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March 25th, 2001, 04:55 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Does Anyone Use Escorts?
quote: Originally posted by Noble713:
I've modded the ship types to make use of the "Engines Per Move" Option, which was also in SE3. Currently it's set for 1 per move if less than 1000kT, 2 per move if less than 2000kT, etc. As such, a heavy battleship (3500kT) needs 3 engines per move. If equipped with its maximum of 12 engines, it has a speed of 4 (with Ion Engines).
By contrast a cruiser (800kT) needs one engine per move with a max of 6 engines, so 6 Ion Engines make it 50% faster than a heavy battleship, despite having half as many engines.
I did something similar, but modified max engines to allow movement speeds equal to the original ship speed. Eg., I had battleship hulls use 3 engines per move, but allowed 15 engines.
Just a warning: if you are going to do something like that instead of what you have above you will have to modify the AI_DesignCreation.txt files to get the AI to put max engines in. "Desired Speed" is actually the number of engines, from what I can tell.
But it's fun, and the heavier warships now have plenty of supplies instead of fewer supplies in the original rules. The only problem was that cruisers and battlecruisers don't do too well w/2 engines per move. Cruisers lose a lot of space, not much more than what light cruisers have and battlecruisers have a bit more space than an unmodified cruiser would have. So I'm experimenting with adding a supply storage value to bigger ships to see how that works.
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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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March 26th, 2001, 04:35 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Does Anyone Use Escorts?
I have an idea that I haven't seen below; I'll try to test it today if I find time (unless someone else has already tried & failed):
Keep the idea of requiring more engines per move (or whatever it really means) for larger ships; then, create special engines for the larger ships. Require research in both propulsion and ship construction to unlock the "larger" engines. These larger engines would provide more movement points per engine (and possibly more supply storage), thus reducing the number of engines required on the larger vessels. Now, here's the part that needs testing: limit the larger engines for use on larger ships using the "Custom Groups" mentioned in the Components and VehicleSize files. I'm not certain if the Custom Groups work or not. I also know there may be a glitch with providing more supply storage in engines, as the AI will create ships with "extra" engines (as in illegal ship designs) because it's using the engines in place of supply storage. That could be "fixed" by increasing the capacity of the existing supply storage component, but that could change the balance of the game as well.
Obviously, this would also require modding the AI vehicle design files, but I'm sure the modding community is very good at that... 
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March 26th, 2001, 04:39 PM
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Major
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Re: Does Anyone Use Escorts?
A post that's slightly more on topic (at least the original topic for this thread):
Escorts are great for medical bay ships. Fast build, no extra components, just engines, bridge/etc., and a medical bay. Cure plagues fast...
As others have mentioned, I also use them for sensor ships. Not that I can initiate combat in nebula systems, even with the sensor ship in my fleet, but at least I can follow the enemy vessels...
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March 26th, 2001, 06:57 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Does Anyone Use Escorts?
quote: Not that I can initiate combat in nebula systems, even with the sensor ship in my fleet, but at least I can follow the enemy vessels...
Are you saying that no battles can occur in a storm system? Does that mean that my space station in the storm system is invulnerable?
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March 26th, 2001, 07:22 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: Does Anyone Use Escorts?
I use em in the scout roll, Quantum engines and solar Sail III and nothing can catch em, just dont let em get close enough to use beems on you 
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Kill em all let God sort em out
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March 26th, 2001, 09:12 PM
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Major
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Join Date: Dec 2000
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Re: Does Anyone Use Escorts?
quote: Originally posted by suicide_junkie:
Are you saying that no battles can occur in a storm system? Does that mean that my space station in the storm system is invulnerable?
Possibly; I haven't tried to initiate combat in a storm sector, but I have tried (unsuccessfully) to initiate combat in nebula systems. It may be a bug; or it may be that _both_ sides need to have the appropriate sensor technology for combat to occur.
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March 26th, 2001, 10:02 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Does Anyone Use Escorts?
I've not had any problems with combat in nebulas. The only problem is spotting the enemy. Shields don't work in the nebulas though.
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