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Tech Tree Mod
I've finally come up with a name for my Mod. I want things to have more of a hard SF feel, so I'll call it the SF Mod. (SF means SciFi)
I've finally fleshed out the propulsion scheme (hybrid QNP/mQNP) and the tech tree has been entirely redone and low looks like an actual tree instead of just a beanstalk with a couple of whispy branches. |
Re: SF Mod
And here's the outline of my propulsion system for your perusal. I still need some more engine and reactor ideas, so shoot away.
---------------------------------------------------- The propulsion system for this mod is a hybrid QNP/mQNP system. The object of it is to allow a larger variety of ship speeds while still maintaining AI usability and reducing the number of potential errors generated by too many movement points. Hull sizes larger than the engine mounts allow will use a standard QNP scheme. It will also include a variable supply system so Users need to take "range" in to account when designing their ships, but implemented in a way that the AI will have no trouble with it. I also want to simulate ships with high percentages of space given over to supply and propulsion in the lower tech levels, and less space in the higher ones. Because the supply capacity of a component can't be reduced by a mount, I'll have to simulate variable supply with the engine components. The supply usage for a larger engine will in actually remain constant while the reactor increases in size. I want the first techs to have a 50-60% engine/supply space usage. The later ones a 30-40% usage and the final techs a 10-20% usage I may make room for special gravitic techs which require even less space, and there's still the quantum reactor to consider. low tech 100kt hull: 50% engines/supply-- 10 sector range without refueling or fighting 30kt engines = 10+10+10kt chemical rocket engine (engine sizes with 100kt mounts) 20kt reactor = 20kt fuel cell array (with 100kt reactor mount) ENGINES (ASSUMED 100KT MOUNT, LEVEL I) ---------------------------------- Chemical Rocket: 1 movement, 50 supply use, 10kt size, 5kt resist, 20kt min, 50kt org, 5kt rad Ion Engine: 1 movement, 30 supply use, 10kt size, 5kt resist, 20kt min, 10kt org, 20kt rad Nuclear Pulse Engine: 2 movement, 60 supply use, 10kt size, 7kt resist, 200kt min, 50kt org, 100kt rad Light Sail: 2 movement, 50 supply use, 10kt size, 2kt resist, 300kt min, 50kt org, 40kt rad Plasma Engine: 3 movement, 65 supply use, 10kt size, 5kt resist, 180kt min, 40kt org, 200kt rad Magnetic Sail: 3 movement, 50 supply use, 10kt size, 3kt resist, 200kt min, 100kt org, 300kt rad Bussard Ramjet: 3 movement, 40 supply use, 10kt size, 5kt resist, 300kt min, 50kt org, 120kt rad Antimatter Impulse Engine: 4 movement, 80 supply use, 10kt size, 4kt resist, 300kt min, 100kt org, 100kt rad Antigravity Engine: 4 movement, 70 supply use, 10kt size, 5kt resist, 200kt min, 70kt org, 200kt rad Gravity Impeller: 5 movement, 90 supply use, 10kt size, 8kt resist, 500kt min, 100kt org, 500kt rad Gravity Well Engine: 5 movement, 80 supply use, 10kt size, 5kt resist, 300kt min, 100kt org, 300kt rad Warp Engine: 6 movement, 100 supply use, 10kt size, 6kt resist, 600kt min, 300kt org, 700kt rad Transwarp Engine: 7 movement, 150 supply use, 10kt size, 5kt resist, 700kt min, 350kt org, 800kt rad Hyper-Skip Engine: 8 movement, 300 supply use, 10kt size, 5kt resist, 1000kt min, 120kt org, 4500kt rad REACTORS (DITTO) ---------------------------------- Fuel Cell Array: 600kt supply store, 20kt size, 10kt resist, 200kt min, 25kt org, 100kt rad Nuclear Reactor: 800kt supply store, 20kt size, 17kt resist, 500kt min, 120kt org, 400kt rad Antimatter Reactor: 1000kt supply store, 20kt size, 15kt resist, 500kt min, 200kt org, 600kt rad Quantum Singularity Reactor: 1200kt supply store, 20kt size, 15kt resist, 500kt min, 200kt org, 600kt rad Solar Ionization Reactor: 1400kt supply store, 20kt size, 18kt resist, 700kt min, 250kt org, 800kt rad Hyperspace Tap: unlimited supply store, 20kt size, 10kt resist, 900kt min, 500kt org, 1000kt rad Quantum Reactor: unlimited supply store, 20kt size, 14kt resist, 1000kt min, 500kt org, 1000kt rad ------------------------------------------------ |
Re: SF Mod
Sanity check:
10 sector range? That won't get you across your homesystem, never mind trying to colonize. Even if you managed to build a resupply depot on a colony in the enemy's system you still couldn't carry enough ammo to the battle... --- Unless you want the slow-research races to have a larger tech deficit at first contact, which won't occur until engine tech improves drastically. PS: SF probably isn't a good modname abbreviation, as to a lot of people around here it stands for StarFury http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 05, 2004, 17:45: Message edited by: Suicide Junkie ] |
Re: SF Mod
Well, that 10-sector range is only for the starting techs, and only if you put one supply storage component on your ship. And it's not exactly 10. I rounded up. Also, if you put on another reactor it doubles your range.
