|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				August 5th, 2004, 05:10 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Tech Tree Mod 
 I've finally come up with a name for my Mod. I want things to have more of a hard SF feel, so I'll call it the SF Mod. (SF means SciFi)
 I've finally fleshed out the propulsion scheme (hybrid QNP/mQNP) and the tech tree has been entirely redone and low looks like an actual tree instead of just a beanstalk with a couple of whispy branches.
 |  
	
		
	
	
	| 
			
			 
			
				August 5th, 2004, 05:13 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: SF Mod 
 And here's the outline of my propulsion system for your perusal. I still need some more engine and reactor ideas, so shoot away.
 ----------------------------------------------------
 The propulsion system for this mod is a hybrid QNP/mQNP system. The object of it is to allow a larger variety of ship speeds while still maintaining AI usability and reducing the number of potential errors generated by too many movement points. Hull sizes larger than the engine mounts allow will use a standard QNP scheme.
 
 It will also include a variable supply system so Users need to take "range" in to account when designing their ships, but implemented in a way that the AI will have no trouble with it.
 
 I also want to simulate ships with high percentages of space given over to supply and propulsion in the lower tech levels, and less space in the higher ones.
 
 Because the supply capacity of a component can't be reduced by a mount, I'll have to simulate variable supply with the engine components. The supply usage for a larger engine will in actually remain constant while the reactor increases in size.
 
 I want the first techs to have a 50-60% engine/supply space usage.
 The later ones a 30-40% usage
 and the final techs a 10-20% usage
 I may make room for special gravitic techs which require even less space, and there's still the quantum reactor to consider.
 
 low tech 100kt hull:
 50% engines/supply--
 10 sector range without refueling or fighting
 30kt engines = 10+10+10kt chemical rocket engine (engine sizes with 100kt mounts)
 20kt reactor = 20kt fuel cell array (with 100kt reactor mount)
 
 ENGINES (ASSUMED 100KT MOUNT, LEVEL I)
 ----------------------------------
 Chemical Rocket: 1 movement, 50 supply use, 10kt size, 5kt resist, 20kt min, 50kt org, 5kt rad
 Ion Engine: 1 movement, 30 supply use, 10kt size, 5kt resist, 20kt min, 10kt org, 20kt rad
 Nuclear Pulse Engine: 2 movement, 60 supply use, 10kt size, 7kt resist, 200kt min, 50kt org, 100kt rad
 Light Sail: 2 movement, 50 supply use, 10kt size, 2kt resist, 300kt min, 50kt org, 40kt rad
 Plasma Engine: 3 movement, 65 supply use, 10kt size, 5kt resist, 180kt min, 40kt org, 200kt rad
 Magnetic Sail: 3 movement, 50 supply use, 10kt size, 3kt resist, 200kt min, 100kt org, 300kt rad
 Bussard Ramjet: 3 movement, 40 supply use, 10kt size, 5kt resist, 300kt min, 50kt org, 120kt rad
 Antimatter Impulse Engine: 4 movement, 80 supply use, 10kt size, 4kt resist, 300kt min, 100kt org, 100kt rad
 Antigravity Engine: 4 movement, 70 supply use, 10kt size, 5kt resist, 200kt min, 70kt org, 200kt rad
 Gravity Impeller: 5 movement, 90 supply use, 10kt size, 8kt resist, 500kt min, 100kt org, 500kt rad
 Gravity Well Engine: 5 movement, 80 supply use, 10kt size, 5kt resist, 300kt min, 100kt org, 300kt rad
 Warp Engine: 6 movement, 100 supply use, 10kt size, 6kt resist, 600kt min, 300kt org, 700kt rad
 Transwarp Engine: 7 movement, 150 supply use, 10kt size, 5kt resist, 700kt min, 350kt org, 800kt rad
 Hyper-Skip Engine: 8 movement, 300 supply use, 10kt size, 5kt resist, 1000kt min, 120kt org, 4500kt rad
 
 REACTORS (DITTO)
 ----------------------------------
 Fuel Cell Array: 600kt supply store, 20kt size, 10kt resist, 200kt min, 25kt org, 100kt rad
 Nuclear Reactor: 800kt supply store, 20kt size, 17kt resist, 500kt min, 120kt org, 400kt rad
 Antimatter Reactor: 1000kt supply store, 20kt size, 15kt resist, 500kt min, 200kt org, 600kt rad
 Quantum Singularity Reactor: 1200kt supply store, 20kt size, 15kt resist, 500kt min, 200kt org, 600kt rad
 Solar Ionization Reactor: 1400kt supply store, 20kt size, 18kt resist, 700kt min, 250kt org, 800kt rad
 Hyperspace Tap: unlimited supply store, 20kt size, 10kt resist, 900kt min, 500kt org, 1000kt rad
 Quantum Reactor: unlimited supply store, 20kt size, 14kt resist, 1000kt min, 500kt org, 1000kt rad
 ------------------------------------------------
 |  
	
		
	
	
	| 
			
			 
			
				August 5th, 2004, 06:44 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: SF Mod 
 Sanity check: 
10 sector range? 
That won't get you across your homesystem, never mind trying to colonize.
 
