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Playtesting my mod now....looks like I succeeded in Navalizing it...
I removed the limit on engines, boosting it
to max of 50 engines per hull type, but also implementing engines per move...so... It takes 27 Contra Terrene III engines (each weighing 5kt) to move the Hood-Class Battlecruisers at 10 move....and that is 135 kT gone before you put guns on...but that is only 7% of the battlecruiser's 970 kT mass, keeping with historical proportions of battlecruisers... 30% goes to armament...in 300kt in four 75kt Triple Heavy turrets armed wiht Polarion III, 600d ea...for primary armament... 2,400 broadside 30% goes to armor in ten 30kt organic armor for 1,000 armor HP out of 2,305 HP, and can regenerate 200 pts per turn 33% to targetting control, quarters, fuel, etc. This ship will disengrate under a single broadside from her guns. Exactly what a battlecruiser is http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif But In reality, from my copy of Fighting Ships of World War 2 by J.N. Westwood, copyright, 1975... <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Percentage of total weight devoted to: Scharnhorst: 15% Armament, 40% Armor, 7% Engines USSWashington: 23% Armament, 40% Armor, 6% Engines <HR></BLOCKQUOTE> So yeah, I think I replicated naval combat just right http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif |
Re: Playtesting my mod now....looks like I succeeded in Navalizing it...
Just a heads up to watch for in your playtest: in Suicide_Junkie's Pirates & Nomads mod, he had to limit engines to 40 to prevent overflow errors on AI ship designs.
------------------ Cap'n Q The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
Re: Playtesting my mod now....looks like I succeeded in Navalizing it...
Finally, I've been dying to play a game with a more modern novel feel, now how about fighters?
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Re: Playtesting my mod now....looks like I succeeded in Navalizing it...
If all of your engines provide only 1 Regular Movement point, you have nothing to worry about; in that case, the engine limit will be 255.
My engines had to be limited to 42, since the QuantumEngines provide 6 Standard Movement. (43*6 = 258 = RCE & AIcrash) ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.1>- (Now with extra scenario support!) -<Download V1.7>- (With default AIs patched) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<8-bit Theater>- (fun comic with the pixellated FF1 characters) |
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