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-   -   RCEs & Non-Newtonian in a QNP Universe (http://forum.shrapnelgames.com/showthread.php?t=6846)

jimbob August 1st, 2002 06:39 AM

RCEs & Non-Newtonian in a QNP Universe
 
Edit: Three questions

1) at what number of movement points does RCE happen?

2) does RCE only occur during normal movement, or does it happen during combat too? (that is, could an afterburner-like component(s) cause RCE?)

3) if movement bonus is used instead of movement points, will I get RCE?

If this works, I'm hoping to make a series of "reactionless" or "inertialess" drives for a QNP world [Ancient Tech]

Thanks

[ August 01, 2002, 05:41: Message edited by: jimbob ]

Phoenix-D August 1st, 2002 07:28 AM

Re: RCEs & Non-Newtonian in a QNP Universe
 
"1) at what number of movement points does RCE happen?"

256. 255 is fine, 256 is not.

"2) does RCE only occur during normal movement, or does it happen during combat too? (that is, could an afterburner-like component(s) cause RCE?)"

Combat move is seperate. I'd bet money on the game belching a RCE if you go over 255 move total in any situation though. (i.e. 255 standard move + 255 afterburner = probable crash)

"3) if movement bonus is used instead of movement points, will I get RCE?"

Probably not unless the total movement goes over 255. Not engine move, ship moves.

Phoenix-D

Suicide Junkie August 1st, 2002 07:28 AM

Re: RCEs & Non-Newtonian in a QNP Universe
 
The 256th standard movement point will cause the RCE.
This triggers when the ship is being designed.

Bonus movement does not count towards the RCE.

But a ship with a total movement after engines per move of more than 255 might cause an RCE as well.
(But who would allow a ship like that in their mod???)

jimbob August 1st, 2002 07:51 AM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Quote:

(But who would allow a ship like that in their mod???)
<font size="2" face="Verdana, Helvetica, sans-serif">Bwahhaaahhaahhaahhaaa....

Er, no actually, I won't.

Anyway, thanks for the help. So in summary 1)a BattleMoon can only move 1 per turn without RCE problems then, and 2) RCE is for # of move points (before total movement, but excluding bonus movement).

Suicide Junkie August 1st, 2002 04:50 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
1) Battlemoons get one MP, unless you have the propulsion experts trait http://forum.shrapnelgames.com/images/icons/icon12.gif

2) Yes. Number of move points, before dividing by the "engines per move" setting.

jimbob August 2nd, 2002 02:30 AM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Ok, thanks.

Now, as to the (soon?) to be released gold patch. Will it be possible to dictate which ships a component can be used on, or is it only possible to exclude mount types by ship size/type?

Suicide Junkie August 2nd, 2002 02:37 AM

Re: RCEs & Non-Newtonian in a QNP Universe
 
You can restrict a mount to a single hull, but individual components, no.

geoschmo August 2nd, 2002 04:29 AM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Quote:

Originally posted by jimbob:
Ok, thanks.

Now, as to the (soon?) to be released gold patch. Will it be possible to dictate which ships a component can be used on, or is it only possible to exclude mount types by ship size/type?

<font size="2" face="Verdana, Helvetica, sans-serif">Well, there is a convoluted way to do it actually. Make your component too large to fit on any available hull size, and then make a mount that is family specifc so it can be used for that component only and using size max and min to make it only usable on that hull. And make it so that it decreases the size enough so that it will fit. However this won't work if you have any other similer mounts that are allowed to be used for any components.

Geo

jimbob August 2nd, 2002 07:57 AM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Ooooo...
now that's just plain brilliant Geo!
thanks for all the help y'all.

Graeme Dice August 2nd, 2002 05:32 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Quote:

But a ship with a total movement after engines per move of more than 255 might cause an RCE as well.
(But who would allow a ship like that in their mod???)[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">Well, if you wanted to make the equivalent of the SW galaxy gun it could work.

Singollo August 2nd, 2002 06:45 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Quote:

Well, if you wanted to make the equivalent of the SW galaxy gun it could work.
<font size="2" face="Verdana, Helvetica, sans-serif">What, with a planet-destroying drone as the torpedo fired from the GG? That would be sweet. A little unbalanced, perhaps, but sweet.

geoschmo August 2nd, 2002 06:52 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Quote:

Originally posted by Singollo:
What, with a planet-destroying drone as the torpedo fired from the GG? That would be sweet. A little unbalanced, perhaps, but sweet.
<font size="2" face="Verdana, Helvetica, sans-serif">I kind of doubt that would work with the current code. You could make a uberdrone that would exterminate all life on the target planet I think. But to actually destroy the planet you need a component that does that. And I don't think those can be put on drones. You can't destroy a planet during combat is what I mean.

Geoschmo

Singollo August 2nd, 2002 07:02 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Right, I'm not making a case for the existence of such a weapon within the game's framework; I'm just responding to the reference to the galaxy gun with a "hey that would be pretty cool" comment. I have no idea how one would go about modding such a ship....it would involve the creation of a component that, when used (outside of combat of course), destroys the ship upon which it is mounted in addition to the planet. Is that kind of thing even possible?

geoschmo August 2nd, 2002 07:06 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Hmmm, IIRC the planet destroyer doesn't destoy the ship itself. So I think that would require a hardcode change. There is a "component destroyed on use" ability, but I don't think there is a "ship destroyed on use" ability. Colony ships and ring/sphere world comps do that, but it's inherrant. It's not a separate ability.

Steallar destroyers destroy the ship, but it's incidental because everything in the system is destroyed by the act of destroying the sun. The comp itself doesn't destroy the ship I think.

Geoschmo

Singollo August 2nd, 2002 08:14 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Hmm. What about the self-destruct device component? How does that work? I never build ships with self-destructs, so I confess to complete ignorance of how they function. I know that it's an option that you can choose from the scrap/analyze/etc. window, but does it have any sort of "use" ability to it? If so, this hypothetical new component could simultaneously perform the "destroy planet" and "self-destruct" functions.

This is all kind of silly, of course, because a weapon like this would be fairly ridiculous. Being able to destroy a planet from halfway across the quadrant, or even from just a few systems away, is kind of ludicrous. It's fun speculation, though.

Lord Kodos August 3rd, 2002 08:29 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
LoL that might be nice. I was toying with that idea also of planet killers killing the ship. I was also thinking of making certain Ra'Shrakil ships ( In LR mod) able to survive Sun-destroyers.As for killing all life in the planet youll see alot of those in LR i have some warheads that singe a planet to a crisp killing anything on it and rendering it useless. Nice thread though. And BTW a lil OT but whats a good speed for a FTL ship?

geoschmo August 3rd, 2002 09:29 PM

Re: RCEs & Non-Newtonian in a QNP Universe
 
Quote:

Originally posted by Singollo:
If so, this hypothetical new component could simultaneously perform the "destroy planet" and "self-destruct" functions.
<font size="2" face="Verdana, Helvetica, sans-serif">You could give a component both abilities, but there would be now way to automatically trigger both simultaneously. They are triggered by seperate orders. Again that would require a hard code change.

Quote:

Originally posted by Lord Kodos:
And BTW a lil OT but whats a good speed for a FTL ship?
<font size="2" face="Verdana, Helvetica, sans-serif">c+n?
Heheheheeheheeheheehe. I love physics humor. http://forum.shrapnelgames.com/image...s/rolleyes.gif


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