gif

Pax December 29th, 2002 03:48 AM

Re: New Mod: The Art of War Mod
 
Quote:

Originally posted by dumbluck:
Now, what's the fun of modding if I let you do it all? http://forum.shrapnelgames.com/images/icons/icon12.gif I still like my idea, and will prolly toy around with it for the fun of it, just to see if I can actually make it work. If you have serious objections to people tinkering with mQNP, I'll just release your stock Version. I have another idea simmering in the back of my mind that might accomplish what I'm trying to do.
<font size="2" face="Verdana, Helvetica, sans-serif">I'm not at ALL un-amenable to people tinkering with mQNP ... in fact I *encourage* it. I'm merely offering to take osme fo the grunt work off your hands, in teh process of your using something *I* have been kinda pushing for. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Edit: I forget, did you extend mQNP down into the fighters and drones?
<font size="2" face="Verdana, Helvetica, sans-serif">No, the sample I sent you was just that, a sample -- based solely on the ship hulls. Okay, a *functional*, useable sample ... but a sample nonetheless.

Quote:

2nd edit: my keyboard can't spell!
<font size="2" face="Verdana, Helvetica, sans-serif">Heh. Well, I'm posting froma friend's NT box, on a cable modem ... and I am JEALOUS of the modem ... it loads these forums up in an eyeblink ... !

I'll trade my slow-as-frozen-molasses-on-the-moon's-dark-side modem, and my keyboard, for your can't-spell-worth-crud keyboard and (probably) faster net connection!

LOL http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 29, 2002, 01:49: Message edited by: Pax ]

LostCommander December 30th, 2002 06:30 PM

Re: New Mod: The Art of War Mod
 
This looks like it will be really neat! Keep up good work! http://forum.shrapnelgames.com/images/icons/icon10.gif

dumbluck December 31st, 2002 03:31 PM

Re: New Mod: The Art of War Mod
 
Fyron: (emphasis added)
Quote:

Originally posted by dumbluck:
I was thinking of resurrecting this mod on my own, with my extremely limited abilities. More specifically, I was wanting to incorperate most of it's ideas into a tech-grid kind of mod. (you know, one where, for instance, you research different techs to increase missile range, increase missile damage resistance, increase missile speed, etc. etc. etc.) ....
<font size="2" face="Verdana, Helvetica, sans-serif">This is pretty low on the priority list, right now. I'm no longer even sure if I'm willing to commit that much time and effort into this mod (look how long it's taken me to get this far!!!). But I'm keeping it in mind.

dumbluck December 31st, 2002 03:44 PM

Re: New Mod: The Art of War Mod
 
Pax: The reason that I like messing with the EPM is that it allows for a high amount of granularity. (is that even a word?) However, another way of (sorta) achieving what I'm looking for is to slowly decrease the efficiency of engines as hull size increases. For example, you have total engine tonnage that are always 10% of the total hull tonnage (I don't recall the actual #s off the top of my head). What if that % slowly increased with hull size? So that an Escort uses 10% for engines, but a Frigate uses 12%, and a destroyer uses 13%, etc. etc. etc. Even better would be to set it up based on tonnage increase, instead of class increase. Now, every time the hull size increases 100kt, the % needed for engines goes up 1%.

Does that make any sense? Of coarse, these numbers are just off the top of my head, atm...

Quote:

...you have my email...
<font size="2" face="Verdana, Helvetica, sans-serif">I do? I hope it's in my mailbox, then...

PS: I have a cable modem, too. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 31, 2002, 14:37: Message edited by: dumbluck ]

dumbluck January 21st, 2003 02:39 AM

Re: New Mod: The Art of War Mod
 
Ok. First off, thanx to mumbles I know that I left a minor file out of the Last .zip file. Here is the corrected file:

AoWv0_81.zip

2nd: Pax, if you're still interested in working on this with me, I'm leaning towards the Hybrid model of the mQNP. 9 levels of ship construction is easily divided into 3 levels of Engine sizes. Oh and I can't find your e-mail addy anywhere, so if you could send me a quick email, I'd appreciate it.

3rd: If you read the Alpha tester thread, you may have noticed that I mentioned a departure from the standard SY model. This is what I was thinking of:

---3 levels of SYfacilities, with very low build/repair rates, researchable thru the SY tech field.
---9 levels of base mountable SYcomponents, small and with low build rates. Components increase in size as tech levels advance (but the build rate/kt ratio improves with tech increases). They are researched thru the Ship Construction tech field. They have minor repair abilities. Base SYcomponents are NOT limited to one per ship. So their buildrates are stackable. (If I understand the game mechanics correctly)
---3 levels of ship mountable SYcompontents, larger than and with faster build rates than Base mountable Versions. However, they are intended to be considerably less effiecient than a dedicated Base SY. The build rate/kt ratio improves with tech increases; or alternately, increased tech levels may just reduce the maintenance penalty (see below). They're limited to one per ship. They might also include a minor repair ability. They are researched thru the SY tech field. I haven't yet decided whether they will be more or less efficient than Planetary SYs.
---Each SY tech level (or possibly Base Construction instead of SY tech) also yields mounts that reduce the size of Base SY components slightly.
---I'm also considering adding a maintenance penalty to the components to make them cheap to build, but expensive to maintain and run. I have yet to decide whether to make the penalty decrease with tech level, remain steady, or tie it to the buildrate/kt ratio.

