.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 26th, 2006, 07:08 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

An easy way to make small ships more effective is to employ a QNP scheme, modify the large mounts so they don't give such an overwhelming advantage in terms of damage/kT and lastly make some balanced offense/defense modifiers.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #2  
Old March 26th, 2006, 07:52 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

Depending on how you'd set up a mod, it would not be much of a problem to make the AI design different size ships or better versions of early hulls.
I'd be easy to make 3 ships-of-the-line, say, one destroyer class, one cruise class and one battleship class and get a mix of these ships.

You can restrict the sizes of each class in AI_designcreation.txt and use different design type (Attack Ship, Kamikaze Attack ship, and Boarding Ship) for each size class. You can then control the build ratio of the these designs in the AI_Construction_Vehicles.txt.

For more then 3 ship classes, it gets a bit more complicated, but it's also do-able.
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #3  
Old March 26th, 2006, 07:56 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

One question I often ask myself, though, when discussing this topic. If bigger isn't better, why reserch higher levels of ship construction?
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #4  
Old March 26th, 2006, 08:37 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

I think the idea here is that players want both types to be viable together for the duration of a game.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #5  
Old March 27th, 2006, 10:12 AM

StarShadow StarShadow is offline
Sergeant
 
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
StarShadow is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

It's also somewhat more realistic to have fleets that aren't all composed of your largest hull, in my opinion at least.

I was thinking, most of a ships cost comes from it's components/weapons and only a small fraction from the hull. So a small mount that reduced weapon cost as well as size/damage/etc makes sense to me, so I came up with:

Long Name := Small Ship Mount
Short Name := Small Mount
Description := Smaller sized weapon mount which decreases weapon size by 2 times. Requires a vehicle size of 400kT or less. Can only be used on Direct Fire weapons.
Code := S
Cost Percent := 25
Tonnage Percent := 50
Tonnage Structure Percent := 50
Damage Percent := 75
Supply Percent := 50
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 150
Vehicle Size Maximum := 400
Weapon Type Requirement := Direct Fire
Vehicle Type := Ship
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5

I also revised the advanced small hulls a bit.

Name := Advanced Escort
Short Name := Adv. Escort
Description :=
Code := AES
Primary Bitmap Name := Escort
Alternate Bitmap Name := Escort
Vehicle Type := Ship
Tonnage := 150
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Number of Abilities := 6
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 60% harder to hit in combat.
Ability 1 Val 1 := 60
Ability 1 Val 2 := 0
Ability 2 Type := Phased Shield Generation
Ability 2 Descr := Advanced hull design incorporates a phased energy matix.
Ability 2 Val 1 := 100
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Advanced targeting system increases chance of hitting enemies by 50%
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0
Ability 4 Type := Emissive Armor
Ability 4 Descr := Advanced hull design is resistant to damage.
Ability 4 Val 1 := 30
Ability 4 Val 2 := 0
Ability 5 Type := Extra Movement Generation
Ability 5 Descr := Lightweight composites enable faster movement.
Ability 5 Val 1 := 8
Ability 5 Val 2 := 0
Ability 6 Type := Supply Storage
Ability 6 Descr := Energized hull functions as extra supply storage.
Ability 6 Val 1 := 1000
Ability 6 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 2
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Name := Advanced Frigate
Short Name := Adv. Frigate
Description :=
Code := AFG
Primary Bitmap Name := Frigate
Alternate Bitmap Name := Frigate
Vehicle Type := Ship
Tonnage := 200
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 6
Number of Abilities := 6
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 50% harder to hit in combat.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Phased Shield Generation
Ability 2 Descr := Advanced hull design incorporates a phased energy matix.
Ability 2 Val 1 := 150
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Advanced targeting system increases chance of hitting enemies by 50%
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0
Ability 4 Type := Emissive Armor
Ability 4 Descr := Advanced hull design is resistant to damage.
Ability 4 Val 1 := 50
Ability 4 Val 2 := 0
Ability 5 Type := Extra Movement Generation
Ability 5 Descr := Lightweight composites enable faster movement.
Ability 5 Val 1 := 8
Ability 5 Val 2 := 0
Ability 6 Type := Supply Storage
Ability 6 Descr := Energized hull functions as extra supply storage.
Ability 6 Val 1 := 1500
Ability 6 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 2
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Name := Advanced Destroyer
Short Name := Adv. Destroyer
Description :=
Code := ADS
Primary Bitmap Name := Destroyer
Alternate Bitmap Name := Destroyer
Vehicle Type := Ship
Tonnage := 300
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 7
Number of Abilities := 6
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 50% harder to hit in combat.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Phased Shield Generation
Ability 2 Descr := Advanced hull design incorporates a phased energy matix.
Ability 2 Val 1 := 200
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Advanced targeting system increases chance of hitting enemies by 50%
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0
Ability 4 Type := Emissive Armor
Ability 4 Descr := Advanced hull design is resistant to damage.
Ability 4 Val 1 := 70
Ability 4 Val 2 := 0
Ability 5 Type := Extra Movement Generation
Ability 5 Descr := Lightweight composites enable faster movement.
Ability 5 Val 1 := 6
Ability 5 Val 2 := 0
Ability 6 Type := Supply Storage
Ability 6 Descr := Energized hull functions as extra supply storage.
Ability 6 Val 1 := 2000
Ability 6 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 3
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

I'm just not sure that they are well balanced though, I haven't had time to do much testing. I have the advanced escort appearing when the cruiser does. The advanced frigate is availible with the battle cruiser and the advanced detroyer with the battleship. They aren't really meant to be able to go 1-on-1 with their larger counterparts.
Reply With Quote
  #6  
Old March 27th, 2006, 07:34 PM

Dizzy Dizzy is offline
Corporal
 
Join Date: Mar 2006
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
Dizzy is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

I like the idea of advanced smaller hulls, but can we get the AI to build them?

Mb if we had a generic template tutorial on just this specific thing, I;d tackle it.
Reply With Quote
  #7  
Old March 27th, 2006, 08:10 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

Quote:
Dizzy said:
I like the idea of advanced smaller hulls, but can we get the AI to build them?

Mb if we had a generic template tutorial on just this specific thing, I;d tackle it.
yes, you can. See my earlier post. Decide on 3 shipsizes and limit the size for each class.

Well, if it was a generic tutorial it wouldn't be specific and vice versa, now would it? =)
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #8  
Old March 27th, 2006, 11:02 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

Quote:
Rollo said:
One question I often ask myself, though, when discussing this topic. If bigger isn't better, why reserch higher levels of ship construction?
Because bigger is better - for some things, but not for all things.
Reply With Quote
  #9  
Old March 28th, 2006, 01:26 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

Quote:
PvK said:
Quote:
Rollo said:
One question I often ask myself, though, when discussing this topic. If bigger isn't better, why reserch higher levels of ship construction?
Because bigger is better - for some things, but not for all things.
Yeah, that's the key. The SE IV ship design system doesn't take scale into account so 'bigger' turns out to be better in every way when it shouldn't be.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:08 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.