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  #1  
Old June 10th, 2002, 07:57 PM
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Default Who wants to help with a mod?

I posted this in the modding forum but I thought maybe I'd better post it here too: Who wants to help me with AI and balancing for a mod I'm working on? For some reason I have this revulsion to AI programming... There are a LOT of changes in this mod so it's not going to be an easy task to do the AI and balance it... for example ships are 20-240 kT and fighters are 2-4 kT, a much more realistic range I think... anyway, anyone interested?
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Old June 10th, 2002, 08:21 PM
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Default Re: Who wants to help with a mod?

Two things:
I looked around, and I believe that other forum you were talking about is the upload forum.
Those are there to upload finished mods, large help files and whatnot.

This is where you want to be for discussing and organizing a new mod.

The second:
It is generally accepted that the units in SE4 should not be taken literally.
Heck! Even damage and hitpoints are measured in KT.

The sizes of the ships and components are what they are, simply because they turn out to be nice, round numbers, and are easy to work with.

When considering the realism of the game, go easy on the math and the numbers, and look primarily at the qualitative effects.
If it looks and feels right, you're doing good.
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Old June 10th, 2002, 11:03 PM
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Default Re: Who wants to help with a mod?

Arggghhhh!! My mod! How the heck? This mod is exactly what I was doing in a mod! I can't believe it! I've have been working on my mod for a long time and here you come and take my idea!

Oh well, I geuss great minds really do think alike...
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Old June 10th, 2002, 11:19 PM
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Default Re: Who wants to help with a mod?

Also note that comps cannot be smaller than 1kT - so a fighter that is 2-4 kT will be unable to hold anything unless you amalgamize many small comps into one. ie: 1kT engine that moves 5 squares...
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Old June 11th, 2002, 01:12 AM
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Default Re: Who wants to help with a mod?

(Isn't it annoying how the Posts are listed in the OPPOSITE order when you reply to a message than when you are viewing them regularly? Anyway...)

>I looked around, and I believe that other forum >you were talking about is the upload forum.
>Those are there to upload finished mods, large >help files and whatnot.

Yeah, sorry about that.

>It is generally accepted that the units in SE4 >should not be taken literally.
>Heck! Even damage and hitpoints are measured in >KT.

I know, it just irks me to see a Frigate the size of the Starship Enterprise (which is around 150 kT IIRC... not that Star Trek is known for scientific accuracy )... the damn thing is supposed to be a Heavy Cruiser for crying out loud! Oh well I guess it's just me... I know damage and hitpoints are measured in kT, I just figure, "well that's how many kT of 'normal' components can be destroyed by a bLast of that magnitude", not kT of TNT or anything real-world like that... Yeah it's just me

>Arggghhhh!! My mod! How the heck? This mod is >exactly what I was doing in a mod! I can't >believe it! I've have been working on my mod for >a long time and here you come and take my idea!

What do you mean - reducing the hull sizes? Oh, I just added that recently - in earlier Versions they were standard SE4 sizes. Or do you mean completely revamping the tech tree? (Seriously, what I did was I took every single tech from TechArea.txt and put them into a big list and went through the list one by one arranging them into a completely different structure, and also splitting many of them apart - Stellar Manipulations for example is not one field but now there is one field for each possible stellar manipulation, requiring various levels of Astrophysics (and in some cases Construction). It took a long time but I hope it was worth it... I just want to get a playable Version out sometime!)

>Also note that comps cannot be smaller than 1kT -> so a fighter that is 2-4 kT will be unable to >hold anything unless you amalgamize many small >comps into one. ie: 1kT engine that moves 5 >squares...

Don't worry - I reduced all fighter components to 1kT, and now fighters are limited to 1 engine, but fighter engines provide massive amounts of movement. Also, fighters no longer need Life Support or Cockpits (those are considered built in for a unit so tiny). It limits fighter design somewhat (a Small Fighter - or Interceptor as I recently named it - is limited to an engine and one weapon; a Medium - or just plain Fighter - can have a weapon and a special (ECM, afterburner, etc.), or 2 weapons, or a heavy mount weapon, and a Large fighter - or Assault fighter - can have 3 weapons, 2 weapons and a special, a Massive mount weapon, a weapon and 2 specials, etc.) but I just felt I had to do it

What I'm really worried about is the weapon damages - I scaled everything down by a factor of 5 to 10, but I wasn't entirely consistent in my scaling, and that was probably a Bad Idea. So some weapons are probably going to be "more equal than others" - especially the more powerful ones that I thought were too weak for their great size and low firing rate, but maybe I was mistaken about... That's why I want someone to help with the balancing as well as the AI... any takers? There ARE Red Dwarf references!
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Old June 11th, 2002, 01:32 AM
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Default Re: Who wants to help with a mod?

Quote:
Also note that comps cannot be smaller than 1kT - so a fighter that is 2-4 kT will be unable to hold anything unless you amalgamize many small comps into one. ie: 1kT engine that moves 5 squares...
Zero is a valid integer size
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