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Old February 11th, 2004, 08:38 PM
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Default Re: StarFire Mod v-Beta 2

I could overcome this by making multi-class engines. For example:

A class 1 engine would only work on the EX and ES
A class 2 would only work on the FG and DS

Something along those lines, I would have to pull out the UTM 1.1 to see how it would actually divide up; but you can get the jest of the idea from the above. Should we take a vote?

A) Play test Beta as engines are now, knowing the below problem.
B) Create (for lack of a better term) “Multi-Classed Engines” and Beta test them.

I will not be voting on this one, I can do either before Friday, heck one is already done!

I posted this after Fyron, but it is basically the same principal that he is talking about.

Edited in:
There is no such setting as a negative “combat movement” bonus. If we go with option B above than we will have to accept that freighters can move at the speed of warships in combat or I can reintroduce the commercial engine, however we will NOT need multi-class Versions of it. No one said this would be easy or perfect. Thus I will introduce part 2 of the vote.

If you choose B above than do you want to:

1) Accept warship speed on freighters in combat.
2) Re-introduce the Commercial engine (Ic).

[ February 11, 2004, 20:31: Message edited by: President Elect Shang ]
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  #2  
Old February 12th, 2004, 02:53 AM
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Default Re: StarFire Mod v-Beta 2

Actually thinking about the engines being blown and the continued movement caused me to regress to high school physics. No friction in space, ergo no slowing down. So the engine problem is not a real concern. Not blowing the crap out of the other guy is. Must fix so death can be dealt. I say go with what we have and fix problems as they occur. Hey that is why it is a Beta Test.
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Old February 12th, 2004, 03:28 AM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by clc19k30:
Actually thinking about the engines being blown and the continued movement caused me to regress to high school physics. No friction in space, ergo no slowing down. So the engine problem is not a real concern. Not blowing the crap out of the other guy is. Must fix so death can be dealt. I say go with what we have and fix problems as they occur. Hey that is why it is a Beta Test.
Clc you raise a very good point, however in StarFire (cannon) a ship only moves because of the inertial field generated by its engines. So when a ship losses its engines (once again by cannon) it comes to a sudden and often violently damaging halt. Dan K will be able to explain it much better than me, he should drop in tomorrow. Dan can you fill us with a little high quality explanation please?

Also clc as to your point of “going with what we have got” that is true, except when all of you beta testers where at work today I was here creating an alternate Mod using the B2 selection below. It came out to 7 Versions of the Military engine and 1 Version of the commercial engine. As a fact I am play testing the alternate B2 Version right now and I must say that I am very happy with it. So it is up to you beta testers which you would like to try out.
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Old February 12th, 2004, 03:43 AM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by clc19k30:
Actually thinking about the engines being blown and the continued movement caused me to regress to high school physics. No friction in space, ergo no slowing down. So the engine problem is not a real concern. Not blowing the crap out of the other guy is. Must fix so death can be dealt. I say go with what we have and fix problems as they occur. Hey that is why it is a Beta Test.
Unfortunately this is impossible to model in SE4. The ships would still be able to turn and decrease their velocity with no engines, which is physically impossible (without some sort of tractoring from other ships of course).
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Old February 12th, 2004, 03:53 AM

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Default Re: StarFire Mod v-Beta 2

Wubbles: as for the engines, I can hang with option B and add in Ic. It be closer to cannon.

clc: The Starfire physics of the engines is basically this: They create a field that spreads the inertia of the ship over the surface of this feild. This inertia is so spread out that it becomes nearly meaningless as it is spread over many miles. When the drive field 'collapses' the inertia of the object is immediately imparted back to the ship in an instant.

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Old February 12th, 2004, 05:36 AM
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Default Re: StarFire Mod v-Beta 2

Ok now that all of you have patched to the latest Version of SE4G it is time to patch some more, with the Image Mod! Just follow the below link and there you will see a list of sites to download at, I suggest selecting the link to “Imperator Fyron’s Mirror #2”. It is almost always reported as being “offline” but do not let this fool you. Once you click on it you will want to download, unzip, and copy and paste into your *root* SE4G directory the following files:

Facilitiespack11 ====== Full
Planetpack9 =========== Full
Eventpack2 ============ Full
Componentpack22 ======= Full
Combatpack10 ========== Full

You could get the patch only file and save some download time, but I would play it safe. Finally I can send you the Mod in one of two forms: zip or rar, just IM or PM me with your choice, once contacted I will start the final list and add your name with your preference, if your name is not on the list you can still add yourself but it may not be in time to meet the Friday release.

http://www.geocities.com/hohoho611ca/imagepack.html

*Root* Unless you changed it at installation your root SE4G directory should be:

C:\Program Files\Shrapnel Games\Malfador Machinations\Space Empires IV Gold\Pictures\???

Where ??? indicates the corresponding folder, answer “yes to all” when asked if you want to over right, copy over, oh you will know what I mean when you see it.

So I have 1 vote for B2…

All green still counting… T minus 2

If I have not said it enough let me say it again, thanks to all of you for your work, input, and patience; especially you Floppy and Dan K too.
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Old February 12th, 2004, 05:43 AM
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Default Re: StarFire Mod v-Beta 2

Quote:
Once you click on it you will want to download, unzip, and copy and paste into your *root* SE4G directory the following files:
I strongly suggest that you do not unzip those to the pictures directory! They have no inherent folder structure, so you will get 1000s of images in the pictures directory. Instead, download them to there. Then, unzip each pack into the approriate folder, which is the same name as the pack. So ComponentPack22 gets extracted into the Components folder, for example. Create no new folders!
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