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April 30th, 2002, 07:58 PM
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Re: New Mod: The Art of War Mod
LGM, I think I see what you mean. Give the weapons techs higher tech costs but take them out of the higher branches of the theoretical sciences. To put some distance between the levels, but keep the higest levels from becomeing astronimcaly expensive?
Baron, quote: The DUC is a logical choice since the projectile gains momentum with range.
Not that it matters for game purposes, but wha?  How does a projectile with no internal propulsion gain momentum with range? Projectiles won't decelerate in a vacuum, but they won't acelerate either.
Phoenix, I remember your "modular" missles. I was disapointed when you couldn't complete that, it sounded way cool. I may add a simplified Version of it. I don't have to teach the AI to use them, so that helps a lot.
And now for an idea of my own, sort of. Devnull mod has tacheyon armor that protects weapons from the weapon damaging wepons that skip normal armor. I will be adding something similer that protects the engines, if I can pull it off. I think I have it figured out, just have to test it.
Geoschmo
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April 30th, 2002, 08:36 PM
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Re: New Mod: The Art of War Mod
quote: Originally posted by geoschmo:
Baron, Not that it matters for game purposes, but wha? How does a projectile with no internal propulsion gain momentum with range? Projectiles won't decelerate in a vacuum, but they won't acelerate either.
Geoschmo
Well, my physics is not up to snuff at this time so it's hard to give the correct technical explanation. But this is a fact of armor and armaments from armor-piercing anti-tank weapons down to 'bullet-proof' vests and ordinary handgun bullets. The closer you are the LESS effective the round is in penetrating the armor. Granted, beyond a certain range there is a drop off in power due to loss of velocity to friction. But momentum is somehow related to the distance traveled before hitting the armor and it does make the weapon more powerful to travel a greater distance.
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April 30th, 2002, 08:39 PM
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Re: New Mod: The Art of War Mod
quote: Originally posted by geoschmo:
And now for an idea of my own, sort of. Devnull mod has tacheyon armor that protects weapons from the weapon damaging wepons that skip normal armor. I will be adding something similer that protects the engines, if I can pull it off. I think I have it figured out, just have to test it.
Geoschmo
I've been wanting to verify how to make 'decoys' for all of the standard 'special damage' weapons, shields only, weapons only, and engines only. Does Devnull mod have all three of these? If not, what other mods have these so I can see exactly how it's done?
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April 30th, 2002, 08:47 PM
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Re: New Mod: The Art of War Mod
DUCs: Maybe they are emitting a stream of particles behind them which would propel them forward. Or maybe they are launched in a super-energetic state or something and as they travel this energy converts back to matter making the projectile have more mass, and thus more momentum.
Engine Armor: Good idea. I am guessing you make a new "engine component" which is just a damage sink? It might get tricky with the "all the engines need to be the same type to get the bonus" rule of se4.
quote: Originally posted by geoschmo:
LGM, I think I see what you mean. Give the weapons techs higher tech costs but take them out of the higher branches of the theoretical sciences. To put some distance between the levels, but keep the higest levels from becomeing astronimcaly expensive?
Baron, Not that it matters for game purposes, but wha? How does a projectile with no internal propulsion gain momentum with range? Projectiles won't decelerate in a vacuum, but they won't acelerate either.
Phoenix, I remember your "modular" missles. I was disapointed when you couldn't complete that, it sounded way cool. I may add a simplified Version of it. I don't have to teach the AI to use them, so that helps a lot.
And now for an idea of my own, sort of. Devnull mod has tacheyon armor that protects weapons from the weapon damaging wepons that skip normal armor. I will be adding something similer that protects the engines, if I can pull it off. I think I have it figured out, just have to test it.
Geoschmo
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April 30th, 2002, 08:49 PM
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Re: New Mod: The Art of War Mod
Devnull has weapons only desoys, not the other two (Unless Rollo added them since the Last time I looked at it). Weapons only works by making an armor component that has low damage (No damage?) weapon ability. Since it's a weapon it gets hit by the weapon only attacks, since it's armor it gets hit before all the other weapons.
Shield only decoys and Engine only decoys would work the same way, at least that's my theory. I haven't tested it yet.
For engine armor though you run into the the problem of the Engine armor counting against your max number of engines per hull size. However, for AOW mod I will be making some changes to the propulsion system, including removing the max engines per ship limits, so it should work fine.
quote: It might get tricky with the "all the engines need to be the same type to get the bonus" rule of se4.
Yeah, I haven't quite figured that one out, which is why I am saying it should work, but not that it will work.
Geoschmo
[ 30 April 2002: Message edited by: geoschmo ]
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April 30th, 2002, 08:58 PM
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Re: New Mod: The Art of War Mod
quote: Originally posted by geoschmo:
For engine armor though you run into the the problem of the Engine armor counting against your max number of engines per hull size. However, for AOW mod I will be making some changes to the propulsion system, including removing the max engines per ship limits, so it should work fine.
Yeah, I haven't quite figured that one out, which is why I am saying it should work, but not that it will work.
Geoschmo
[ 30 April 2002: Message edited by: geoschmo ]
One solution is to take all the different engines you will be making and make armored-Versions of them instead of making an engine-armor component. They are the same except they have a higher damage rating. They are available if you have researched the required propulsion tech for the regular engine, plus some level in Armor. Perhaps you could make varying Versions of each armored-engine. The tradeoff could be more armor for less supply for example. It would lead to *alot* of different engines for people to pick from though.
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April 30th, 2002, 08:59 PM
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Re: New Mod: The Art of War Mod
Yeah I was wondering about that too - I had read somewhere that someone modded armor that wasn't pierecable by null weapons... or whatever. Just how -did- you accomplish that, anyway? The level that modding can be taken to seems to impress me every time.
Also - with regards to momentuum.
I came upon this issue too - how does it get faster in space? I read once about mass-drivers that the projectile is fired by "A series of magnetic rings that fire in a sequence, each gripping the core and sending it along the railgun to the next magnet, and so on... until the increasing moment barrels the core out of the cannon and well.. At that point, I have no idea why it would do more damage *LOL* but c'mon.... its a valid weapon concept - Just needs some technobabble or something to make it work. A torpedo weapon seems ideal for this... maybe it has some kind of ramscoup on it that harnesses stellar particles or some **** *LOL* So as it travels, damage increases. To be fair, it should really only be applied to seekers. Direct fire can be lethal with Talismans and an increasing range weapon. Its just not fair LOL
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