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  #1  
Old May 10th, 2002, 04:57 PM

travislp travislp is offline
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Default Pseudo-Newtonian Movement

I have a couple of questions regarding the implimentation of this movement system. In SJ's mod the movement factors are 3,4,5 and six respectively with 400 supply per engine and no max engine restrictions. In PVK's mod the movement factors are 9,11,13 and 15 with supplies ranging from 250 to 600 per engine and max engine restrictions. Both use the same engines per move formula. This results in wildly different speed and supply results. Under SJ's movement ships would be faster and have more supply while under PVK's the ships would be slightly slower but have minimal supply. Both claim pseudo-newtonian but the results are much different. Also when I tried to use this movement system with the none gold Version I found that the AI would build ships with only a few engines resulting in ships that had 0 or 1 movement. Does the Ai need to be modded to use this system correctly. I am currently useing the TDM mod for AI. Any enlightenment on this subject would be greatly appreciated
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Old May 10th, 2002, 05:04 PM
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Default Re: Pseudo-Newtonian Movement

Yep. You'll have to mod the design file for vehicles. Most are set to have between 4 and 6 engines by default.

Meaning you have to mod this file for every single AI.
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  #3  
Old May 10th, 2002, 05:43 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Pseudo-Newtonian Movement

I have written an AI patcher specifically for that job.

Just select the mod from the dropdown box, and browse to the AI you wish to patch. Easy as that.

Try it on TDM AIs for extra fun.

(It's in my P&N downloads section, see sig)

Quote:
Both claim pseudo-newtonian but the results are much different.
The definition of QNP is that speeds are divided by the mass of a vehicle.
It dosen't matter what scale is used, as long as a ship that is twice as big needs twice as many engines to move the same speed.

Quote:
Under SJ's movement ships would be faster and have more supply while under PVK's the ships would be slightly slower but have minimal supply.
Not nessesarily. In P&N, you can build a ship that moves 20 sectors per turn, but it would be just one big pile of engines with a Bridge and lifesupport stuck on the top. Obviously this kind of ship is next to worthless, except maybe as a galaxy-mapping scoutship.

I find that my ships all have between 5 and 7 MP as I go from low tech to high-tech. Even though I could make them much faster, but that would mean sacrificing weapons or armor, which goes against my racial strategy.

My dad likes to pile on the engines, and is buzzing around the galaxy in flimsy, 8 - 12 MP ships.

My brother goes for more weapons. Weapons, and solar sails for the zero fuel use. He ends up slower and somewhat flimsier than my ships, but never needs to resupply, and packs a mean punch.

Faster, slower, more or less weapons and defenses, its all a matter of economic and cultural influences when QNP is properly applied Everything has a niche use.

[ 10 May 2002, 16:58: Message edited by: Suicide Junkie ]
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  #4  
Old May 10th, 2002, 06:15 PM
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Default Re: Pseudo-Newtonian Movement

Quote:
Originally posted by Suicide Junkie:
My brother goes for more weapons. Weapons, and solar sails for the zero fuel use. He ends up slower and somewhat flimsier than my ships, but never needs to resupply, and packs a mean punch.
Heh, a little OT, but your brother will be in for a rude suprise when the new patch comes out. He's going to need supply for his weapons to work.

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Old May 10th, 2002, 06:17 PM

travislp travislp is offline
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Default Re: Pseudo-Newtonian Movement

Thanks for the info SJ. I'll look into the Ai patcher.
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Old May 11th, 2002, 06:52 PM
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Default Re: Pseudo-Newtonian Movement

You need supplies in order to get more than 1 MP (even if your engines don't use supplies), so he's already compensated for that

A Supply tank or two is more than enough for the amount of fighting that actually goes on.

[ 11 May 2002, 17:54: Message edited by: Suicide Junkie ]
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