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-   -   Ultimate Vehicle Size (http://forum.shrapnelgames.com/showthread.php?t=3879)

Andrés August 13th, 2001 07:37 PM

Ultimate Vehicle Size
 
This is a little mod I made
http://se4kdy.cyberwars.com/temp/Ult...ehicleSize.zip

Major re-work of all vehicle Sizes (exept mines, troops and weapon plats to be completed later)
My first idea was to use newtonian movement but hit to many times the maximun movement and maximun engines per move so ended up so ended up using this intermediate system that allows giving more movements to small ships, and get rid of bonus movements in engines (having a similar efect with all engines, but not allowing for example having 4 movs with only 1 QE)

I'm still not sure if I'll complete this one as a new mod or integrate it with my StarWars mod.


[This message has been edited by Andrés Lescano (edited 13 August 2001).]

Suicide Junkie August 13th, 2001 08:49 PM

Re: Ultimate Vehicle Size
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>My first idea was to use newtonian movement but hit to many times the maximun movement and maximun engines per move so ended up so ended up using this intermediate system...<HR></BLOCKQUOTE>Can you give some details about how this works?
How similar is it to the P&N v2 propulsion style?

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.2b&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Matryx August 13th, 2001 09:53 PM

Re: Ultimate Vehicle Size
 
I'm impressed to say the least
I count about 45+ levels of ship construction!

certainly puts a different view on the rest of the mods out there (i.e. tiny).

Also, congratulations. You are the first mod (to my knowledge) to include a properly working Modinfo.txt http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
(sorry SJ, you left of the pre-data such as author, whether mod is enabled, Version info and so on - check in your P&N thread for the Version I uploaded for you with corrections)

------------------
The Unofficial Space Empires 4 Mod Utility V1.7 (Revision 3)
------------------
Download as a .ZIP &lt;HERE&gt;
Download as a .RAR &lt;HERE&gt;
Download as a .ACE &lt;HERE&gt;
Check a Screenshot of it&lt;HERE&gt;

Check an Alpha Shot of my Mod Editor (Unreleased) &lt;HERE&gt;

[This message has been edited by Matryx (edited 13 August 2001).]

Kadste August 13th, 2001 11:03 PM

Re: Ultimate Vehicle Size
 
Andrés

Can you confirm some things about your movement system.

Your heavy destroyer has max 6 engines and 6 engines per move. Therefore using the Ion engine (generates 6 standard movement) the heavy destroyer should move 6 sectors. (max 6 engines times 6 standard movement divided by 6 engines per move). Does the heavy destroyer move 3 in combat?


Now your Moonship has max 2 engines and 5 engines per move. If you use the same Ion engine (generates 6 standard movement)
Does the moonship move 2? (max 2 engines times 6 standard movement divided by 5 engines per move). What happens to the .4 leftover? Is it used in any way? Does this ship move 1 in combat?

And if you look at your Massive Mothership-8 has max 2 engines and 6 engines per move. Using the same Ion engines does this ship move 2 sectors and 1 in combat?


------------------
Never Give up, Never Surrender!

Suicide Junkie August 13th, 2001 11:24 PM

Re: Ultimate Vehicle Size
 
Kadste: yes to all. and extra fractional movement is rounded down. That's the way SE4 works.
All that fractional movement is good for is a backup engine. EG. in the case of my battlemoons, 40 CT engines give you one movement. 40 JP engines give you 1.3 movement, roughly. That means you can lose 10 JP engines before your battlemoon stops.
Yet battlemoons are always limited to 1 movement.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Also, congratulations. You are the first mod (to my knowledge) to include a properly working Modinfo.txt
(sorry SJ, you left of the pre-data such as author, whether mod is enabled, Version info and so on - check in your P&N thread for the Version I uploaded for you with corrections)<HR></BLOCKQUOTE>I had no idea you needed things like that for your mod launcher/picker. What would enabled mean? Surely all mods that people distribute would be playable, and hence should be "enabled"...

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.2b&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Andrés August 13th, 2001 11:35 PM

Re: Ultimate Vehicle Size
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I count about 45+ levels of ship construction!<HR></BLOCKQUOTE>
60 levels

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Can you give some details about how this works?
How similar is it to the P&N v2 propulsion style?<HR></BLOCKQUOTE>

Kadste has posted some examples.

Basically most medium sized ships will have 6 engines and 6 engines per move, so each ion engine (with 6 standard movs) gives 1 mov and work very similar to the original game.
Small ships will have less than 5 engines per move and move faster with fewer engines and I got tired of adding 255 engines to a massive ship with 255 engines pre move so I just gave the large ships 5 eng/move and 2 engines.


The same Heavy Destroyer using quantum engines (9 standard movs) will move at 9*6/6=9 but with only 1 engine at 9*1/6=1.5 (rounded down to 1).
And a Light Scout with 2 Ion engines will move at 6*2/1=12!


