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July 7th, 2004, 06:29 AM
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Re: Carribean mod
Yeah, that works.
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July 7th, 2004, 06:50 AM
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Re: Carribean mod
Also, I've been thinking a lot about crew components. Me? I love crew. I'd love to see more crew in SEIV period. Call me nuts, but watching a battlecruiser take out the life support on my Dreadnought is pretty annoying, but it doesn't really bother me. Having my oarsmen wiped out by grapeshot, my first mate taking a bullet in the face or (god forbid) watching my Ninja Pirates get decimated by scatter guns, well... it may just bring a tear to my eye.
And the beauty of this sort of time period is that crew are very vulnerable and very valuable - no master computers here. So, er, yeah, I just wanted to share that with you, and expect to see a lot of crew components.
One quick question regarding repair, though:
Okay, so you can set it so that certain components can only be repaired at a space yard. This would include most of the ship's structure, considering the difficulty they would have in repairing the ship's hull. But - could you have two different types of repair? I'm thinking "Ship's surgeon" for crew types, and "Jury Riggers" for simple ship components. Possible? Doesn't look like it, but maybe someone knows a way.
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July 7th, 2004, 07:09 AM
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Re: Carribean mod
No, not possible unfortunately.
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July 7th, 2004, 07:18 AM
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Re: Carribean mod
Quote:
Originally posted by Goatfoam:
JLS- I'm a little confused about the sails. Would a ship require one of each type of sail?
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If you use a system that each sail gives a standard movement value you may apply that value to the most used sails and to add (se Bridge) for example to Mainsail all ships would have to have a mainsail. Perhaps (se4Life support) on the Jib and now you have the two required sails for all boats at that time a MUST INSTALL component. Other Components as for example (Captains Ability) etc could be the se4 Combat and ECM. The use of Organics to represent the Lifesupport can be added in many other ways to represent the ships crew complement.
- - - -
IFAIR.
A Man of War as I understand it - is a fighting Ship ranges from: Sloop, Frigate to the large double and Triple Deck (Ship of the Line)
The other sails I mentioned earlier apply to different Sail Configurations. for example:
A Sloop will have a Jib and Mainsail; However it could have a staysail flying along with the Jib if weather is calm, but a sloop will only have a few Topsails if any at all and never have a mizzen or spanker unless a make shift mizzen is used to stabilize the bow at anchorage or mooring.
A frigate could be is Ketch for example, and will have a third mast (mizzen mast) this will have all the sails mentioned and the Mizzen is key to a steady balance and less leeage at sea; However, even with a Frigate, the spars are such that Top Gallants are used only in chase.
(2 se4 Bridge) would require this Frigate to have two mainsals and this would indacate the Main Topgallants along with the one (LS) Jib
Ship of the lines - with healthy Spars can Fly all sails in less then a moderate breeze; However the maneuverability will always be lacking. Hence their name (Line them up and Fire as she bears)
Example: (2 Bridge and 2 LS) would require Both Mainsails and the Jib along with the Foresails.
- - - -
Basically, after you decide on the most applicable Sail (other then the Main and Jib) assign your movement value to this. And in the Hulls themselves add the Modifiers any Modifiers , add other size related movements, Engine numbers etc. A slower Combat speed perhaps with an increase to Combat Turns in the Setting file, to have a slower battle with manuver and develope.
Also, it was rare for Large Ship to catch a Sleek ship - in the day.
= = = =
I suggest you research Man of War and their key support ships. To include Tactics, Ship Of The Line Fleeting of the day, and the Typical Baording Tactics of graple along side and then rush the target. Long boats rarly was worthy to make good time - even in the average sea and the Snipers on target would have a turkey shoot with such tactics. Longboats where good to row the ship out or into a harbor and to land a (SMALL Expeditions). British and American - I believe with the French and Dutch as well. Marines of the day had Surf Boats that would accompany the unit when attached (and this was for a land assault).
Some Ship-Of-the-Lines a Barge (SAIL LESS and a Cannon could be mounted) or a Cutter for Fleet inter ship activities (Post, Surgeon, Captain etc) and that could used for their onboard Marine detachment, but in Ship to Ship Combat, the main duty was repel and snipe.
