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July 28th, 2003, 11:03 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Small Ships Mod discussion
I did not bring the discussion here, I just made a suggestion for the mod. Drastic changes to the fucntionality of a weapon require changes to their description. If you were to make PPBs skip all shields, then it would make sense to update their description. A simple "bypasses shielding" in the description of the TKP would suffice.
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July 28th, 2003, 11:07 PM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Small Ships Mod discussion
Quote:
Originally posted by Slick:
edit: I am amazed at how fast you decided on parameters and pumped this mod out.
Slick.
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That was the easy part, actually. Pick a series of hull sizes, decide on some rules for how ECM is determined by hull, and just ... run the numbers.
Having played SFB (tabletop, not computer), and owning supplements giving the details on the navies of no less than ... oh, I'd say, a dozen races at least ... gives me a great wealth of ideas to draw on for ship classes. The "Fast ___" ships were directly "yoinked" from SFB, in fact, where there are indeed fast couriers, fast cruisers, and fast carriers. I simply swapped "cruiser" for "Frigate".
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 29th, 2003, 06:54 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
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Re: Small Ships Mod discussion
[1] Bases (at least at level 1) don't seem to appear in the chassis choice menu.
[2] A.I. don't seem to know how to build colonizers.
Nice job with the other stuff, tho.
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July 29th, 2003, 07:30 AM
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Second Lieutenant
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Re: Small Ships Mod discussion
Quote:
Originally posted by atari_eric:
[1] Bases (at least at level 1) don't seem to appear in the chassis choice menu.
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Hrm, probably error on my part ... let me check ... aha, found it ... an editting error, the line between the end of the Spacedock entry and the start of the Outpost entry was missing; that'd do it.
Quote:
[2] A.I. don't seem to know how to build colonizers.
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Hmm, apparently the AI is set up to ONLY use coloniser hulls for colony ships. I'll just have to reintroduce the Colony Ship hull, I guess.
Quote:
Nice job with the other stuff, tho.
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Thanks.
I'll upload a corrected ZIP in just a little while ... now is as good a time as any to throw a readme together and include it in the ZIP. 
[ July 29, 2003, 06:37: Message edited by: Pax ]
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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August 1st, 2003, 12:59 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
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Re: Small Ships Mod discussion
Pax, you still there? You're not discouraged, are you?
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August 1st, 2003, 01:18 AM
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Second Lieutenant
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Re: Small Ships Mod discussion
No, not at all. Sorry I didn't get the readme done and a file uploaded ... but a friend JUST closed (a month early) on a new condominium, so I've been helping arrange for the place to be painted and planning some general improvements/repairs at the same time, for the past couple days.
I'll resume working on a good readme, and maybe some more additions/tweaks, tonight; I should be able to get a lot more work done on it this weekend, too.
Meanwhile, I'll go pop a quick-fix Version Online ASAP, with a corrected VehicleSizes.txt (including a Colony Ship hull).
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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August 1st, 2003, 01:34 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Small Ships Mod discussion
Upload complete.
My next project is to write a readme, while going back through the components.txt data file to make sure I want to stick with the tweaks I'd done before (as well as rediscover wth they WERE so I can list 'em in the readme, lol).
[ August 01, 2003, 00:35: Message edited by: Pax ]
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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