<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Also, congratulations. You are the first mod (to my knowledge) to include a properly working Modinfo.txt<HR></BLOCKQUOTE>
Acutally I have your're program installed and now I always launch SE4 using it. I made the modinfo.txt using it and hitting the save button.

Suicide Junkie August 13th, 2001 11:42 PM

Re: Ultimate Vehicle Size
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Basically most medium sized ships will have 6 engines and 6 engines per move, so each ion engine (with 6 standard movs) gives 1 mov and work very similar to the original game.
Small ships will have less than 5 engines per move and move faster with fewer engines and I got tired of adding 255 engines to a massive ship with 255 engines pre move so I just gave the large ships 5 eng/move and 2 engines.<HR></BLOCKQUOTE>May I suggest you return to the &lt;big number&gt; of engines per move for large ships? What you then can do, to avoid adding a &lt;big number&gt; of engines, is make a new component, some thing like:

Capital Ship Engine:
-100KT size
-200 hitpoints
-65 standard movement points

Basically, just a 10x scaled up engine, with a +5 movement point bonus due to efficiencies of scale.

Kadste August 14th, 2001 12:36 AM

Re: Ultimate Vehicle Size
 
SJ,

How do get the AI to use your Capital Ship Engines only on Capital Ships (assuming that is what there are designed for). I can understand that the larger ships will use them if they are the best available, but how you prevent a 250Kt size ship from using it.


------------------
Never Give up, Never Surrender!

Suicide Junkie August 14th, 2001 01:58 AM

Re: Ultimate Vehicle Size
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>SJ,
How do get the AI to use your Capital Ship Engines only on Capital Ships (assuming that is what there are designed for). I can understand that the larger ships will use them if they are the best available, but how you prevent a 250Kt size ship from using it.<HR></BLOCKQUOTE>That's a good point.
I've been thinking about how to get P&N AIs to use some of the powerful armor, and this is what I've got:

-Give your normal engines a "mineral resource generation" ability, and give the Capital engines an organics generation ability.
-Those particular abilities don't have any effect on ships, but you can call for them in your shipdesigns.txt!

Thus, you can have the larger ship designs use a single Capital engine and then add on regular engines to suit.

Or, alternatively, you could make the Capital engines a exact scale copy of the normals, and have the AI not use capitals via the above method.

Matryx August 14th, 2001 02:09 AM

Re: Ultimate Vehicle Size
 
SJ: 'Obsolete' refers to the fact that you can set certain directories to not show in the mod launcher. For example if you had a development Version of the mod you didn't want to show, or if the mod launcher had identified a directory that wasn't really a mod.
It's a convenience field for the auto-detection and filtering system.
Most people should (unless they are evil) set Obsolete to False http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

------------------
The Unofficial Space Empires 4 Mod Utility V1.7 (Revision 3)
------------------
Download as a .ZIP &lt;HERE&gt;
Download as a .RAR &lt;HERE&gt;
Download as a .ACE &lt;HERE&gt;
Check a Screenshot of it&lt;HERE&gt;

Check an Alpha Shot of my Mod Editor (Unreleased) &lt;HERE&gt;

Andrés December 9th, 2001 01:42 AM

Re: Ultimate Vehicle Size
 
As I promised in the Non Standard Hull thread, and thanks to my brother insistence I've resurrected this mod.
I revised it, made it compatible with the Neo-Standard pic set, and included patched AI.

http://se4kdy.cyberwars.com/files/

capnq December 9th, 2001 05:11 AM

Re: Ultimate Vehicle Size
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>You are the first mod (to my knowledge) to include a properly working Modinfo.txt<hr></blockquote>The latest Version (1.2) of my Hypermaze mod works with your launcher, too.

Andrés December 9th, 2001 06:00 AM

Re: Ultimate Vehicle Size
 
Hey that's an old comment.
Most mods now work with the laucher, that now with gold will become a standard part of space empires.

capnq December 9th, 2001 06:52 PM

Re: Ultimate Vehicle Size
 
D'oh! I saw Andrés' comment bump the thread, but didn't even notice the date on the older Posts.

Andrés December 12th, 2001 05:25 AM

Re: Ultimate Vehicle Size
 
http://forum.shrapnelgames.com/image...s/confused.gif
Does anybody here play or have played with this mod? Or are my brothers the only exeption?
If so I shouldn't have bothererd to post it since both of them play in MY computer.

HEMAN December 12th, 2001 10:06 AM

Re: Ultimate Vehicle Size
 
HEY, Andrés Lescano THANKS. I was looking for something like this ultimate vechicle mode for a very long time?.Im impress that you made this ?.
1 QUESTION; Is or will this be configured for XGOLD mode?.
2 QUESTION; Will you be interested in makeing a shipset like federation shipset pics to fit this ?. as you know star trek the next generation + has many types of ship hulls?. HERES a site with a lot of pics if interested. http://baudelaire.princeton.edu/jeff...ips/index.html (AND) http://home.coqui.net/hannbio/index21.html

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


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