If you research Ship on-hand for the day (around 1800 Napoleonic’s), you may find that the British had about 150 Man of War and French close (but less) to those numbers. The Spanish believed Bigger is better and had far less. The Dutch numbers were about the same, but most was of the Frigate and Sloop class - if I recall.
[ July 07, 2004, 07:31: Message edited by: JLS ]
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July 7th, 2004, 07:58 AM
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Re: Carribean mod
Quote:
Originally posted by narf poit chez BOOM:
I'd be willing to run through your standard system file and make second Versions of them with wind or vice-versa.
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Cool. you would add the back ground of water and the like?
How about Islands and sea lanes, would you redo the Planet and warp pics. I think this would be neat, if done.
Narf, how would you represent the wind, would this be the random movement mentioned earlier?
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Great, in that case, I will only have do the Resource Screen Menu Pics.
Have you decided on what 3 Resources you will have GF: is it Wood, Food and Gunpowder or Metal, Food and Wood? Or somewthing other?
[ July 07, 2004, 14:36: Message edited by: JLS ]
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July 7th, 2004, 08:40 AM
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Re: Carribean mod
JLS:
I'm not too keen on the requirements of mainsails et al, since I was considering:
code:
Name := Captain
Description := Every ship needs a Captain; he is the one who issues orders and runs the day-to-day operations of ship life. Comes complete with Cabin.
Pic Num := 1
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 50
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 5
Restrictions := None
General Group := Vehicle Control
Family := 1
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Ship Bridge
Ability 1 Descr := Acts as a ship's Bridge.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := The Captain is usually the fiercest defender in a boarding attack. (+5 Def)
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0
Weapon Type := None
Name := Food Storage
Description := Without barrels of salted meat and precious fruit to combat scurvy, no ship would make it more than a few days without a decrease in effectiveness.
Pic Num := 2
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 200
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 2
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Ship Life Support
Ability 1 Descr := Acts as Life Support.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Provides storage for 2000 units of supply.
Ability 2 Val 1 := 2000
Ability 2 Val 2 := 0
Weapon Type := None
Name := Ship Crew
Description := No ship can operate without a crew - and their living quarters.
Pic Num := 3
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 500
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 100
Restrictions := None
General Group := Vehicle Control
Family := 3
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Ship Crew Quarters
Ability 1 Descr := Acts as Crew Quarters.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := During boarding actions, the crew are usually the first to defend the ship. (+25 Def)
Ability 2 Val 1 := 25
Ability 2 Val 2 := 0
Weapon Type := None
You could possibly practically force players to have a mainsail on each ship by giving it the best ability, with the jib a close second, and limiting the number per ship to one.
So, you could have a mainsail that gave you 3 standard movement, a jib that gave you 2, and then the extra sails would add 1. Or if that made ships a little too fast, have the extra sails add other bonuses, like combat movement.
If we go this way, we can limit the number of 'engines' on each ship in the vehiclesize.txt to the numbers you suggested (so, a sloop would have max engines := 2 (possibly 3)), but also give each ship a Movement Bonus ability (perhaps even give some inherent combat movement bonus abilities) with smaller ships having a positive and larger ships having a negative, to account for the water displacement - which you could offset again with different copper lining components for each ship class.
Edit: Or another way to do this would be to give smaller ships lower numbers for Engines Per Move.
[ July 07, 2004, 07:41: Message edited by: Goatfoam ]
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July 7th, 2004, 09:49 AM
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Re: Carribean mod
Whatever floats your boat
Only suggestions, I will keep them coming from time to time.
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July 7th, 2004, 09:54 AM
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Re: Carribean mod
What do you think? Do you think it would work that way? I've been cracking on with the component file this morning, once the first draft is done I'll email it your way, see what you think.
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July 7th, 2004, 09:59 AM
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Re: Carribean mod
Its funny, a while back, like three years ago I suggested something simular. I even went so far as to draw up detailed concept for how one could turn SEIV into a world conquest game. I sent it to MM but have never heard anything about it. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 7th, 2004, 10:23 AM
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Re: Carribean mod
Quote:
Originally posted by Goatfoam:
What do you think? Do you think it would work that way? I've been cracking on with the component file this morning, once the first draft is done I'll email it your way, see what you think.
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Thanks, I would like to see your work.
I may not be able to view it until this evening.
My E-Mail is in on the post tabs.
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