|
|
|
 |

November 18th, 2003, 06:26 PM
|
Private
|
|
Join Date: Nov 2003
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Atrocities:
Welcome to the world of modding
Nice intro to the mod.
|
Thanks, at least something is nice!
Kidding, I'll try to rewrite lots of texts in the game to give it a cool mood, at least for the new stuff in the final Version.
Quote:
Originally posted by JLS:
AW, I saw no reference to this in your read me, is this the default results you expected?
Default Number Of Units Per Player := 1000
Default Number Of Ships Per Player := 200
|
Hmm, care to explain further this one?
Not sure where you're aiming at. But good you remembered me of that, time to put it in my TODO list.
Quote:
Originally posted by Imperator Fyron:
Either move them below the Combat Sensors and put them in the same family so they will make them obselete and not stack, or subtract the value of each level of combat sensor from the appropriate level of CPS, so that you get the same net bonus to hit when using both CS and CPS as you do now with just CPS alone.
|
I'm testing with the same family number, but the romans should have died a long time ago.
Also good you brought up the in-file sequence, need to put order in the house.
[ November 18, 2003, 16:28: Message edited by: Admiral Wunderbar ]
|

November 18th, 2003, 08:46 PM
|
 |
Colonel
|
|
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Spent most of Last night playing this mod. It was ok, but I don't see how the different classes of ships complement each other. I'll spend some more time on it tonight.
|

November 18th, 2003, 11:22 PM
|
Private
|
|
Join Date: Nov 2003
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Hmmm... Gregebowman, that's something interesting to talk about.
It's nice to see that you are playing Starfleets, every mod designer who publishes his/her work likes when people use it.
About the ships, at first I thought of asking if you read the Last item of the readme, but since you clearly saw differently, maybe it's more proper that you don't. I explain: probably other people can tell how useful is each and for what better than myself, for the simple fact that I have a pre-defined idea of how to use them - maybe I'm not trying different things.
The big question, of course, is how you're using your ships and assembling your fleets? But more than that, what do you think of each class of ship (exceptuating the first - lancer)?
|

November 19th, 2003, 05:14 PM
|
 |
Colonel
|
|
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
From what I've seen, the ship designs were fine. However, I didn't like the fact that the supply unit was 100t. That puts a damper on how I usually design ships. I usually design a ship with a supply unit and, when I do the research, a solar panel. That gives me a ship that can go long distances without waiting for a refuel stop. But with the tonnage raised at it was, I can't do that except for the bigger ships.
|

November 19th, 2003, 07:28 PM
|
Private
|
|
Join Date: Nov 2003
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
That's an idea also present in Highliner where only big ships can go long distances, and smaller ones have a short range of operations. The exception is the Scout, but that's its' function anyways. It's easily overcomed with a support ship, nothing to worry about.
I'm a kind of fan of wars (as long as it doesn't happen in my time), and everytime I studied it an underlining concern of all armies going to war outside their backyard was supplies. It's called Logistics, the art and science of supplying armies. That is what defeated Napoleon against Russia, or the nazis against the same country. It was just too much ground to cover and the russians kept retreating and destroying anything that could be used by the enemy: the "scorched earth" tactic. In the end the invading army would have nowhere to get supplies from and would die out. Many other countries have used or succumbed to this in History.
SE4 doesn't allows to go grabbing supplies from defeated ships, the only way is to drop troops on a planet with a ressuply depot. Yet the lack of logistics was bugging me, it was just too unrealistic in my eyes. Thus the change.
This is a small excerpt for those who like the science of war:
Assurred of regular supply, Roman troops could more easily survive being under siege, or reduce enemy fortifications themselves without worrying about starving. Well supplied Roman armies could march hither and yon for months at a time while their ill-organized foes would see their troops getting hungry, and shortly thereafterwards deciding to go home (with or without permission). Few of the armies Rome faced over the centuries had efficient logistics and were thus under a lot more time pressure to reach a decision before their troops starved or, more likely, quit the field.

|

April 3rd, 2004, 08:27 PM
|
 |
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Are you planning on updating this mod?
In the readme, you state:
Quote:
Not every empire have been tweaked as of now, so many won't use
the ship designs implemented or the new weapons. Empires who
have been tweaked are ready for the 'Add Existing' in setup
and are: Jraenar, Terrans (both will use everything),
Amon'Krie (not so extensively tweaked), and Abbidon (will
use only the interceptor).
|
Does this mean that only the Jraenar and Terrans will play correctly, and other races will design nonfunctional ships or not use any ships? If so, can I copy the Jraenar/Terran AI files to additional folders in order to use additional shipsets and more than 2 races per game? Any advice from anyone who knows would be helpful.
-Cherry
[ April 03, 2004, 18:50: Message edited by: Saber Cherry ]
|
Thread Tools |
|
Display Modes |
Hybrid 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
|
|
|
|
|