The general idea is that Planetary SYs would be just about useless. You need them (or a ship based SY) to build your first orbital Base SY, but after that, you'd probably be better off scrapping it to open up the facility slot. Most ship construction would occur at Base SYs. Mobile SYs give up a lot of efficiency in exchange for that mobility, and would probably have steaper maintenance penalties than the stationary variety (after compensating for the base hull mainteance bonus).

I'm hoping to keep it down to about 5 SY components per base in order to avoid absurdly high repair rates. Thus the gradual size increases, to somewhat keep up with the implementation of larger base sizes.

Of coarse, this whole concept hinges on the assumptions that SY build rates stack and that I can remove the one per ship tag on the SY components. Assumptions I haven't tested yet.

OK, are there any questions/comments/observations?

[ January 20, 2003, 12:49: Message edited by: dumbluck ]

Fyron January 26th, 2003 03:25 AM

Re: New Mod: The Art of War Mod
 
You can not have a ship or base design with more than 1 SY. Only planets can be set to use the SY Expansion Projects.

geoschmo January 26th, 2003 05:17 AM

Re: New Mod: The Art of War Mod
 
Fyron is correct there DL. The Space Yard component doesn't have a one per ship restriction to remove even. If you look in the components file it says none on that line. The one per ship limit is a hard code thing.

You could simulate it though by having several different space yard comps at each tech level, with progressivly more construct ability and progresivly larger size as well.

Geoschmo

Phoenix-D January 26th, 2003 05:20 AM

Re: New Mod: The Art of War Mod
 
"The one per ship limit is a hard code thing."

So is the one per planet thing, but SJ found a way around that. The retrofit code is probably a bit tighter though. More easily abuseable.

Phoenix-D

dumbluck January 27th, 2003 01:12 PM

Re: New Mod: The Art of War Mod
 
So I discovered. http://forum.shrapnelgames.com/images/icons/icon9.gif It was a cool idea, though (in my admittedly heavily biased opinion). Oh well, that just saves me the trouble of trying to balance the new SY system! http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd January 28th, 2003 06:34 PM

Re: New Mod: The Art of War Mod
 
Is it possible to mod a componet/facility that has ship building ability, without it being a shipyard?

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

geoschmo January 28th, 2003 07:09 PM

Re: New Mod: The Art of War Mod
 
Quote:

Originally posted by mlmbd:
Is it possible to mod a componet/facility that has ship building ability, without it being a shipyard?

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

<font size="2" face="Verdana, Helvetica, sans-serif">No, the ability is what defines it as being a shipyard. That is what the game is looking for when limiting the number of them allowed. It's not simply looking at a name or something.

Geoschmo

mlmbd January 29th, 2003 05:56 PM

Re: New Mod: The Art of War Mod
 
geo, OK, Thanks! Was just wondering!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

KirbyEF January 30th, 2003 11:48 PM

Re: New Mod: The Art of War Mod
 
Dumbluck,

Please see my post in the Alpha testing thread.

KirbyEF

[ January 30, 2003, 21:53: Message edited by: kirbyef ]

dumbluck May 24th, 2003 04:06 AM

Re: New Mod: The Art of War Mod
 
No, I haven't forgotten. I've just been a little busy in the Real World. I did have one other thing I wanted to do with the economic issues before moving on to Fighter/PDC/Missle balance: Population bonuses.

If any of you programming gurus would like to help with this one, I'd greatly appreciate it. I can describe what I want the production/construction curves to look like, but I'm not relishing the 3 hours it would take me with a hand-held calculator to figure it all out for every step up...

Krsqk May 24th, 2003 05:27 AM

Re: New Mod: The Art of War Mod
 
Have you checked out the pop curve SJ has on his site? It's ~700KB, IIRC.

Fyron May 24th, 2003 05:59 AM

Re: New Mod: The Art of War Mod
 
Send your ideas to SJ. He has a little program he wrote to generate the data for pop curves. http://forum.shrapnelgames.com/images/icons/icon12.gif

dumbluck May 24th, 2003 07:02 AM

Re: New Mod: The Art of War Mod
 
Krsqk: Yes, I'm a big fan of P&N on PBW. (it's 2 of my 3 PBW games http://forum.shrapnelgames.com/images/icons/icon7.gif ). However, I was looking for something not quite so.... steep with this mod... for now at any rate. http://forum.shrapnelgames.com/images/icons/icon12.gif

IF: Thanx, I should have known to ask him first... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Fyron May 24th, 2003 08:39 AM

Re: New Mod: The Art of War Mod
 
You really thought he wrote a 700 kB settings.txt file by hand? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

dumbluck July 4th, 2003 03:05 PM

Re: New Mod: The Art of War Mod
 
Fyron:Well, you never know.... http://forum.shrapnelgames.com/images/icons/icon12.gif

All: And no, I haven't forgotten about this mod. I've just been doing a lot of "conceptual" work instead of actual modding... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Ed Kolis July 5th, 2003 12:04 AM

Re: New Mod: The Art of War Mod
 
Always helps to have the concepts laid out ahead of time http://forum.shrapnelgames.com/images/icons/icon7.gif


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