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Old December 27th, 2002, 05:45 AM
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Default Re: New Mod: The Art of War Mod

Quote:
Originally posted by dumbluck:
Pax: I'm not entirely certain anymore if I had modded the sizes for the non-Ships of the Line hulls. You might want to double check that.

Edit: Also, be aware that I intend to do a little more modding to the Engines/move of the various hulls (with the intended end result being that smaller hulls will have a higher max speed than bigger hulls).

2nd edit: Of coarse, it might be easier to just add some bonus movement to the hull, instead of trying to adjust the engines per move...
The best way to do this is, differing caps on how many engines each ship can HAVE. mQNP is baed ont eh premise that X kT of engine will move Y kT of ship at Z speed .... while 5X will move 5Y at 5Z ... in a fairly linear fashion.

Let light ships (escort, destroyer, frigate, maybe light cruiser) have, say, 6 engines; medium ships (cruisers, battlecruisers, battleships) have 5; and heavy ships (dreadnought and up) have 4.

You might toy with a higher EPM for "noncombat ships" -- transports and such -- but even there ...

mQNP doesn't use epm to directly fiddle with X-engine-gives-Y-speed rates.

I modified my local copy of P&N to use mQNP (SJ hasn't been able to check it out yet AFAIK), and I set EPM universally at three, without changing the movement points of the engines. That changes how the engine-tech improvements work, but a given engine, properly mounted, will move ANY hull at the same speed ... the engine simply gets bigger as the hull gets bigger.

I won't mind doing the actual writing-of-datafiles work for the ships, engines, and mounts; you have my email, and I'm often in #se4. Drop by, we can discuss what you want done vs what I can do, then I'll take the grunt work off your hands, and let you focus more on the butter-or-guns parts of AOWar.
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