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Old July 7th, 2004, 08:40 AM

Goatfoam Goatfoam is offline
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Default 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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