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Ultimate Vehicle Size
The Ultimate vehicle size mod is back, and gold compatible!
Major re-work of all vehicle Sizes that includes 60 normal ships from 75 to 40000 kt 20 carriers from 130 to 31400 kt 20 bases from 250 to 65000 kt 5 colony ships from 240 to 370 kt 20 transports from 150 to 23500 kt 10 fighters from 7 to 56 kt 10 satellites from 40 to 200 kt 10 mines from 5 to 100 kt 10 troops from 1 to 100 kt and more than 35 weapon mounts used by different type of vehicles |
Re: Ultimate Vehicle Size
Sitting here at work, so I really can't check if I am correct or not, but I was checking out the sizes of ships you've created. Several of the larger designs like the Mothership-11 have something like 50 engines per move, but list as requirements a maximum of six engines. I may simply lack the understanding of the vehiclesize file...
dunno. Here's the lines I am confused over: Engines Per Move := 36 ... Requirement Max Engines := 6 |
Re: Ultimate Vehicle Size
This mod is using quasi-newtonian propulsion. Each engine gives more than one move. Qauntum Emgines have this ability:
Ability 2 Type := Standard Ship Movement Ability 2 Descr := Generates 9 standard movement. Ability 2 Val 1 := 9 Ability 2 Val 2 := 0 So, if you use 6 of them in a Massive Mothership-10, they would make 6 x 9 = 54 movement points. Since the Mothership has 36 engines per move (which actually means "number of movement points generated by engines required for each actual point of movement that the ship gets in-game), it would have 54 / 36 = 1.5 MP, which rounds down to 1. With Quantum Engines, it gets 1 MP with 4, 5 or 6 engines, since 4 engines make 36 movement, and it would take 8 engines to get 72 movement, whih the ship cannot have. [ 05 April 2002: Message edited by: Imperator Fyron ]</p> |
Re: Ultimate Vehicle Size
Gotcha...didn't realize that engines per move also took into consideration movement points generated, although that is extremely logical. Learned something today.
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Re: Ultimate Vehicle Size
I implement engines per move and many engines in every ship, but it's not QN.
To be quasi-newtonian, engines per move would have to be proportional to hull size. |
Re: Ultimate Vehicle Size
i was thinking of making a QN system where at the top of the tech tree there were inertialess engines that gave only bonus movement. that would mean that the ship got the full movement of the engine, regardless of its 'engines per move,' right? or do i have that wrong? its been a while since i was playing with ship sizes and engines.
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Re: Ultimate Vehicle Size
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Puke:
i was thinking of making a QN system where at the top of the tech tree there were inertialess engines that gave only bonus movement. that would mean that the ship got the full movement of the engine, regardless of its 'engines per move,' right? or do i have that wrong? its been a while since i was playing with ship sizes and engines.<hr></blockquote> That's how solar sails work, also remember that only one will be effective. I don't really like that effect, in this mod I removed all bonus movs from engines and make them increase their thrust in a way that normal ships will get similar speeds like in the standard game when using 6 engines, but less if using only 1. |
Re: Ultimate Vehicle Size
Puke:
You got that right. Bonus movement ignores the engines per move. However, the ship has to have at least one standard movement point before it can be given any bonus movement. |
Re: Ultimate Vehicle Size
Andres:
I have been trying out your Ultimate Vehicle Size Mod and found 2 errors. I was designing Drones and they were useless because there are not any drone engines available in the mod. Also the Base Construction tech in the Techarea.txt only goes up to level 20 not 21 like is required in the vehiclesize.txt file for the largest base. Otherwise a very interesting mod. http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Ultimate Vehicle Size
Andrés Lescano, This is a very good mod?.I have researched almost all tecks, only base & drone are the only ones left.I will enjoy playing this mod for weeks.A suggestion, how about adding a mount or two for fighters, or adding steller creation projects in the same field of ringworld / sphere area?.
Those ship sizes are impressive?,I SALUTE YOU Andrés Lescano. Ferengi Rules of Acquisition #242 More is good...all is better. [ 08 April 2002: Message edited by: HEMAN ]</p> |
Re: Ultimate Vehicle Size
goforit thanks for showing me those mistakes, they are both easy to correct.
The base mistake is only a matter of changing a number. (I had never tried any of those biggest bases in a real game anyway) The problem with drones is because I missed the change in normal engines from Ship\Base to Ship\Base\Drone I'll also have to change eng/per move in drone hulls, to compensate BTW I was considsering adding more drone sizes I'll post an updated Version ASAP |
Re: Ultimate Vehicle Size
A question: is this MOD compatible a with modded AI from TDM-ModPack ? The AI will use the new mounts, sizes, etc.?
Thanks. Marco. |
Re: Ultimate Vehicle Size
AI files need to be patched to work better inside the mod for example researching higher levels of ship construction, and using the correct number of engines. There are a few notes about how to mod them in a text file in the races folder.
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Re: Ultimate Vehicle Size
In A currant game I am playing not all of the ship sizes apear and I have no Idea what to with the AI patch
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Re: Ultimate Vehicle Size
I’m rewriting that AI_patch.txt file to make it easier to use. It’s not very clear and some note in there were to myself.
Suicide Junkie was working on a "universal AI patcher" that was supposed to work for many mods including this one. I haven’t heard about that lately. There are 2 AI files that need to be patched: Race_AI_Research.txt and Race_AI_DesignCreation.txt In Race_AI_Research.txt Search all Ship Construction , Base Construction, Fighters, and Satellites and multiply value of Tech Area Level by 3 then add immediately after the In Race_AI_DesignCreation.txt If there’s only one Attack Ship entry (as default races do), copy it to have two Versions. In the first Version (this will be the smaller one) change these lines and in the second one (the larger one) these Other ship designs should be changed in similar ways according to those notes. (I’m too lazy to copy all here) Perhaps stellar manipulation ships should probably be changed in the same way attack ships, max tonnage of the larger one shouldn’t need to be so high. I’ve been too lazy to change that in the default races I included, and they very rarely use them anyway. The designs should still be functional although not use the best number of engines. With races that have more than one design for the same role (like in most TDM races), it gets more complicated. You should change the number of engines accordingly to the max/min tonnages and create two Versions of some of them if needed. I have no idea about that thing of not seeing all of the ship sizes. If you think it can be a bug in this mod post more details. [ 16 April 2002: Message edited by: Andrés Lescano ]</p> |
Re: Ultimate Vehicle Size
I lost or overwrote my 1.49 (pre-gold) compatible Version of this mods.
Does anyone have a copy? |
Re: Ultimate Vehicle Size
I have an old copy of it. Should I email it to you?
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Re: Ultimate Vehicle Size
Yes please.
I had overwritten all of my copies in both my local computer and in my site. And I'm being requested a copy by a player that hasn't upgraded to gold. |
Re: Ultimate Vehicle Size
It's sent.
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Re: Ultimate Vehicle Size
Thanks. I've forwarded it to the interested player and will upload it to the site soon.
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