.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 23rd, 2004, 03:41 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Starfleet Battles Mod (SFB Mod)

Ok quick question...

I asked what the lowest number was for tonnage size. Answer was 0...and no fractions allowed. I believe the highest number is somewhere around 65000.

Does this apply to all numbers in the game? I do know that 255 is the max for number of planets. Are there any other weird restrictions?

Reason being I was considering really simplifying research by basically having each Research Faciliy providing 1 RP. An various Tech Areas being anywhere from 1 to ???? RP. Basically not the 5000 to 1000000 range that we see now.

Kana
Reply With Quote
  #2  
Old May 23rd, 2004, 05:12 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Starfleet Battles Mod (SFB Mod)

If you make research facilities give 1 RP, you're going to have some rather funky rounding errors. I'd recommend not going below 100.

eg, 10% racial bonus to research gives:
1 RP facility, either 1 or 2 RP produced
100 RP facility, 110 RP produced
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #3  
Old May 24th, 2004, 06:55 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Starfleet Battles Mod (SFB Mod)

Quote:
Are there any other weird restrictions?
There actually aren't any "weird" restrictions. 256 (2^8) and 65536 (2^16) are commonly used sizes of various programming language data structures. Depending on how exactly Aaron chose to store the data for a various object is what determines the seemingly weird limits. Resources stored/produced can use much larger numbers. So can population. The exact upper limits are unknown, but you probably won't ever reach them, unless you make your mod use really huge numbers for some bizarre reason.

Quote:
If you make research facilities give 1 RP, you're going to have some rather funky rounding errors. I'd recommend not going below 100
I'd second that.

[ May 24, 2004, 05:57: Message edited by: Imperator Fyron ]
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #4  
Old June 1st, 2004, 09:49 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Starfleet Battles Mod (SFB Mod)

Ok...Question for Modders familiar with SFB...

Expanding Sphere Generators...ESG's basically energy shields that damage mines, sats, drones, fighter, and even ships. Can be used at range 0, 1, 2, and 3. This is basically a ram attack, but an object/target can run into it the ESG's range as well...

I was thinking of setting this up as some form of DF weapon with a short range, and the PD tag to automatically target items in range. Add in to hit bonus, and possibly low amounts of shielding...Does this sound all right? Any other ideas...?

-------------------------------------------------

Stasis Field Generators, SFG's....Is there a way to make a weapon do more than one damage type? Ideally this weapon would stop a ship, and not allow it to fire any weapons or move...The push and pull, and Distrupt/Increase reload times would probably work for this...If I could include all 4 it would be the most ideal situation...I don't believe I can though...which sucks...Also again any ideas? If not I might not include it...or if it is, it will have some effect from above...

Kana
Reply With Quote
  #5  
Old June 1st, 2004, 11:45 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Starfleet Battles Mod (SFB Mod)

ESG sounds right as a range = 1 PD weapon that damages all types. A fiddly but accurate way would be to make it small so many can be put on one ship. Make the reload time larger than one though (maybe 4-6 turns?) to represent the time and energy needed to recharge it. I would not give it shields, though, because in SFB it does not protect against incoming fire. Probably not minesweeping either, since it can't be operated all the time to protect against unexpected mines.

In Settings.txt I would adjust ramming damages to zero to reflect SFB's reasonable ruling that no one will kamikaze a starship into another, even if they could manage to hit.

Stasis Field Generators are impossible to mod accurately, but you could have somewhat similar effects from the reload-increasing effect (see crystaline Energy Dampener and not the Psychic weapon, or MC will resist it). or the Warp weapon also is similar in that it removes the ship from combat for a time, both for friendly and enemy fire.

PvK
Reply With Quote
  #6  
Old June 2nd, 2004, 06:31 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Starfleet Battles Mod (SFB Mod)

Warp Weapon ability was considered...but I was saving that for the Andromdean Displacement Device....

Your right on the shields option for ESG...it shouldn't block incoming fire...(except maybe Hellbores) but there is no way to do that. I have to think about it some more...

Kana
Reply With Quote
  #7  
Old June 2nd, 2004, 06:39 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Starfleet Battles Mod (SFB Mod)

Displacement Device and SFG could use the same ability, but have very different properties such as range, rate of fire, cost, size, supply use, to-hit modifier.

PvK
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:24 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.