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-   -   Starfleets mod, breaking paradigms (http://forum.shrapnelgames.com/showthread.php?t=10760)

Admiral Wunderbar November 17th, 2003 01:40 AM

Starfleets mod, breaking paradigms
 
Since the beginning of time man has fought. From tribal warriors to military personnel, war is a constant. The time is that of strife, nerves of steel and wits - our species have conquered a new frontier: space. And with that new responsabilities arise. Brave men must step up to the task of defending their race against the perils the galaxy unfolds countlessly.

At first our sensors detected a small ship. Our experts assure us that it was just a scout, nothing to worry about. Later, several small ships were located, only too late. They confused our radars and hid Battleships, Dreadnoughs, Cruisers and other ships too fast for our detection systems. Now they are upon us.

Admiral, the emperor has given you the great honor to assemble our first Starfleet. To do so you have been given free access to all of our Empire's resources. Our best engineers are at your disposal to counsel you through this. Be wise, our fate depends on you. Long live the Emperor!

Welcome to Starfleets!

Beta Version of Starfleets is out and ready for you, check out the links bellow. If you see anything strange or wrong (a bug), please post it in this thread, I'll be addressing it as soon as I can.
This is by no means the final release. There's still much more to do and your input is very important, so don't be shy.

Fyron November 17th, 2003 04:40 AM

Re: Starfleets mod, breaking paradigms
 
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack? http://forum.shrapnelgames.com/images/icons/shock.gif

Admiral Wunderbar November 17th, 2003 09:33 AM

Re: Starfleets mod, breaking paradigms
 
Quote:

Originally posted by Imperator Fyron:
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack? http://forum.shrapnelgames.com/images/icons/shock.gif
<font size="2" face="sans-serif, arial, verdana">Ack!
Bug in stack is a bug for fact (that was horrible http://forum.shrapnelgames.com/images/icons/icon10.gif ) I'll see into it.

Fyron November 17th, 2003 04:54 PM

Re: Starfleets mod, breaking paradigms
 
Quote:

Originally posted by Admiral Wunderbar:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack? http://forum.shrapnelgames.com/images/icons/shock.gif

<font size="2" face="sans-serif, arial, verdana">Ack!
Bug in stack is a bug for fact (that was horrible http://forum.shrapnelgames.com/images/icons/icon10.gif ) I'll see into it.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Either move them below the Combat Sensors and put them in the same family so they will make them obselete and not stack, or subtract the value of each level of combat sensor from the appropriate level of CPS, so that you get the same net bonus to hit when using both CS and CPS as you do now with just CPS alone.

JLS November 17th, 2003 06:00 PM

Re: Starfleets mod, breaking paradigms
 
Quote:

Originally posted by Atrocities:
Welcome to the world of modding http://forum.shrapnelgames.com/images/icons/icon7.gif

Nice intro to the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Agreed

AW, I saw no reference to this in your read me, is this the default results you expected?

Default Number Of Units Per Player := 1000
Default Number Of Ships Per Player := 200

[ November 17, 2003, 16:04: Message edited by: JLS ]

Atrocities November 18th, 2003 02:43 AM

Re: Starfleets mod, breaking paradigms
 
Welcome to the world of modding http://forum.shrapnelgames.com/images/icons/icon7.gif

Nice intro to the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

Admiral Wunderbar November 18th, 2003 06:26 PM

Re: Starfleets mod, breaking paradigms
 
Quote:

Originally posted by Atrocities:
Welcome to the world of modding http://forum.shrapnelgames.com/images/icons/icon7.gif

Nice intro to the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Thanks, at least something is nice! http://forum.shrapnelgames.com/images/icons/icon10.gif
Kidding, I'll try to rewrite lots of texts in the game to give it a cool mood, at least for the new stuff in the final Version.

Quote:

Originally posted by JLS:
AW, I saw no reference to this in your read me, is this the default results you expected?

Default Number Of Units Per Player := 1000
Default Number Of Ships Per Player := 200

<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/image...s/confused.gif Hmm, care to explain further this one?
Not sure where you're aiming at. But good you remembered me of that, time to put it in my TODO list.

Quote:

Originally posted by Imperator Fyron:

Either move them below the Combat Sensors and put them in the same family so they will make them obselete and not stack, or subtract the value of each level of combat sensor from the appropriate level of CPS, so that you get the same net bonus to hit when using both CS and CPS as you do now with just CPS alone.

