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Old February 13th, 2003, 12:34 AM
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Default Re: Free ship hulls for everyone!

I had been thinking of doing this for Proportions, and worked out most of the variants for several levels of upgrades to each hull size.

I was thinking of separate tech areas for faster ships (more engine capacity), larger ships, and more efficient ships, and possibly ships with better combat modifiers.

I ended up not sure it was so great an idea, mainly because you can't obsolete ship classes, and you can't upgrade a ship class, so the ship size list would get a bit cluttered with obsolete classes, and experienced veteran ships would be stuck with their old hull tech.

So, I like the idea in theory, and might go through with it if I get time to complete Proportions 3, but I'm not entirely happy with the way it operates in practice.

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Old February 13th, 2003, 11:41 PM

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Default Re: Free ship hulls for everyone!

The current AoW Version has all ship hulls available at the start of the game as Geo described, and there are no plans to change this. (in fact, it's one of the main things I liked about the mod idea). There is still a Ship Construction tech field. Researching it yields Crew Areas components that will reduce the maintenance of the vessel. It also yields increasingly more efficient SYs.

Check it out { here } .

Edit: My keyboard can't spell!

[ February 13, 2003, 21:42: Message edited by: dumbluck ]
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Old February 15th, 2003, 01:59 AM
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Default Re: Free ship hulls for everyone!

Actually, ya, that would in several ways be a better way to do it than my plan of adding different hull sizes with different abilities.

Even better would be to not just have more advanced components, but to use the tonnage and tech level limits of mounts to allow improvements via mounts. Of course, mounts have similar interface issues to ship sizes (e.g. no obsolescence), but at least size can limit which ones appear on the list.

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Old February 15th, 2003, 11:47 AM

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Default Re: Free ship hulls for everyone!

Yea, I was toying with the idea of using mounts to increase the size of the maintenance reducing components on the larger ships. (In my mod, the maintenance reducers also have the Crew Quarters tag, and it made sense that a bigger ship would need bigger crew quarters...) I still might do it, but it's pretty low on my priority list.

Some of the "Crew Areas" components (maintenance reducers) also have other abilities. For example, the "Small Arms Locker" grants a small amount of the security stations ability. When I get the Medical Bay converted, you will have a mainenance reducer that cures plagues. There will be a base only crew area that can repair one component per turn ("Repair Drone Control Station" or some such technobabble...) Etc. Etc. Etc.

Right now all my Crew areas are priced the same and are the same size, but I'm toying with making these vary (especially for the ones with extra abilities).
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