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-   -   Missile tech tree question. (Devnull) (http://forum.shrapnelgames.com/showthread.php?t=10769)

gosho mladenoff November 18th, 2003 10:30 AM

Missile tech tree question. (Devnull)
 
I've been looking at modifying the missile tech tree a bit and have been using devnull's mod as a baseline. two issues come is there some way for a component to have a negative speed (ie for dragging weapons pods behind them) and had anyone designed a good missile pod (ala honor harrington series) component for the component pack?

On a side note I'd like to see about expanding the missile possibilities for the AIcampaign. can anyone tell me where i can get hold of the devnull team to ask for there permission to use their missile ideas with AICaampaign. JLS is against it right now but maybe with enough support he might change his mind....

ggm


Name := Missile Pod I
Description := A set of several capital ship missiles dragged behind the ship.
Pic Num := 1262
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship
Supply Amount Used := 10
Restrictions := One Per Vehicle
General Group := Weapons
Family := 2053
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := External Mount Missile Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 86
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 30

Puke November 18th, 2003 11:10 AM

Re: Missile tech tree question. (Devnull)
 
answers in no particular order:

Devnullicus, the original compiler of the mod, put it together from his own work and the work of several others back in the old days of SE4, maybe three or four years ago (man ive been playing this game a long time). They are not arround so much anymore, and the mod is currently being maintained by Rollo and some others. In general, it is openly available to use for whatever you want, as long as you give credit where its due. There should be a text file along with the mod, or perhaps a modinfo file that details whom is responsible for what.

No, you cant give negative movement to a component. you can simulate external mount weapons by using some or all of the following ideas: make them smaller, and one shot. make them have less hitpoints. make them 'damaged first' like armor, so they will be ripped of in the first few shots. make them very small, but put a one-component-per-ship restriction on them.

Yes, there was once an effort at making an honor harrington mod. it simulated missiles with various warheads by making really small drones with really small components. it didnt work to well when there were alot on the screen, and combat tended to crash. there was also drone-launch management problems. I tried something similar in my Grit-Tech mod (never finished it, tho) but I just used regular seekers and gave them different stats and had complex tech requirements for integrating various warheads with various seekers.

The example you give of an external mount seeker, is generally considered the best way to do it. I like the idea of adding the ability "is damaged before all other components" since the thing is bolted to the outside of the hull, but thats just me. no one else seems to like that idea.

gosho mladenoff November 18th, 2003 11:47 AM

Re: Missile tech tree question. (Devnull)
 
thanx for the info,

after much testing i did manage to give a negative movement to the component by giving it the following:

Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates -1 standard movement.
Ability 1 Val 1 := -1
Ability 1 Val 2 := 0

but it then takes up an engine slot.

for some reason I can't decrease the bonus movement below 0.

can anyone suggest a remedy?

gosho mladenoff November 18th, 2003 12:45 PM

Re: Missile tech tree question. (Devnull)
 
so far the best i could do is as follows:
Name := Missile Pod I
Description := A set of several capital ship missiles dragged behind the ship.
Pic Num := 1262
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship
Supply Amount Used := 10
Restrictions := Three Per Vehicle
General Group := Weapons
Family := 2053
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates -3 bonus movement points.
Ability 1 Val 1 := -3
Ability 1 Val 2 := 2
Ability 2 Type := Armor
Ability 2 Descr := Is damaged before any other components on a ship.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Generates 0 standard movement.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 86
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 30

unfortunatly the limitations to negative speed prevent this type of platform from functioning well in an AIC galaxy with their engine platforms because the pods don't drop once fired, giving the original speed and defence bonuses back.

ggm

Deathstalker November 18th, 2003 06:02 PM

Re: Missile tech tree question. (Devnull)
 
"Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates -1 standard movement.
Ability 1 Val 1 := -1
Ability 1 Val 2 := 0"


Not the best fix but so it won't take up engine space give it the following instead...

"Ability 1 Type := Combat Movement
Ability 1 Descr := blah blah blah, reduces ship combat speed in combat...
Ability 1 Val 1 := -1
Ability 1 Val 2 := 0

This means it will slow the ship down only in combat (which might work....as they are deployed during combat not when the ship is in non-combat mode). Additional 'pods' should reduce combat speed again I think....

[ November 18, 2003, 16:03: Message edited by: Deathstalker ]

JLS November 18th, 2003 07:06 PM

Re: Missile tech tree question. (Devnull)
 
Quote:

Originally posted by Deathstalker:

"Ability 1 Type := Combat Movement
Ability 1 Descr := blah blah blah, reduces ship combat speed in combat...
Ability 1 Val 1 := -1
Ability 1 Val 2 := 0

This means it will slow the ship down only in combat (which might work....as they are deployed during combat not when the ship is in non-combat mode).

<font size="2" face="sans-serif, arial, verdana">Best option Deathstalker http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 18, 2003, 17:07: Message edited by: JLS ]

JLS November 18th, 2003 07:11 PM

Re: Missile tech tree question. (Devnull)
 
Quote:

Originally posted by Puke:
In general, it is openly available to use for whatever you want, as long as you give credit where its due. There should be a text file along with the mod, or perhaps a modinfo file that details whom is responsible for what.
[/QB]
<font size="2" face="sans-serif, arial, verdana">gosho mladenoff if you get the OK from Rollo it is a go...

Admiral Wunderbar November 18th, 2003 08:26 PM

Re: Missile tech tree question. (Devnull)
 
Quote:

Originally posted by gosho mladenoff:
unfortunatly the limitations to negative speed prevent this type of platform from functioning well in an AIC galaxy with their engine platforms because the pods don't drop once fired, giving the original speed and defence bonuses back. (my highlight AW)

ggm

<font size="2" face="sans-serif, arial, verdana">Hmm, what about being destroyed after use?

Grand Lord Vito November 18th, 2003 09:08 PM

Re: Missile tech tree question. (Devnull)
 
This becoming more and more like a new design by you Gosho then another’s http://forum.shrapnelgames.com/images/icons/icon12.gif

gosho mladenoff November 18th, 2003 09:16 PM

Re: Missile tech tree question. (Devnull)
 
I tested the negative combat movement. unfortunatly it doesn't seem to work. it doesn't slow down the ship but if enough negative combat movement bonuses are given then the ship has no strategic movement at all. plus for some reason the destroyed on use doesn't work in the combat screen. Although i haven't extentesively tested this part yet as i die after firing from enemy fire.
maybe these areas need to be addressed in the final game patch?
anyone know where I can find Rollo?

thanx in advance

ggm


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