
October 22nd, 2002, 07:46 PM
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Second Lieutenant
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Join Date: Jul 2002
Posts: 442
Thanks: 0
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Re: To Suicide Junkie
Quote:
Originally posted by ArchAngel7:
No offence SJ, but is there anyway I can change the engine movement back to the regular SEIV. It's killing me to take up one third of my available kts to move maybe 8 or 9 movements.
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You'll hate exopdus, then. It uses a new "m/QNP" format ... I posted the idea some time back, but in essence, Se4 v1.78 allows form mounts specific to certain ship sizes, and even specific to a single component family (or a list of them), like say ... only engines.
Using those, Exodus sets engines to be 40% of ship mass, to produce their rated movement (2 to 6 apiece). While you can have up to 2 engines -- and solar sails which give 1 to 5 bonus movement points -- on a single ship, that leaves not much room for aught else.
The concept is, a bigger ship should require more engine to move at X speed, than the smaller ship did.
Quote:
Actually I did indeed try to adjust it, but it seems that even though there were restrictions showing on engine allowance and I had to abide by them in ship design the races AI were able to bypass them somehow. IE I made engines per movement 1 and max. engine requirements 2 or 3 depending on ship size. These restrictions did show up on ship design, but during the game I noticed some races with 15-20 engines anyways and I wondering how they were able to do that with the new engine restrictions I created?
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First off, editting datafiles after a game starts, might leave some designs already in place for the AI ...
Second off, to change it back, you need to (first) hunt down every Last Engine's entry in components.txt, and change their abilities back in line with stock SE4 (1 MP each, ascending bonus move levels, etc). You will then have to go into vehiclesizes.txt and modify each and every entry there, to reflect stock-se4 style movement values.
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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