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April 6th, 2002, 10:41 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Ultimate Vehicle Size
quote: Originally posted by Puke:
i was thinking of making a QN system where at the top of the tech tree there were inertialess engines that gave only bonus movement. that would mean that the ship got the full movement of the engine, regardless of its 'engines per move,' right? or do i have that wrong? its been a while since i was playing with ship sizes and engines.
That's how solar sails work, also remember that only one will be effective.
I don't really like that effect, in this mod I removed all bonus movs from engines and make them increase their thrust in a way that normal ships will get similar speeds like in the standard game when using 6 engines, but less if using only 1.
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April 6th, 2002, 10:41 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Ultimate Vehicle Size
Puke:
You got that right. Bonus movement ignores the engines per move. However, the ship has to have at least one standard movement point before it can be given any bonus movement.
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April 8th, 2002, 03:03 AM
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Corporal
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Join Date: Jan 2002
Location: Lincoln, Nebraska USA
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Re: Ultimate Vehicle Size
Andres:
I have been trying out your Ultimate Vehicle Size Mod and found 2 errors. I was designing Drones and they were useless because there are not any drone engines available in the mod.
Also the Base Construction tech in the Techarea.txt only goes up to level 20 not 21 like is required in the vehiclesize.txt file for the largest base.
Otherwise a very interesting mod. 
__________________
Nebraskan
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April 8th, 2002, 03:25 AM
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Corporal
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Join Date: Sep 2001
Location: PALMDALE ,CA ,US
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Re: Ultimate Vehicle Size
Andrés Lescano, This is a very good mod?.I have researched almost all tecks, only base & drone are the only ones left.I will enjoy playing this mod for weeks.A suggestion, how about adding a mount or two for fighters, or adding steller creation projects in the same field of ringworld / sphere area?.
Those ship sizes are impressive?,I SALUTE YOU Andrés Lescano.
Ferengi Rules of Acquisition #242 More is good...all is better.
[ 08 April 2002: Message edited by: HEMAN ]
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April 8th, 2002, 05:56 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Ultimate Vehicle Size
goforit thanks for showing me those mistakes, they are both easy to correct.
The base mistake is only a matter of changing a number. (I had never tried any of those biggest bases in a real game anyway)
The problem with drones is because I missed the change in normal engines from Ship\Base to Ship\Base\Drone
I'll also have to change eng/per move in drone hulls, to compensate
BTW I was considsering adding more drone sizes
I'll post an updated Version ASAP
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April 8th, 2002, 09:38 AM
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Corporal
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Join Date: Nov 2000
Location: Bergamo Italy
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Re: Ultimate Vehicle Size
A question: is this MOD compatible a with modded AI from TDM-ModPack ? The AI will use the new mounts, sizes, etc.?
Thanks.
Marco.
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April 8th, 2002, 06:10 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Ultimate Vehicle Size
AI files need to be patched to work better inside the mod for example researching higher levels of ship construction, and using the correct number of engines. There are a few notes about how to mod them in a text file in the races folder.
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