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Making new components.bmp
I've been looking at the components.bmp for imagemod because I'm working on a fantasy themed mod thats just started where I'm using all new component images.
I thought in stock, without imagemod that the components.bmp was 10 wide, but I see its 24 wide in imagemod and also has those numbers on the side. What rules are there on the size and content of that bmp. I've currently got 17 components and I'm trying to get SE4 to run my mod so I can get a few things tested. Also how important is background on components? Does it need to be black or something else? |
Re: Making new components.bmp
It's 24 columns, but can have an "unlimited" number of rows. Absolute black (0,0,0) is considered transparent for most items in the game, but I don't think that matters for components like it does for ships etc.
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Re: Making new components.bmp
Extra info past the 24th column is ignored, which allowed the image mod files to have the numbering added in.
What sort of fantasy mod are you making? "Spaceship" based, or making systems into "planets" and having the ships represent individual creatures (or small groups)? |
Re: Making new components.bmp
I'm making one where the combatants are components, rather than making swords, armor and so on components. Also horses and other transportation are components.
I'm using mounts to distinguish between the calibur of warriors, such as regular, heroic, legendary and a fourth very hard to unlock mount. They will increase to-hit and defense and damage, but vastly increase cost reflecting the rarity and specialness of heroic warriors. I've got fixed ship sizes instead of the many different vehicles in Fantasy Empires Mod. I'm also keeping almost all my warrior components the same size (with a few exceptions: Orcs 20kt, Elves 40kt so far) I've worked on Human and Orc racial sets so far, which is mostly melee and non magical stuff, but Elves are next. * Human Swordsman Spearman Priest Archer Knight Gunman * Orc Brute Elephant Archer Shaman Berserker is what I have so far in addition to horses, packs and facilities (with a two-in-one mana/research facility being one of the bigger changes.) |
Re: Making new components.bmp
Now I've got a weird bug I've found in testing. I've got an alpha version with the components showing up (and a little problem with the facilities, but no biggie.)
However, testing in the simulator and in real movement, no matter how much movement and supply I have in the design window my ships will only move at speed 1. I've given them plenty of supply and movement but they still move at 1. |
Re: Making new components.bmp
What abilities are you using for movement? Some of the abilities (such as the one used by stock Solar Sails and the reactors in CBmod - I think it's called Bonus Movement) require at least 1 move point's worth of regular engines in order to work.
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Re: Making new components.bmp
My problem was forgetting to have any bridge type of component. I made a bridge/life support/crew component just to save hassles and called it mission and now things are working again. (still lots of bugs but its a start.)
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Re: Making new components.bmp
Heh, cool... so now you've implemented Morale in SE4... should a unit's Mission be lost, so is its will to fight! (Well, not really, as it can still fight, just not as effectively, as it can't dodge enemy attacks! http://forum.shrapnelgames.com/images/smilies/wink.gif)
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Re: Making new components.bmp
That should be a leader or general, or somesuch.
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Re: Making new components.bmp
Actually I think a flag or standard would be best for now. I want it to be something small so my ship sizes still work out as I want them to.
Small Questband -- 3 warriors plus equipment (horses,packs...) Questband -- 5 warriors Large Questband -- 8 warriors Small Crusade -- 15 warriors Large Crusade -- 30 warriors These won't be exact of course, you can stuff in more if you use less equipment or play orcs (they have smaller kt warriors), or less with elves or lots of equipment but thats the standard. |
Re: Making new components.bmp
Questband? Sounds like a variant of Angband http://forum.shrapnelgames.com/images/smilies/wink.gif
And not to bring politics into the mod, but isn't Crusade a bit limited to, umm, Christianity, not fantasy worlds? http://forum.shrapnelgames.com/image...ies/tongue.gif Why would orcs be *smaller* than other races? Aren't they the big hulking brutes? http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Making new components.bmp
In some mythos, yes. In others, such as Tolkein's middle earth, orcs are small and decrepid. It all depends on what you are trying to represent.
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Re: Making new components.bmp
I wanted to represent the idea of Orcish hordes, and the rarity of Elves. The KT doesn't represent their real size, but their hordish nature. Basically I'm just trying to say they come in bigger crowds and that Elves are more sparse.
As for crusade, can you think of a better name for larger, but not huge groups of people on an expedition? Things like squad/platoon, etc are a little too modern and not fantasy themed as much. I was thinking of Questbands as like the kind of questing teams formed in MMOs (8 people in City of Heroes, 5 in WoW, which is how I picked those two sizes). If I wanted to go more warcraftish I could call the bigger vehicles Raids I suppose. |
Re: Making new components.bmp
How about Party and Expedition?
