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Old June 7th, 2001, 06:41 PM
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Default Re: Technology Research Suggestions

quote:
All the suggestions in the previous email are excellent, however some require hard code changes and can't just be done from the research tree files.

If you happen to be referring to my post, they are all completely possible... in fact most of them I have already implemented in P&N
The ones that are not, are quite easy, and I've already done them, just not in P&N.

The ones that are not in P&N are:
-Size vs price/durability for non weapons
-Mines should have LOTS of warhead damage types.
-Modify engines so speed is based on thrust/mass. (engines per move is proportional to mass)
The first two are obvious, and minor variations on things I've done, while the Thrust/Mass thing is easy too.

ShipSize.txt:
-Modify engines per move to be proportional to mass.
-To prevent overflows, use 2% of the hull mass as the "engines per move" setting.

Components.txt
-Edit all engines to provide 4 to 6 standard movement. Leave bonus movement alone.
-Optionally create larger, heavier engines for larger ships, so you don't have to put 40 engines on a DN (just four 100kT massive engines).

With these settings, your escort (150kT, 3 EPM) with 6 ion engines (10kT, 4 MP) gets 8 movement, while a DS (300kT, 6 EPM) which is twice as heavy moves 4.
A DN (1000kT, 20 EPM) requires five ion engines to get 1 movement point.


quote:
Aint it possible to modularize the different new techareas ?
In that way that anyone can submit a techarea to you and you pack them all ?

Totally fine, the only problem is keeping the components balanced with other submissions, but that's the job of the guy putting it together

[This message has been edited by suicide_junkie (edited 07 June 2001).]
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