<font size="2" face="sans-serif, arial, verdana">I'm testing with the same family number, but the romans should have died a long time ago. http://forum.shrapnelgames.com/images/icons/tongue.gif
Also good you brought up the in-file sequence, need to put order in the house.

[ November 18, 2003, 16:28: Message edited by: Admiral Wunderbar ]

gregebowman November 18th, 2003 08:46 PM

Re: Starfleets mod, breaking paradigms
 
Spent most of Last night playing this mod. It was ok, but I don't see how the different classes of ships complement each other. I'll spend some more time on it tonight.

Admiral Wunderbar November 18th, 2003 11:22 PM

Re: Starfleets mod, breaking paradigms
 
Hmmm... Gregebowman, that's something interesting to talk about.
It's nice to see that you are playing Starfleets, every mod designer who publishes his/her work likes when people use it. http://forum.shrapnelgames.com/images/icons/icon12.gif
About the ships, at first I thought of asking if you read the Last item of the readme, but since you clearly saw differently, maybe it's more proper that you don't. I explain: probably other people can tell how useful is each and for what better than myself, for the simple fact that I have a pre-defined idea of how to use them - maybe I'm not trying different things.
The big question, of course, is how you're using your ships and assembling your fleets? But more than that, what do you think of each class of ship (exceptuating the first - lancer)?

gregebowman November 19th, 2003 05:14 PM

Re: Starfleets mod, breaking paradigms
 
From what I've seen, the ship designs were fine. However, I didn't like the fact that the supply unit was 100t. That puts a damper on how I usually design ships. I usually design a ship with a supply unit and, when I do the research, a solar panel. That gives me a ship that can go long distances without waiting for a refuel stop. But with the tonnage raised at it was, I can't do that except for the bigger ships.

Admiral Wunderbar November 19th, 2003 07:28 PM

Re: Starfleets mod, breaking paradigms
 
That's an idea also present in Highliner where only big ships can go long distances, and smaller ones have a short range of operations. The exception is the Scout, but that's its' function anyways. It's easily overcomed with a support ship, nothing to worry about.
I'm a kind of fan of wars (as long as it doesn't happen in my time), and everytime I studied it an underlining concern of all armies going to war outside their backyard was supplies. It's called Logistics, the art and science of supplying armies. That is what defeated Napoleon against Russia, or the nazis against the same country. It was just too much ground to cover and the russians kept retreating and destroying anything that could be used by the enemy: the "scorched earth" tactic. In the end the invading army would have nowhere to get supplies from and would die out. Many other countries have used or succumbed to this in History.
SE4 doesn't allows to go grabbing supplies from defeated ships, the only way is to drop troops on a planet with a ressuply depot. Yet the lack of logistics was bugging me, it was just too unrealistic in my eyes. Thus the change.
This is a small excerpt for those who like the science of war:
Assurred of regular supply, Roman troops could more easily survive being under siege, or reduce enemy fortifications themselves without worrying about starving. Well supplied Roman armies could march hither and yon for months at a time while their ill-organized foes would see their troops getting hungry, and shortly thereafterwards deciding to go home (with or without permission). Few of the armies Rome faced over the centuries had efficient logistics and were thus under a lot more time pressure to reach a decision before their troops starved or, more likely, quit the field.

http://forum.shrapnelgames.com/images/icons/icon6.gif

Saber Cherry April 3rd, 2004 08:27 PM

Re: Starfleets mod, breaking paradigms
 
Are you planning on updating this mod?


In the readme, you state:
Quote:

Not every empire have been tweaked as of now, so many won't use
the ship designs implemented or the new weapons. Empires who
have been tweaked are ready for the 'Add Existing' in setup
and are: Jraenar, Terrans (both will use everything),
Amon'Krie (not so extensively tweaked), and Abbidon (will
use only the interceptor).
<font size="2" face="sans-serif, arial, verdana">Does this mean that only the Jraenar and Terrans will play correctly, and other races will design nonfunctional ships or not use any ships? If so, can I copy the Jraenar/Terran AI files to additional folders in order to use additional shipsets and more than 2 races per game? Any advice from anyone who knows would be helpful.

-Cherry

[ April 03, 2004, 18:50: Message edited by: Saber Cherry ]


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