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  #11  
Old December 2nd, 2002, 08:18 PM
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Default Re: Engines/Supplies/Magazines

Suggestion:
Remove the supply generation for engines, and add one point to the hull.
Then you don't have to worry about big ships with lots of engines.
Same with the supply storage points.

And, no I don't have a problem with the generic supplies deal. My quartermasters are psychic, and pick up everything in just the right proportions

I did split up the "energy" supplies and the "matter" supplies in P&N, since that should help diversify weapons research and ship designs.
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  #12  
Old December 2nd, 2002, 10:51 PM
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Default Re: Engines/Supplies/Magazines

Really. So SJ do tell more? How did you divide them and was the result the one you were looking for or something close? What where your aims, what where you attempting to do? Something like my Magazine idea?
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  #13  
Old December 2nd, 2002, 11:08 PM
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Default Re: Engines/Supplies/Magazines

Ok SJ. I think that you have pushed me one step closer to getting this problem worked out. I modded the supply trait onto the hull and off the engine. I also modded the solar supply generation trait off of the engine and onto the hull. If not my ship would run out of supplies and get reduced to a speed of one after combat. Keep in mind that this is only test runs so the supplies would Last longer than just one combat. I just wanted to point that out for others reading before someone tells me to increase the amount of supplies.
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  #14  
Old December 2nd, 2002, 11:15 PM
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Default Re: Engines/Supplies/Magazines

Quote:
Hey, computers have feelings too!
Don't anthropomorphize computers.
They hate that.

(I used to use that line in my sig.)
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  #15  
Old December 3rd, 2002, 12:03 AM
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Default Re: Engines/Supplies/Magazines

SJ, I have taking a very quick look at the P&N mod v3.1 (I think) and i can't really see where you have devided the supplies. Break it all down for me please.
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  #16  
Old December 3rd, 2002, 01:48 AM
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Default Re: Engines/Supplies/Magazines

Well, what I am doing is to make matter weapons cost supplies, and energy weapons cost radioactives.

Bombardment missiles for example, use hundreds of supplies, while lasers and energy beams use next to nothing.

Defense ships can carry all the cheap supply sucking weapons while they sit on resupply depots, and attack ships will need some pricey, efficient weapons in order to effectively run campaigns.
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  #17  
Old December 3rd, 2002, 02:02 AM
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Default Re: Engines/Supplies/Magazines

I dunno Mr. President. Do you want to make two types of supply storage -- fuel cells and give them the engine attribute, and weapon magazines with the weapon attribute. Then engine destroyers and weapon destroyers would take out each type selectiively.

A low damage, long range selective weapon would take each type out.

But still, the supplies would be exchanged. It would just be easier to deplete supplies, depending on how many of each type of supply and eash type of weapon the ships were designed with.

Someone suggested that there be a hardcoded counter for weapon firings that was only reset at resupply depots.

On anothe vein, might I suggest this link: Encyclopedia Malfadorica

[ December 02, 2002, 12:05: Message edited by: Arkcon ]
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  #18  
Old December 3rd, 2002, 02:19 AM
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Default Re: Engines/Supplies/Magazines

Here is the moding I have done so far. It makes sense in game terms but I still need to test it out. I set engine supply consumption to zero. I created the magazine component and set it to 20000 (hay supplies are free) I will be setting the missile usage weapons to use between 100 and say 400 supplies each shot. Depends on the type and size of the weapons. Lets just say about 100 shots per magazine, a?

Take away engine supply storage: No real reason just nitpicky.
Give all engines: Solar supply generation of one.
Change the weapon and magazine details: So that a person reading them doesn't frie his mind on 20000 supllies stored or 400 supplies used each shot. Instead they see, for i.e. 200 supplies stored and 40 supplies used each shot. Nice and easy on the mind and eye.

Thoughts, comments, questions? AAR time.

After thought.
First: No I have not figured out what to do for starless systems where combat leaves you with no supplies.
Second: Before anyone asks the solar supply generation of one will give the ship power but with the supply usage on the weapons so high it will take a VERY long time to recharge for just one shot.
Problems I see:
First: I only have single star systems in my Mod so that fixes the first obvious. I assume the second star can't be that close to the first or the tidal forces, bla, bla, bla...
Second: BIG ships that have a heck of a lot of engines can produce a heck of a lot of power from one star per turn baby. Just set that bad puppy to a higher supply storage and usage.

And one more thing, is this not a good idea? Am I a mad man or what? Rate me than!

[ December 02, 2002, 12:28: Message edited by: President Elect Shang ]
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  #19  
Old December 3rd, 2002, 12:55 PM

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Default Re: Engines/Supplies/Magazines

IE Energy weapons cost alot to install and maintain, whilst matter-based weapons cost a lot to shoot...
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  #20  
Old December 3rd, 2002, 05:01 PM
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Default Re: Engines/Supplies/Magazines

Thats true Gryphin, and to tell the truth although half of me cringes at the combined supplies the other half fears the alternative! Think about it.

[ December 03, 2002, 16:31: Message edited by: President Elect Shang ]
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