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Ship Sizes
A question about the hull sizes. Do the different hull sizes have any inherit structure points? I know once components are added the ship has damage resistance based on said components. But does the hull have any damage resistence itself and if it doesn't can it be modded in (adding armor as an abitlity to the hull)
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Re: Ship Sizes
hulls have no inherrent hit points as far as I know
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Re: Ship Sizes
You can modd TONNES of 'new' stuff for ship hulls. Here are some examples from an old modd of mine.
Name := Ares Class Light Cruiser Short Name := Ares Description := Highly experimental ship that combines Neural Combat devices and Combat Computers. Code := ALC Bitmap Name := LightCruiser Vehicle Type := Ship Tonnage := 450 Cost Minerals := 800 Cost Organics := 50 Cost Radioactives := 300 Engines Per Move := 1 Number of Tech Req := 2 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 4 Tech Area Req 2 := Prototype Ship Construction Tech Level Req 2 := 4 Number of Abilities := 3 Ability 1 Type := Combat To Hit Defense Plus Ability 1 Descr := Fluid design and combat computers makes ship 25% harder to hit in combat. Ability 1 Val 1 := 25 Ability 1 Val 2 := 0 Ability 2 Type := Combat Best Experience Ability 2 Descr := This ship gets an experience level as high as any of your other ships in combat. Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Multiplex Tracking Ability 3 Descr := Allows tracking of 3 targets in combat. Ability 3 Val 1 := 3 Ability 3 Val 2 := 0 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 1 Requirement Min Crew Quarters := 1 Requirement Uses Engines := True Requirement Max Engines := 5 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 0 Name := Atlas Class Cruiser Short Name := Atlas Description := Specialized military warship made of experimental materials that absorb and redirect energy. Code := ACR Bitmap Name := Cruiser Vehicle Type := Ship Tonnage := 550 Cost Minerals := 1500 Cost Organics := 0 Cost Radioactives := 500 Engines Per Move := 1 Number of Tech Req := 2 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 5 Tech Area Req 2 := Prototype Ship Construction Tech Level Req 2 := 5 Number of Abilities := 3 Ability 1 Type := Phased Shield Generation Ability 1 Descr := Generates 200 Phased Shield points. Ability 1 Val 1 := 200 Ability 1 Val 2 := 0 Ability 2 Type := Emissive Armor Ability 2 Descr := Negates any damage of 40 or less. Ability 2 Val 1 := 40 Ability 2 Val 2 := 0 Ability 3 Type := Shield Generation From Damage Ability 3 Descr := 10 points of damage per hit will be channeled into the shields. Ability 3 Val 1 := 10 Ability 3 Val 2 := 0 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 3 Requirement Min Crew Quarters := 3 Requirement Uses Engines := True Requirement Max Engines := 4 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 0 I've never tried inherent hit points (Armor) so I don't know if it can be done but everything else you see above does work. (at least in non-gold it did, don't have gold quite yet.) You can also add engines ability (combat movement only) and combat movement engines can also be added to bases so they get movement during combat. The funny thing is the engines that work for bases during combat don't work for sat's, very strange http://forum.shrapnelgames.com/image...s/confused.gif [ 12 April 2002: Message edited by: Deathstalker ]</p> |
Re: Ship Sizes
The hull has absolutely no inherent hitpoints.
The closest thing is the required components. Bridge/LS/CQ get you 10 hitpoints each. Any abilities you give the hull are indestructible, since it doesn't enter into damage calculations. |
Re: Ship Sizes
So I can add abilities but not armor. And any ability I add will remain with the hull regardless of what components go into it. That could make for a very powerful platform with some serious built in abitities.
The reason I asked about the hit points is because I modded a reinforced hull component that I was hoping I could incorporate directly into the hull. |
Re: Ship Sizes
I like those ship classes deathstalker. Gives me some great idea's for new hull classes. Thanks for the input
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Re: Ship Sizes
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif no problem.