Even if you managed to build a resupply depot on a colony in the enemy's system you still couldn't carry enough ammo to the battle...
 
---
 
Unless you want the slow-research races to have a larger tech deficit at first contact, which won't occur until engine tech improves drastically.
 
PS: 
SF probably isn't a good modname abbreviation, as to a lot of people around here it stands for StarFury    [ August 05, 2004, 17:45: Message edited by: Suicide Junkie ]
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				August 5th, 2004, 08:09 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: SF Mod 
 Well, that 10-sector range is only for the starting techs, and only if you put one supply storage component on your ship. And it's not exactly 10. I rounded up. Also, if you put on another reactor it doubles your range.
 And coincidentally, the bridge, life support, crew quarters, 3 engines, and 2 supply fit exactly on the starting Scout hull. Plus a bridge, 2 life support, two crew quarters, 1 colony component, 3 engines, and 1 reactor fit exactly on the starting Colony Ship hull.
 |  
	
		
	
	
	| 
			
			 
			
				August 5th, 2004, 11:44 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Dec 2000 Location: USA 
						Posts: 15,630
					 Thanks: 0 
		
			
				Thanked 31 Times in 19 Posts
			
		
	      |  |  
    
	| 
				 Re: SF Mod 
 Modding can be so much fun.  Then again it can be a nightmare too.          Good luck, sounds like your making one hell of a mod.
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
 |  
	
		
	
	
	| 
			
			 
			
				August 6th, 2004, 02:52 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: SF Mod 
 Oh, you have no idea.
 I've been working on this mod for about oh, two years. The problem is I keep getting great new ideas and starting over. But this is the shape of things to come. I swear.
 
 BTW, in the process I ended up with a couple of spin-off mods.
 
 One, the Select Mod, allows players to choose whether or not they want to use QNP or standard propulsion. The AI uses the standard scheme by default.
 
 The other one, th Streamline Mod, removes all the  "small" components for fighters and troops and stuff and instead implements "small" mounts. So you can use any weapon you want on fighters and troops (even Seekers, Point Defense, and Subverters)
 
 Both these mods were AI friendly, requiring only a few AI file tweaks. The AI behaved as normal in the stock game.
 |  
	
		
	
	
	| 
			
			 
			
				August 25th, 2004, 10:53 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Tech Tree Mod 
 Okay. I've had another brainstorm and I'll be re-designing the tech tree for this mos yet again. In honor of the problems it's given me, I hereby christen this mod the Tech Tree Mod.
 Status report: the new propulsion scheme works swimmingly. The AI designs useable ships. I haven't completed the weapons, so there has been no combat yet, but the AI scoots around the system with no problems.
 
 Propulsion system:
 
 The number of engine points each ship size requires per move is ("kt" x 2)/1000 rounded off with a minimum of one. Each size is set up to use 50% of kt for engine and supply components, but that decreases as construction is researched and miniaturized mounts become available.
 
 That might seem like a lot, but it works well and makes ship designs a bit more realistic. (BTW, it makes colony ships HUGE)
 
 There's no eta yet, but I'm working on it. I do need to find someone who'se willing to host the mod however. If you want to help out, just reply in this thread.
 |  
	
		
	
	
	| 
			
			 
			
				September 5th, 2004, 12:05 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: Tech Tree Mod 
 I've been working on an outline for this mod so I can get an idea of what it will look like when it's done. What I ended up with was a massive tree. All I can say is that this mod is gonna be awesome.
 Here's the outline for your perusal. It use the SE4 Modder standard colors for the types of items.
 
 [It seems that some were getting a white background when they downloaded the outline. This should fix it.]
 |  
	
		
	
	
	| 
			
			 
			
				January 27th, 2005, 05:12 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Dec 2000 Location: USA 
						Posts: 15,630
					 Thanks: 0 
		
			
				Thanked 31 Times in 19 Posts
			
		
	      |  |  
    
	| 
				 Re: Tech Tree Mod 
 BUMP  - The link system seems to be completely Frelled so I am bumping this thread. 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
 |  
	
		
	
	
	| 
			
			 
			
				January 27th, 2005, 10:05 AM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Tech Tree Mod 
 Something I just saw...
 What is the advantage of the QR over the HT in the reactors chart?
 I presume the QR is a higher tech level, and while it provides the same supply, it costs more and is also more likely to be destroyed in combat.
 The 4 extra hitpoints make no difference to the strength of the ship.
 
				__________________ 
				Things you want: |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		
		 Hybrid Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |