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  #21  
Old March 4th, 2001, 07:03 AM

Sinapus Sinapus is offline
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Default Re: Engines per move follies...

Ah, okay. So the Bridge movement bonus (if I can keep Mephisto's small transports from adding a 2nd bridge to get the bonus) is one number, the hull bonus is another and the solar sails are another so they'll add up?


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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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...can you and your associates arrange that for me, Mr. Morden?
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  #22  
Old March 5th, 2001, 01:17 AM

Sinapus Sinapus is offline
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Default Re: Engines per move follies...

Well, I figured out why my adjustments weren't working on the race I use. The .emp file is set to use the default AI files and I was editing the wrong thing. It looks like increasing the desired speed to a number past the number of engines required will get the Design Minister to put more engines in. So my engines per move idea will end up working, hopefully.
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  #23  
Old March 5th, 2001, 02:52 AM

Tenryu Tenryu is offline
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Default Re: Engines per move follies...

quote:
Originally posted by Sinapus:
Ah, okay. So the Bridge movement bonus (if I can keep Mephisto's small transports from adding a 2nd bridge to get the bonus) is one number, the hull bonus is another and the solar sails are another so they'll add up?



Yes. I think. It took me a few days to figure it out, but I'll explain a little more what I think I did to get it working.

It seems that if you have a component, lets call it "bridge", and you want to give it an extra movement of 1, you need to give the component a unique ID. So I think for our purposes here we can give it a val 2 of say 1.

Now if we want the "bridge" type units to also have a variation with a speed of 2, we can set that component with a val 2 of 1 also, since the "bridge" are the same unit.

Now lets say you want to get "bridges" to add their extra movement to "engines" extra movement and you want two 'flavors' of engines, one with 1 extra move and one with 2. You then have to set that val 2 not to 1 like the "bridges". You need to use another number, so why not 2, then 3 for the next component, etc.

Watch the solar sails though, when I first thought I got everything working, I had missed them and 'reused' their number. They then didn't add. I fixed that by changing the solar sail component val 2s to something else.

Anyway, that's what I think I did. It was 2 months or more ago now and I haven't messed with it since.

Without more extensive testing or some documentation from MM, I'm just guessing. To tell the truth, I really wonder whether or not even MM knows whats going on when you start using complex interactions of multiple abilities on single components interacting or compounding with similar effects. Makes a good arguement for not doing stuff like that, but them, that's a lot less fun.

Let's keep in mind that the reason I, and I suspect you also to some degree, went/are going through all this:

1. Battleships should have bigger, tougher, more costly engines then Torpedo boats.
2. Battleship engines shouldn't fit in torpedo boats.
3. Bigger ships generally have longer range, or at least can more easily have.
3. Ships very rarely go 'dead in the water' permenantly. The crew either gets it making way again, or it sinks. So killing all a ships engines in battle shouldn't 'freeze' the ship in space, slowing it down significantly is ok.

If MM gets some new abilities going it may make it way simpler to achieve these effects.
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  #24  
Old March 5th, 2001, 03:53 PM

Tenryu Tenryu is offline
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Default Re: Engines per move follies...

quote:
Originally posted by Sinapus:
So my engines per move idea will end up working, hopefully.


Great!
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