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  #1  
Old June 6th, 2002, 03:20 PM

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Default Re: How to fix the no supplies no guns problem

Great idea !
And perhaps also giving hulls ability of 1 move point can be a way to make engine killers less formidable ?
It can be rationalized as some sort of field repairs / emergency engines giving a small output ... Well it makes all ships goes faster by 1 MP so max nr of engines should be reduced accordingly.
Just an idea
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  #2  
Old June 6th, 2002, 06:45 PM

Tenryu Tenryu is offline
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Default Re: How to fix the no supplies no guns problem

There are some ancient Posts by me on how to give your ship hulls movement. It can be a little tricky. You might want to dredge them outa the old pre-gold stuff.

I actually had it a movement attached to bridges too so that if you lost your bridge you lost a movement point. Again, I think it was tricky. i think I used the solar sail ability, but you had to give the first or second ability value some unique value related to the component class or it was one effect per ship. I did work a way around it, but can't remember exactly how right now.
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  #3  
Old June 7th, 2002, 01:02 AM

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Default How to fix the no supplies no guns problem

Mod the vehicles text file to add a small supply capacity to each warship hull.

It will allow some firing after all engines and supply components are gone, if you have supplies left. You can still, 'run out of ammo'.

It simulates ready ammo and emergency generating capacity on your warships.

Keep the supply values small, maybe 25 to 100 for Es>DD classes and 100 to 400 for the larger ships. It seems to work for me.
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  #4  
Old June 7th, 2002, 05:00 AM
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Default Re: How to fix the no supplies no guns problem

I had it working, but in a different way. Used the combat movement system.

Ex:

Name := Hermes Class Attack Ship
Short Name := Hermes
Description := Fast attack destroyer with prototype engine system.
Code := HDS
Bitmap Name := Destroyer
Vehicle Type := Ship
Tonnage := 350
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 300
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 3
Tech Area Req 2 := Prototype Ship Construction
Tech Level Req 2 := 2
Number of Abilities := 2
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size and speed makes ship 30% harder to hit in combat.
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Ability 2 Type := Combat Movement
Ability 2 Descr := Experimental engine system gives an extra 2 movement during combat.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

This was pre-gold, have yet to delve into the gold files to see if this will still work. This also worked for giving bases movement but not satellites, they for some strange reason would not move.
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Old June 7th, 2002, 05:46 AM

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Default Re: How to fix the no supplies no guns problem

Deathstalker, Loved your Hermes Destroyers!
Their extra movement made them VERY powerful until late in the game. I especially liked to use a spinal mount weapon (meson) in them. almost any other ship near their size was toast.
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Old June 7th, 2002, 07:07 AM

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Default Re: How to fix the no supplies no guns problem

"I actually had it a movement attached to bridges too so that if you lost your bridge you lost a movement point."

You loose movement if you loose a bridge. Always, even in the umodded game.

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  #7  
Old June 7th, 2002, 07:26 AM
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Default Re: How to fix the no supplies no guns problem

...Unless you've got an intact auxiliary control, losing the bridge cuts your movement in HALF!

[ June 07, 2002, 06:27: Message edited by: Suicide Junkie ]
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  #8  
Old June 7th, 2002, 09:18 AM

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Default Re: How to fix the no supplies no guns problem

I haven't got the damn files anymore, lost them in an HD crash over a year ago. It was rather odd, I had trouble doing it, I recall, but do think I got it working in some bass-ackward way.

I think, I had it so if you lost your bridge you only lost ONE MP, not all but 1. I had innate movement attached to ship hulls. I also think I had a "standard movement " point attached to the bridge and removed them from the engines. I put another type of movement on the engines, I think.
What can I say? I'm old and I drink, neither is good for the memory, but it sure beats being sober all the time.

I was trying simulate the fact that a ship rarely goes dead in the water for any great length of time and , while it may be significantly slowed down by battle damage, the crew usually gets the ***** moving again or she sinks.

I was annoyed that there was just one size engine and any engine would move any ship 1 square and the loss of the bridge would reduce movement to only one. Both seemed excessively silly.

I'll look to see, if I might have a copy of that old file on my boat, down to which, I'm glady going tomorrow. It feels so very nice to put a water-gap betwixt me and thee, you bastards!
LOL!!

[ June 07, 2002, 08:30: Message edited by: Tenryu ]
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  #9  
Old June 7th, 2002, 03:10 PM

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Default Re: How to fix the no supplies no guns problem

Quote:
Originally posted by Tenryu:
What can I say? I'm old and I drink, neither is good for the memory, but it sure beats being sober all the time.
I resemble that remark! Yep, when you get old, your memory is the second thing to go. I forgot what the first one was.
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  #10  
Old June 7th, 2002, 04:35 PM
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Default Re: How to fix the no supplies no guns problem

Quote:
Originally posted by Krakenup:
quote:
Originally posted by Tenryu:
What can I say? I'm old and I drink, neither is good for the memory, but it sure beats being sober all the time.
I resemble that remark! Yep, when you get old, your memory is the second thing to go. I forgot what the first one was.
Ask your lady, she'll remind you.
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