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December 26th, 2002, 03:26 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
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Re: New Mod: The Art of War Mod
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December 26th, 2002, 08:58 PM
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Second Lieutenant
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Re: New Mod: The Art of War Mod
Quote:
Originally posted by dumbluck:
A new Version! 0.81 is out, get it here: Aow v0.81.zip
***Oni No Snippage wanders through for a light snack***
---Due to popular demand (relatively speaking), mQNP is back in.
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Excellent! I'll download this and do some testing for you right away! 8)
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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December 27th, 2002, 12:03 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: New Mod: The Art of War Mod
Pax: I'm not entirely certain anymore if I had modded the sizes for the non-Ships of the Line hulls. You might want to double check that.
Edit: Also, be aware that I intend to do a little more modding to the Engines/move of the various hulls (with the intended end result being that smaller hulls will have a higher max speed than bigger hulls).
2nd edit: Of coarse, it might be easier to just add some bonus movement to the hull, instead of trying to adjust the engines per move...
[ December 26, 2002, 22:08: Message edited by: dumbluck ]
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December 27th, 2002, 05:45 AM
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Second Lieutenant
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Re: New Mod: The Art of War Mod
Quote:
Originally posted by dumbluck:
Pax: I'm not entirely certain anymore if I had modded the sizes for the non-Ships of the Line hulls. You might want to double check that.
Edit: Also, be aware that I intend to do a little more modding to the Engines/move of the various hulls (with the intended end result being that smaller hulls will have a higher max speed than bigger hulls).
2nd edit: Of coarse, it might be easier to just add some bonus movement to the hull, instead of trying to adjust the engines per move...
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The best way to do this is, differing caps on how many engines each ship can HAVE. mQNP is baed ont eh premise that X kT of engine will move Y kT of ship at Z speed .... while 5X will move 5Y at 5Z ... in a fairly linear fashion.
Let light ships (escort, destroyer, frigate, maybe light cruiser) have, say, 6 engines; medium ships (cruisers, battlecruisers, battleships) have 5; and heavy ships (dreadnought and up) have 4.
You might toy with a higher EPM for "noncombat ships" -- transports and such -- but even there ...
mQNP doesn't use epm to directly fiddle with X-engine-gives-Y-speed rates.
I modified my local copy of P&N to use mQNP (SJ hasn't been able to check it out yet AFAIK), and I set EPM universally at three, without changing the movement points of the engines. That changes how the engine-tech improvements work, but a given engine, properly mounted, will move ANY hull at the same speed ... the engine simply gets bigger as the hull gets bigger.
I won't mind doing the actual writing-of-datafiles work for the ships, engines, and mounts; you have my email, and I'm often in #se4. Drop by, we can discuss what you want done vs what I can do, then I'll take the grunt work off your hands, and let you focus more on the butter-or-guns parts of AOWar. 
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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December 28th, 2002, 01:05 PM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
Now, what's the fun of modding if I let you do it all?  I still like my idea, and will prolly toy around with it for the fun of it, just to see if I can actually make it work. If you have serious objections to people tinkering with mQNP, I'll just release your stock Version. I have another idea simmering in the back of my mind that might accomplish what I'm trying to do.
Edit: I forget, did you extend mQNP down into the fighters and drones?
2nd edit: my keyboard can't spell!
[ December 28, 2002, 11:11: Message edited by: dumbluck ]
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December 28th, 2002, 09:09 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: New Mod: The Art of War Mod
You know what you need DL? Tech grids. That would add a lot of art to researching. 
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December 29th, 2002, 03:48 AM
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Second Lieutenant
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Re: New Mod: The Art of War Mod
Quote:
Originally posted by dumbluck:
Now, what's the fun of modding if I let you do it all? I still like my idea, and will prolly toy around with it for the fun of it, just to see if I can actually make it work. If you have serious objections to people tinkering with mQNP, I'll just release your stock Version. I have another idea simmering in the back of my mind that might accomplish what I'm trying to do.
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I'm not at ALL un-amenable to people tinkering with mQNP ... in fact I *encourage* it. I'm merely offering to take osme fo the grunt work off your hands, in teh process of your using something *I* have been kinda pushing for.
Quote:
Edit: I forget, did you extend mQNP down into the fighters and drones?
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No, the sample I sent you was just that, a sample -- based solely on the ship hulls. Okay, a *functional*, useable sample ... but a sample nonetheless.
Quote:
2nd edit: my keyboard can't spell!
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Heh. Well, I'm posting froma friend's NT box, on a cable modem ... and I am JEALOUS of the modem ... it loads these forums up in an eyeblink ... !
I'll trade my slow-as-frozen-molasses-on-the-moon's-dark-side modem, and my keyboard, for your can't-spell-worth-crud keyboard and (probably) faster net connection!
LOL 
[ December 29, 2002, 01:49: Message edited by: Pax ]
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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