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Ship Tonnage? is there a max
I been trying to create a mod with very large ships and some weird things happen.
Data vs in game 100mt = 35mt 250mt = 54mt 500mt = 42mt 750mt = 30mt 1000mt = 17mt 1500mt = 59mt 2000mt = 34mt any incite will be helpful. |
Re: Ship Tonnage? is there a max
Max tonnag is 65,000 kt
Counted the actual number of components you can put in? I think that's just a display conmfusion. Check my Ultimate Vehicle Size Mod. |
Re: Ship Tonnage? is there a max
Thanks
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Re: Ship Tonnage? is there a max
no, what he was seeing is the interger wrapping arround. after it counts passed 65K, it starts over.
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Re: Ship Tonnage? is there a max
Wow, who wants to build a ship that large?
It would take forever. Even with the hull price in zero, the components price would be stagering. I don't even wanna think how many components can be put in it..... And movement, 0.5 per turn? The defense penalty would be so huge, that any weapon you fire from the other side of the battle map would have a 399% to hit. What's the design name of this whale? "Battle-Planet", "Huge Battle-Planet with beautiful atmospheric light effects"? You don't need combat sensors to hit that thing. Even if you put every single component that have a defense bonus in that monster you would still have a defense penalty of -100%. How many facilities do you plan to build on this baby? On the plus side, you don't need to worry no more about protecting your population. They can travel with you in your cargo hold.... [ February 20, 2003, 14:31: Message edited by: Aloofy ] |
Re: Ship Tonnage? is there a max
I was planning to use components that were larger too. Everything you mentioned is editable. If I wanted the 2,000mt ship could have had a defensive bonus of 100%
I was trying to get the proper scale for battlespace(battletech). Will try it with 1/40 scale |
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Re: Ship Tonnage? is there a max
Building one of this things takes many decades and many resources. Only being able to do it is a display of power.
Minimun mov is 1. Yes I'd given those large ships defense penalties of that order. This does not change range of weapons, as soon as the enemy is in range it will have 100% chance to hit. I know that any kind of ECM is usless, the target is so large it's impossible to miss, but that's not a problem since it can also absorve a lot of damage, even if you can skip its shields and/or armor, you'll need a lot of firepower to make any significant damage. Damage a ship of this size depends more on its multiplex tracking than on its weapons, with its massive firepower it will be able to destroy as many smaller ships as it can track each combat turn. |
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Choose Temperal before the game. http://forum.shrapnelgames.com/images/icons/icon12.gif As far as when the game is already going... put your queues on emergency build. This helps some. But keep in mind, that for however long your queue is in "E build", once it goes off it will be in slow build for the same amount of time. Which means 25% production rate. |
Re: Ship Tonnage? is there a max
Also population affects construction rate. Build your biggest ships at huge planets w/ max pop....
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Don't you have a sense of humor? |
Re: Ship Tonnage? is there a max
I didn't mean to upset you just meant my intended none of those effects would have been accurate.
Thou it would be a sight seing a 1,000mt ship move in to your homeworld system(with standard ship set) |
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And yeah, one those MegaHippopotamus in a Home System would mean time to evacuate the leadership and bye bye fellow citizens. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Ship Tonnage? is there a max
GritTech uses ship sizes from 200-10,000 KT, with bases up to 15mt. I think they are balanced fairly well, while the lowest ship sizes become obsolete in combat, they still have other uses. mid range ships still have advantages against large ships. mounts make it so that even the largest ships dont need to have hundreds of components.
I was considering ranging the hull sizes up to 50,000, but that would have required a minimum size of 500, so that mounts would scale properly. also, it would have really hosed up armor values for larger ships, since i have modled armor mounts to mathematically reflect surface areas of different sized ship hulls. GritTech, by the way, should not be more than a month late. I intend to have a playable Version by the end of next week, and i am sorry to have missed the original Jan31 date. |
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