And coincidentally, the bridge, life support, crew quarters, 3 engines, and 2 supply fit exactly on the starting Scout hull. Plus a bridge, 2 life support, two crew quarters, 1 colony component, 3 engines, and 1 reactor fit exactly on the starting Colony Ship hull. |
Re: SF Mod
Modding can be so much fun. Then again it can be a nightmare too. http://forum.shrapnelgames.com/image...s/rolleyes.gif Good luck, sounds like your making one hell of a mod.
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Re: SF Mod
Oh, you have no idea.
I've been working on this mod for about oh, two years. The problem is I keep getting great new ideas and starting over. But this is the shape of things to come. I swear. BTW, in the process I ended up with a couple of spin-off mods. One, the Select Mod, allows players to choose whether or not they want to use QNP or standard propulsion. The AI uses the standard scheme by default. The other one, th Streamline Mod, removes all the "small" components for fighters and troops and stuff and instead implements "small" mounts. So you can use any weapon you want on fighters and troops (even Seekers, Point Defense, and Subverters) Both these mods were AI friendly, requiring only a few AI file tweaks. The AI behaved as normal in the stock game. |
Re: SF Mod
Watch out for the seekers!
The mount only affects the component: the missile will have the same range and power as a ship-launched missile! Its probably best to make custom copies of the missile component for your units with appropriate range/damage/reload. |
Re: SF Mod
Actually, it doesn't affect the range, but it does affect damage. At least it shows up in the weapon description. That mod hasn't been fully tested.
But the first thing I did was send out a bunch of fighters with Subverters. Those things are nasty, even though they get slaughtered by other fighters. |
Re: SF Mod
Mounts can not affect the actual missile. The damage is still the base component damage, not anything that may show up after applying a mount. The mount can affect the maximum range the missile is fired from, but the actual range traveled is unaffected.
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Re: SF Mod
Well, after testing it seems my calculations were a little off. Engines use supplies every time they're used and not just every turn the ship moves. I just have to triple the supply storage for the reactors.
Oh, and SF Mod sounds too much like a Star Fury Mod, which sounds like a mod for a Babylon 5 game any way. And "SciFi Mod" was already taken by someone back in 2003 (i searched the forums) So I guess I'll have to come up with some other name for my mod. And a long time ago someone made a mod of "the Force" tech. I believe it was incorporated into the original Starwars Mod. Does anybody know what happened to it? I'd like to incorporate Dark and Light side techs into my mod. The tech tree for my mod is divided up into theoretical and applied tech just like the stock one, but the theoretical techs are completely different from one another. Physics gets you most of the weapons, reactors, and propulsion techs and there are even sub-branches of those like nuclear, plasma, and gravitic. Biology/Chemistry gets you medicine, resource enhancement, etc. and if you have Organic tech, a lot of the nifty Organic stuff. Plus later on there's Genetics and Cloning. Sociology/Psychology has a lot of planetary enhancement stuff like Cities. And later on you get Psychohistory and a bunch of other Foundation-like techs including Planetary and Galactic Consciousness. Psychic races find their goodies here. Military Science unlocks more conceptual techs like Missile or Point-Defense Weapons. Those techs in turn open up related weapons in the other Theoretical Techs. ie: Missile Weapons + Nuclear Power (Physics) = Nuclear Missiles; Point Defense Weapons + Lasers (Physics) = Point Defense Lasers. It also gives Command and Training stuff. Economics gives production, construction, and resource enhancement stuff. Plus Industry. The idea is to make both human and AI races behave and fight completely different from each other depending on what techs they have researched-- and so use the tech tree to influence AI behavior (in addition to the AI files) |
Tech Tree Mod
Okay. I've had another brainstorm and I'll be re-designing the tech tree for this mos yet again. In honor of the problems it's given me, I hereby christen this mod the Tech Tree Mod.
Status report: the new propulsion scheme works swimmingly. The AI designs useable ships. I haven't completed the weapons, so there has been no combat yet, but the AI scoots around the system with no problems. Propulsion system: The number of engine points each ship size requires per move is ("kt" x 2)/1000 rounded off with a minimum of one. Each size is set up to use 50% of kt for engine and supply components, but that decreases as construction is researched and miniaturized mounts become available. That might seem like a lot, but it works well and makes ship designs a bit more realistic. (BTW, it makes colony ships HUGE) There's no eta yet, but I'm working on it. I do need to find someone who'se willing to host the mod however. If you want to help out, just reply in this thread. |
Re: Tech Tree Mod
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I've been working on an outline for this mod so I can get an idea of what it will look like when it's done. What I ended up with was a massive tree. All I can say is that this mod is gonna be awesome.
Here's the outline for your perusal. It use the SE4 Modder standard colors for the types of items. [It seems that some were getting a white background when they downloaded the outline. This should fix it.] |
Re: Tech Tree Mod
BUMP - The link system seems to be completely Frelled so I am bumping this thread.
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Re: Tech Tree Mod
Something I just saw...
What is the advantage of the QR over the HT in the reactors chart? I presume the QR is a higher tech level, and while it provides the same supply, it costs more and is also more likely to be destroyed in combat. The 4 extra hitpoints make no difference to the strength of the ship. |
Re: Tech Tree Mod
This is actually the same mod as The Pointer Mod.
The Quantum Reactor and the Hyperspace Tap both generated unlimited supplies and they were both discovered on the high end of the Physics tech tree. They used to be different sizes, but since I modified the propulsion system they became basically the same. I just deleted the Quantum Reactor in the latest version of The Pointer Mod which I'll be updating to version 1.1 before the PBW game starts on Friday (tomorrow). There are still spots open if you'd like to join. |
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