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December 12th, 2002, 04:21 AM
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Lieutenant General
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Re: grit-tech
oh well. considering that was a pie-in-the-sky item at the bottom of the feature list, im not going to lose any sleep over not having it.
Did Krsqk ever get anything done with the basic tech mod that he was working on a while back?
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December 12th, 2002, 05:49 AM
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Lieutenant Colonel
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Re: grit-tech
Way back in Classic beta, I tried making a red and a green interface instead of the blue. IIRC, blue text, except for a few buttons, remained blue. Internal borders (single pixel, blue) stayed the same. There were a few other things too, but it was a long time ago, so I don't really remember. The red one clashed a lot, the green one less. I could probably have made a blending of blue and green, but I didn't really take it much farther after discovering the parts that couldn't be changed. They were small, but significant if you wanted any color changes.
It would be nice if a later Version of SE4 and/or SE5 could be completely skinned, like WinAmp or Trillian. Could break it out of the current 800x600 and 1024x768 resolutions it's fixed at now. Also could make for some interesting interface interpretations by some of the more creative members of the modding community.
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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December 12th, 2002, 11:40 AM
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General
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Re: grit-tech
Wow, this is an old thread, kind of like seeing an old friend again.
Quote:
if anyone would like to provide their own (non-humorous) human shipset
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I guess that rules out my human shipsets then Seriously though, an all-humans mod would be cool, with everyone fighting over rock/oxy. Maybe you could mod in one alien AI with its own killer tech-tree (a la devnullmod space monsters).
I'm getting back into the shipset game now, so maybe I'll make a "sensible" human one for you, all gritty and dirty looking 
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December 12th, 2002, 09:30 PM
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Lieutenant General
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Re: grit-tech
Thanks, Dogscoff.
As a teaser for the upcoming grit-tech mod, here is a snip from the vehicle sizes text that describes all the ship and base hulls to be included in the initial release. It will also give you some inclination of how the tech tree looks.
1039721370.txt
edit: there is a typo in the colony ship crew/life support requirements.
[ December 12, 2002, 19:38: Message edited by: Puke ]
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...the green, sticky spawn of the stars
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December 13th, 2002, 06:04 PM
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Lieutenant General
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Re: grit-tech
a teaser from the component enhancement file, engine and armor mounts. armor mounts are based on a spreadsheet I created to calculate surface area of a sphere, based on an arbitrary consistant density of the hull mass.
Long Name := Engine Mount: 200KT Hull
Short Name := 200 Engine
Description := A propulsion system scaled to fit in a 200KT hull
Code := E2
Cost Percent := 2
Tonnage Percent := 2
Tonnage Structure Percent := 2
Damage Percent := 2
Supply Percent := 2
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 200
Vehicle Size Maximum := 200
Weapon Type Requirement := None
Comp Family Requirement := 9, 91, 92, 93, 94
Vehicle Type := Ship
Number of Tech Req := 0
Long Name := Armor Mount: 200KT Hull
Short Name := 200 Armor
Description := Armor scaled to cover a 200KT hull
Code := A2
Cost Percent := 4
Tonnage Percent := 4
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 200
Vehicle Size Maximum := 200
Weapon Type Requirement := Any
Comp Family Requirement := 101, 102, 103, 104, 105, 106, 107
Vehicle Type := Ship
Number of Tech Req := 0
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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December 13th, 2002, 06:39 PM
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Major
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Re: grit-tech
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December 13th, 2002, 09:23 PM
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Lieutenant General
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Re: grit-tech
reactive armor wont work until after the patch comes out. I am shooting to have a beta release out in about a week. research costs will need to be tweaked, resource values may need some changing, and tech levels will still need to be created. right now all the weapons and armor have one entry each, but with the first one done it will lay out a template for the others. I want to have levels 1 thru 10 for each kind of armor and weapon.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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