Here's two more I found useful as well: Name := Heavy Prospector Ship Short Name := Heavy Prospector Ship Description := Bulky deep space ship used for resource extraction from empty planets and asteroids. Uses solar energy as a secondary drive source. Code := HPS Bitmap Name := SpaceStation Vehicle Type := Ship Tonnage := 1000 Cost Minerals := 1000 Cost Organics := 0 Cost Radioactives := 0 Engines Per Move := 1 Number of Tech Req := 2 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 5 Tech Area Req 2 := Deep Space Mining Tech Level Req 2 := 2 Number of Abilities := 4 Ability 1 Type := Combat To Hit Defense Minus Ability 1 Descr := Large size makes ship 80% easier to hit in combat. Ability 1 Val 1 := 80 Ability 1 Val 2 := 0 Ability 2 Type := Modified Maintenance Cost Ability 2 Descr := Reduced wear and tear allow for a decrease in maintenance cost of 80%. Ability 2 Val 1 := -80 Ability 2 Val 2 := 0 Ability 3 Type := Combat To Hit Offense Minus Ability 3 Descr := Large size makes ship weak in combat. -80% to Weapons To Hit. Ability 3 Val 1 := 80 Ability 3 Val 2 := 0 Ability 4 Type := Solar Supply Generation Ability 4 Descr := Solar reactor generates 125 supply/turn per star in system. Ability 4 Val 1 := 125 Ability 4 Val 2 := 0 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 4 Requirement Min Crew Quarters := 4 Requirement Uses Engines := True Requirement Max Engines := 2 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 0 Name := Oracle Class Scout Ship Short Name := Oracle Frigate Description := Highly specialized recon and stealth vehicle. Code := OFG Bitmap Name := Frigate Vehicle Type := Ship Tonnage := 200 Cost Minerals := 800 Cost Organics := 0 Cost Radioactives := 300 Engines Per Move := 1 Number of Tech Req := 2 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 3 Tech Area Req 2 := Prototype Ship Construction Tech Level Req 2 := 3 Number of Abilities := 6 Ability 1 Type := Long Range Scanner Ability 1 Descr := Allows scanning of targets 3 sectors away. Ability 1 Val 1 := 3 Ability 1 Val 2 := 0 Ability 2 Type := Combat To Hit Defense Plus Ability 2 Descr := Small size, speed and sensors make this ship +45% less likely to get hit in combat. Ability 2 Val 1 := 45 Ability 2 Val 2 := 0 Ability 3 Type := Cloak Level Ability 3 Descr := Prevents level 1 Active EM scans. Ability 3 Val 1 := EM Active Ability 3 Val 2 := 2 Ability 4 Type := Cloak Level Ability 4 Descr := Prevents level 1 Passive EM scans. Ability 4 Val 1 := EM Passive Ability 4 Val 2 := 2 Ability 5 Type := Combat To Hit Offense Minus Ability 5 Descr := Ship highly unsuited for direct combat. -50% to Weapons To Hit. Ability 5 Val 1 := 50 Ability 5 Val 2 := 0 Ability 6 Type := Sensor Level Ability 6 Descr := Allows EM Active scanning at level 2. Ability 6 Val 1 := EM Active Ability 6 Val 2 := 2 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 1 Requirement Min Crew Quarters := 1 Requirement Uses Engines := True Requirement Max Engines := 8 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 0 The biggest problem with adding/subtracting abilities is the temptation to go overboard. Certain ships have weaknesses but modd them enough and a frigate can take down a baseship. Even the above ships can be misused, the stealth ship is possibly too powerful, it all depends when you discover it. And keep in mind what one person thinks is 'balanced' another thinks is way to powerful, or too useless! There is a full copy of my modd in the downloads section (the D-Mod) for Version 1.49 of non-gold se4 (though I will be updating it in the hopefully near future) you are welcome to look to it for 'inspiration' http://forum.shrapnelgames.com/images/icons/icon12.gif , I know the modding of S_J/Devnull and the others here has been a BIG influence on myself. The one modd I would love to see is a complete 'Master of Orion' conVersion, with races, tech etc. Maybe someday http://forum.shrapnelgames.com/image...s/rolleyes.gif . |
Re: Ship Sizes
SJ, does the current Version of P&N still have your "Hardened Bulkheads" component? Those sounded like they'd have the effect that travislp wants.
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Re: Ship Sizes
Thanks deathstalker. I'll definately take a look at your mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Ship Sizes
Yes, they're called "buckytube gel armor" now.
The only concern is that you can put as many as you like on your ship, and the only limiting factor is cost. |
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