For the races, consider the tractor-beam effect: only big ships can tractor-beam smaller ships. Assuming some unit is going to have the "tractor beam" or "repulsor beam" damage type (perhaps a Grappler, Wind-Mage, or somesuch?) you might want to have the vehicle sizes set up properly... how about something like this: Orcs are 40kT components and their "party/expedition" hulls are 200kT - 2000kT (5 - 50 orcs) Humans are 30kT components and their "party/expedition" hulls are 90kT - 900kT (3 - 30 humans) Elves are 20kT components and their "party/expedition" hulls are 40 - 400kT (2 - 20 elves) This way you get the benefits of large parties for orcs as well as the proper sizing of individual characters! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Making new components.bmp
I think I'd keep the normal ship sizes for the normal races and then do as you say with Elves and Orcs.
I also currently give some extra space in the ship sizes for horses (movement) and packs (supply and cargo). I never knew that rule with tractor beams. I've play tested the Human set a bit and found combat to be a little slow, but also interesting. I had three big battles and all of them were grinding long battles that lasted multiple attacks and left lots of warriors on both sides dead. The tactical map is really a bit big, because archers can retreat for a long time before meleers and pole ranged fighters can back them against the wall. So I've uped movement speeds a bit and I'll see if 30 turns is enough now. The balance between melee, pole, ranged and spellcasters (as well as speciality units like the Orc elephant) is pretty delicate. Pole and Melee units are both going to take plenty of weaker shots from ranged units, but I want things to work out so unsupported those ranged units will get mowed down once melee combat starts. That happened pretty much, already, but archers are able to fire and retreat rather well because of Se4's mechanics. I still need to test how max range strategy works with the archers firing against meleers, and I suppose that will influence my balancing. Pole ranged units, on the other hand, seem to do best in situations where the melee positions are filled up by other parties. Lots of meleers can get things clogged up whereas ranged and pole units can fire more effectively in big battles. I've got Orcs designed and their components are included, now I just need to add them in, and I still need to test the human high tech warriors (Gunman). All I can say for battles, is find out what mount your enemy is using before battle. I had 11 Small Questbands with regular unmounted archers and knights lose to 3 Medium Questbands with Heroic mounted knights (of course the 3 ships cost a lot more too). Number of ships doesn't tell everything with the way mounts are currently. I may have to increase overall damage levels to make combat a bit more swift. Its not bad in strategic, except you'll need to attack more than once often in even battles, but in tactical the battles take forever and don't resolve a lot. Especially with lots of archers with their low damage attacks. |
Re: Making new components.bmp
SE4 shouldn't be played tactical. Especially if you've got large armies.
Having the battles take a long time is good! That means it isn't an all-or-nothing thing, and you can retreat if you are outmatched. |
Re: Making new components.bmp
Is there a way in which you can retreat from a battle? http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Making new components.bmp
SE4 does not support retreat.
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Re: Making new components.bmp
Which is why you need multi-turn combats.
If you attack on turn 1, and see that you're losing after the turn processes, you can order a retreat on turn 2. For example, in CB3, I got into a 300 vs 400 ship battle. After letting the turn grind away that night, there was 600 ships left, lots crippled. Either of us could have ordered a full retreat at that point. I pulled out a handful of weapon-less but still fast ships, my empty carriers and miscellaneous others. The rest of my ships I left there as cannon fodder to help the reinforcements I was bringing. The other guy seemed to leave all his ships there by choice too. Maybe he thought he was winning, since he had more than me still. By turn #3, it was too late for him, as his fleet was decimated over a number of combat events, and he only escaped with 10 or 20 ships. |
Re: Making new components.bmp
In my tests I had one with about 12 ships on each side, one side being mostly archers and the other with more spearman. Because movement was too slow when I did the test, it was a lot of turns of ranged attacks softening up both sides.
The main reason I like tactical is I have a hard time telling what happened in strategic since it goes by so fast and you don't know whether some strategic blunder was the problem or if it was simply weak units. I'm balancing for strategic though, since everyone seems to use that more. (Plus I want this Fantasy Mod to be AI friendly. May have to rearrange the order of the mounts in CompEnhancement so the AI doesn't get carried away with uberexpensive Mythical mount components late game.) |
Re: Making new components.bmp
We're talking about different things, sorta.
Do strategic and then view *the replay* to see what's going on. Check your settings.txt to make sure that the generate-combat-replay flag is set to true. In your log, where you see the damage stats from the combat, you can press the "show replay" button on the right. |
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