|
|
|
|
|
January 23rd, 2007, 03:50 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Generic Vehicle Slot Layouts
The stock Override_InvConfiguration_Slots.txt file is pretty crappy; it is just a copy of the Abbidon slot layouts. Thus, I am working on a real generic slot layout file. The set of layouts should be generic enough to use in most any mod, and I plan to send it in to Aaron to hopefully get it put in as the default file.
All ships use the same slot layouts, bases use the same, and units use the same sort of layouts, just scaled down a bit. The ships and fighters are basic rectangular shapes, and the bases and units are squares.
What I need to know is, are there enough slots to comfortably use every hull (without excessive use of multiple decks)? Do the layouts "work?"
You can load the mod up directly, or combine it with any other mod by copying the slot file into that mod, then editing the Mod_Definition.txt file for that mod to read:
Override InvConfiguration Slots := TRUE
mod link:
http://www.spaceempires.net/files/se...icSlots001.zip
For reference, here is a link to a screen capture of the ship layout:
http://www.spaceempires.net/files/temp/slots.gif
|
January 23rd, 2007, 06:52 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Generic Vehicle Slot Layouts
This would be a tremendous help. I once suggested that option of having the ability to pre-assign specific slots to specific classes of components. Having a slot editor for use with a mod would have been ideal.
This way all a person would have to do is click on a component and the game would place that component into the correct location of the ship. IE engine to the rear, weapons to the sides and front, and support components in the center mass and armor to armor hard points.
Good luck with what you are doing Fyron, any help is going to be greatly appreciated by a great many players.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
January 23rd, 2007, 06:55 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Generic Vehicle Slot Layouts
There is a slot modder program, by SJ.
Any comments on the layouts themselves?
|
January 23rd, 2007, 07:05 PM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Generic Vehicle Slot Layouts
I really like that layout. To me says SFB all the way. Kana needs to get in here and look at this one. As for the total number of slots is this a one deck layout? I don't see how it could be so if it is the SE5 three decker than they are fine. If it is anything less it would be incompatible with the SFTC large hulls like the Juggernaut.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|
January 23rd, 2007, 07:12 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Generic Vehicle Slot Layouts
Decks are just a duplicate layer of the slot layout; we have no direct control over what decks 2 and 3 look like.
The ship layout has 72 slots. The stock dreadnought layouts range from about 50 to about 70 slots total (with the Abbidon predictably fatter than all at 80 slots), so at least for stock, there should be plenty of slots available.
You can make the juggernaut use a base layout (88 slots, more than all stock races) if you need more slots. If you need even more, nothing stops you from using the slot modder to add another hull entry to the file with 20 more slots or so. If we ever get a neostandard se5 going, we can perhaps include a huge ship layout in the file.
Here is the base layout for reference:
http://www.spaceempires.net/files/temp/baseslots.gif
|
January 23rd, 2007, 07:13 PM
|
|
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Generic Vehicle Slot Layouts
Yes with the armor slots out to the sides, it does look alot like an SFB SSD. Yet Armor in SEV is damaged before anything else, and is not directional. So this is just for looks and for ease of viewing. Now if we could just have the actual ability to rename the slots and what they can hold that would be a great help.
I'm certainly considering someform of directional leaky shields/armor thing for both of my mods, and slot layout with directional damage will be very important to the end.
Currently I can't get the slot modder to work right. It worked fine on the demo, but at the momement I'm having a brain fart on it...
|
January 23rd, 2007, 07:17 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Generic Vehicle Slot Layouts
Yeah, it looked kind of ugly with armor slots way off to one side (top/bottom).
You could modify these layouts to leakiness by modding the armor slots to outer hull.
|
January 23rd, 2007, 07:33 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Generic Vehicle Slot Layouts
I like the layout. I think its a solid design.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
January 23rd, 2007, 08:31 PM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Generic Vehicle Slot Layouts
Why would a mod or TC have to adjust itself for an image pac? As I see it the slots should be built with enough flexibility that players don't need to adjust the ships to play with their favorite mod. Why should a modder be forced into changing a ship set made by another person just because the standard (which you are attempting to set now) was made without consideration of larger ships? As a modder I am not about to screw with another persons labor of love. Frankly I am offended that you think I should have to.
Now as I said before the number of slots should be fine for one of my Juggernauts. I am willing to bet my ship size to component size is one of the largest that will be seen in some time.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|
January 23rd, 2007, 09:37 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Generic Vehicle Slot Layouts
The reason why mods must override the slot layouts is to put a damper on cheatsets and ensure the game is fair.
What would be useful is a set of layouts for each size;
tall, wide, and round. You could then have racial traits decide what kind of layout your ships use.
__________________
Things you want:
|
Thread Tools |
|
Display Modes |
Linear 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
|
|
|
|
|