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November 3rd, 2002, 12:48 PM
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Brigadier General
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Re: New Mod: The Art of War Mod
Good luck Dumbluck, I really like the idea of this mod. Hope you can get it of the ground. If you need any help with pictures or numbercrunching, give me yell.
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November 4th, 2002, 02:13 AM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
For pictures, I've got the imagemod. For the numbercrunching, I'll let you know. 
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November 3rd, 2002, 03:05 PM
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National Security Advisor
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Re: New Mod: The Art of War Mod
Dumluck, If you scroll back through this thread, I always posted the current Version of what ever I had done. I haven't touched it in quite a while. Feel free to do whatever you want with it. I obviously will never get around to it.
Geoschmo
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November 3rd, 2002, 06:01 PM
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Second Lieutenant
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Re: New Mod: The Art of War Mod
Dumbluck, I am indeeeed willing to take on the hull/propulsion work; I've had a few more ideas, in fact.
I've been thinking of the ship sizes; I think dropping the 150kT hull off the bottomof the scale, and shifting every military ship-hull name] and image one step "up" woudl work nicely. Thus, you would have:
code:
200kT ... Escort; each engine 20kT
300kT ... Frigate; each engine 30kT
400kT ... Destroyer; each engine 40kT
500kT ... Light Cruiser; each engine 50kT
600kT ... Cruiser; each engine 60kT
800kT ... Battlecruiser; each engine 80kT
1000kT ... Battleship; each engine 100kT
1600kT ... Dreadnought; each engine 150kT
(the 1600kT size for the dreadnought is for mQNP purposes, see below)
Alternately, what about shifting them like so:
code:
(Light ships; +100kT per increase)
200kT ... Escort; each engine 20kT
300kT ... Frigate; each engine 30kT
400kT ... Destroyer; each engie 40kT
(Medium ships; +200kT per increase)
600kT ... Light Cruiser; each engine 60kT
800kT ... Cruiser; each engine 80kT
1000kT ... Battlecruiser; each engine 100kT
(Heavy ships; +400kT per increase)
1400kT ... Battleship; each engine 140kT
1800kT ... Dreadnought; each engine 180kT
The second one allows for roughly the same range of sizes (only +300kT at the highest end). either one would allow for a 2000kT base engine size, preventing use of un-mounted engines entirely (making the mQNP usage "idiot-proof"). Just divide the tonnage of each ship hull by 200, and you would have the size/cost % for each engine, from 1% for the Escort, up to 8% or 9% for the Dreadnought (depending on which size set you wanted).
Designing an escort for early scouting, presuming most other components remained Stock SE4-ish, would give us a 200kT hull. Bridge, LS, Crew, that's 30kT. 5 engines (the max) is 100kT more, total of 130kT. If Supply Bays come in 10kT increments, there's now room for 7 of them -- or 4 of them, and an early APB for dealing with other hostile scouts; in either case, teh supply capacity woudl be the same as 3.5 or 2 current supply bays.
Currently, 6 engines, bridge, quarters, life support, and three supply containers makes a 150kT escort; one less supply bay allows mounting a meson bLaster.
So the two would be reasonably comparable, IMO.
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Download the Small Ships mod, v0.1b Beta 2.
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November 4th, 2002, 09:59 AM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
Pax:I like the second Version of your ship sizes. But what about the baseship/worldship/whatever the proper name for it is (I never use em...)
Edit: PS. I am planning on stealing your idea for engine tech you described to me, if you don't mind... And I'm planning on stealing a lot of stuff from SJ, too... If he doesn't mind, of coarse...
And Pax, did you extend your engine mounts down into the fighters, too?
second edit: I should have read your post more closely.
[ November 04, 2002, 10:32: Message edited by: dumbluck ]
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November 4th, 2002, 11:41 AM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
Geo: I could only find one Version listed in this thread: AoW Beta Version .70. Is that the most current Version?
Here is a { link } to that Version...
[ November 04, 2002, 09:43: Message edited by: dumbluck ]
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November 4th, 2002, 01:42 PM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
Ok. Here's my first real contribution to this mod. Tell me what you think. I'm expanding on Geo's idea of a maintenance reducing component, called Engineering. First off, I must admit that I didn't like his engineering replacing Life support; I thought it fit much better as a Crew Quarter. Yes, I know, it makes no difference to the program. But I'm just picky that way.  Anyway, his setup was that research into Ship construction gave Engineering components with progressively higher maintenance reductions. But what if instead, hulls get progressively worse Maint. penalties, in 10% increments, starting with the escort. Then, by researching Ship Construction, maintenence reduction components become available (1 per level). Each component gives a 10% reduction, and should be about 5kt. Make them count as crew quarters, and limited to 1 per ship. There are 9 levels of ship const., so 9 components are needed.
So, an escort gets a 10% Maintenance penalty, but also needs 2 CQ. (1 regular CQ (10kt) + 1 maint. reducer(5kt and 10%maint. Reduction), both available from the start.) A frigate gets a 20% penalty, but needs 3CQ (1 regular and 2 maint.reducers). A Destroyer gets a 30% penalty, and needs 4 CQ (1 normal, 3 special). Etc. Etc. Etc.
This also gives the benefit that ships smaller than the currently largest available get an additional 10% maint. reduction by replacing the regular CQ with a maint. reducing comp.! And there is the added benefit that there is no longer that hump at the L.Cruiser/Cruiser switchover...
Names for maintenance reducers:
- Aux. Bridge ((available with Computers 1 and ShipCon 3) acts as bridge if bridge is destroyed, reduced to 5kt.
- Engineering Department
- Crew Mess
- Officer's Mess
- First Aid Station (available with biology + ship const. )
- Maintenance Access Tube
- Recreation room (available with Psychology + ship const.)
- Small arms locker (available with AdvMilSci + ship const 6.) (grants small Boarding Party defense)
- Automated Repair Drone (available with Repair 3 + ship const. 7)(repairs 1 per turn)
Of coarse, now I have to figure out how all the other ships (Lrg Transport, Starbase, Heavy Carrier, etc.) fit into all this... Any Ideas? Also, if you have any suggestions about crossover maint. reducers, let me know. It is important, however, that we have not many more than 9 components total (a few extra wouldn't hurt, though). I don't want any maintenance free battleships running around!!!
And one other thing for all you modding gurus out there: Will this work? If I've got a ship hull with (for example) an inherant +60% maintenance modifier, will it be cancelled out by 6 components each with a -10% maintenance modifier?
PS. I know there is a modding tool out there, but I can't find it... Any pointers would be appreciated...
[ November 04, 2002, 11:50: Message edited by: dumbluck ]
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