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Old September 24th, 2007, 09:13 PM
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Default Re: Infinitech Mod Starting

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MrToxin said:
QnP - I LOVE the idea of Quasi-Newtonian Propulsion and am stealing it. However, I'm planning on just altering the engine size to change with the tonnage of the ship. If that doesn't work, I'm going with the 1 point per engine, points per move depending on ship size. However, adding 225 engines to a World Ship just to get one point would be needlessly tedious
That scheme is called mQNP. (QNP, implemented using mounts in SE4)

All you really need are scaled engines, 2kt engines that provide 1 speed, 20kt engines that provide 10 speed, 200kt engines that provide 100 speed...
Pick the one that works best for your current design.
Perhaps a single big engine and a cluster of smaller ones depending on your aesthetic tastes.

Quote:
Mount Modifications - Rather than straight and even bonuses to damage and size, the damage increases faster than the size. The biggest mount gets a 7,500% bonus to damage but is only %3,750 bigger. However, it gets a -105 chance to hit. This allows the truly ridiculously huge weapons to be as ridiculously huge and unwieldy as they should be.
Be careful with to-hit modifiers. The additive nature makes it really easy to end up with 99% or 1%.

BTW, if you want it to look better I'd go with NOT using mounts, but have separate components. That way the animations can scale with the size of the weapon and you have more control over the details.

EG: http://imagemodserver.mine.nu/other/...e-o-vision.jpg
You can see some 20mm lasers being used as point defense in the bottom left, 40mm and 60mm lasers going back and forth against ships, and a big blue 100mm artillery laser coming down on the left.
Note: size & power is proportional to caliber squared there.
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Old September 24th, 2007, 10:26 PM
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Default Re: Infinitech Mod Starting

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Suicide Junkie said:BTW, if you want it to look better I'd go with NOT using mounts, but have separate components. That way the animations can scale with the size of the weapon and you have more control over the details.
Actually, that's a fine idea. Then make the mounts for other types of mods, like point defense or something...neat!

Anyway...I do want things that are 99%/1% chance to hit. I'd like for it to be impossible for the slowest, heaviest weapons to hit tiny, fast ships. Makes things more interesting, I think, as you need to consider your ship designs; as in, do I mount one of the biggest weapon possible, one big and three smalls, or a bunch of tiny weapons?

The engines are something I'm still working on...just scaling them is something I'd prefer to avoid but we'll see how other stuff works out.

edit: Other Crap I Forgot to Post

No starting Colonization technologies and cheaper Colonization technologies. Fact is, a race knows how to live on its own world through experience. Other worlds are a bit problematic. This also branches into stuff like Xenobiology and what have you.

Small space stations. As in a 500 kT Platform if you don't want to build anything mega huge or just want a little orbital weapon gadget or whatever.

Better defensive stuff for planets. I want building a MegaFortress of a world to be not only thinkable but possible. Think ways to enhance your Cargo Space enough to get downright enormous weapon platforms going.

Customized aliens. Well, to start with, I'm going to rename all of the basic game's empires (including the neutral ones) and give them all different histories and attitudes and that sort of thing. When I finally get around to doing the AI, I want them all to have distinct strategies and personalities. We'll see how successful I am with THAT minefield.
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