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February 2nd, 2002, 05:01 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Right. What about getting the AI to choose the best available hull from among the big old hulls...
Would a separate design for each hull, listed in the proper order in the AI_design_creation.txt work?
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February 2nd, 2002, 05:21 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Leave that problem until we want to patch the AI.
BTW, we still didn't try the "useless ability" for big engines.
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February 2nd, 2002, 09:25 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
BTW, There are some sites on the web that offer schematics, graphics and specs of Trek universe ships.
One of them is:
www.ditl.org
Just to let y'all know.
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February 3rd, 2002, 05:45 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
This is an answer of what was posted in the B5 mod thread.
quote: From what you posted before, and what I've translated, the difference between the Fission engines and the HKIDs would be the fact that the HKIDs can store 1000x more supplies
If you're talking about B5 fission engines, they have 0 supply storage. 1000*0=0
Their dependance on reactors is something I like and you were probably refeing to supplies stored in their reactors.
quote: Atomic drives == fission engines.
Basic average engine.
Implosion drives == gravitic drives
More MP/KT, but much higher cost, maybe lower fuel efficiency.
HK Ion drives ?? fission engines
(SW only) Slightly more MP/KT than Atomic drive, but nearly unlimited supplies, and almost zero maintenance.
I'm revising numbers.
I'm not sure if a ship using implosion drives should be faster than one with ion drives. Maybe only sligtly more but consume much more supplies (making it require more reactors than usual).
BTW I couldn't find a way to make a Hyperdrive (emergency energy) + a Hyperdrive Motivator (0 building, 1 repair SY) consume a lot of supplies as they are supposed to.
Every turbolaser gun is fired by 1 or 2 exclusive gunners each with indipendent sensors and computer assisted targeting. (some even have their own small redundadnt power source to continue firing if central power fails)
As I see it every weapon should be able to target enything without a multiplex tracking. But that's impossible, so I'll give them a built-in insanely strong multiplex tracking (and ISD carries ~150 weapons) or maybe included in a targeting computer (combat sensor).
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February 3rd, 2002, 06:21 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: If you're talking about B5 fission engines, they have 0 supply storage. 1000*0=0
Their dependance on reactors is something I like and you were probably refeing to supplies stored in their reactors.
Right. So once HKIDs come out, you also get a BEC (hypermatter) reactor as a simultaneously required tech.
You could install the reactors on any ship and use them to power a more efficient drive, but the fact that the HKIDs are almost free means that the other drives remain viable in only a small range of uses.
quote: I'm not sure if a ship using implosion drives should be faster than one with ion drives. Maybe only sligtly more but consume much more supplies (making it require more reactors than usual).
Also a higher maintenance cost per MP, right? That would leave you the options of:
- small fleet of slightly faster ships
- jaw-dropping numbers of slower ships.
- piles of slower ships, and a few special forces speedships.
quote: BTW I couldn't find a way to make a Hyperdrive (emergency energy) + a Hyperdrive Motivator (0 building, 1 repair SY) consume a lot of supplies as they are supposed to.
You've got it as an emergency movement pod already, right? Try making it an emergency supply pod too, providing -9999 supplies.
"(some even have their own small redundadnt power source to continue firing if central power fails)"
SE4's got that down already
Building the multiplex into the weapons is a good idea.
Beware of stacking combat sensors on different component families!
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February 3rd, 2002, 10:40 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Mov/Ton of all engines
Standard:
Name
Ion Engine
Tonnage: 10
Movs: 1
Ratio: 0.1
Contra - Terrene Engine
Tonnage: 10
Movs: 1
Ratio: 0.1
+ 1 bonus
Jacketed - Photon Engine
Tonnage: 10
Movs: 1
Ratio: 0.1
+ 2 bonus
Quantum Engine
Tonnage: 10
Movs: 1
Ratio: 0.1
+ 3 bonus
B5 Fission:
Size: Light - Medium - Heavy - Huge
Ton: 10 - 60 - 100 - 200
Mov: 1 - 7 - 12 - 25
Ratio: 0.1 - 0.116666667 - 0.12 - 0.125
B5 Fusion:
Size: Light - Medium - Heavy - Huge
Ton: 5 - 30 - 50 - 100
Mov: 1 - 7 - 12 - 25
Ratio: 0.2 - 0.233333333 - 0.24 - 0.25
B5 Anti-Matter:
Size: Light - Medium - Heavy - Huge
Ton: 5 - 30 - 50 - 100
Mov: 1 - 7 - 12 - 25
Ratio: 0.2 - 0.233333333 - 0.24 - 0.25
+1 bonus
B5 Gravimetric:
Size: Light - Medium - Heavy - Huge
Ton: 5 - 30 - 50 - 100
Mov: 1 - 7 - 12 - 25
Ratio: 0.2 - 0.233333333 - 0.24 - 0.25
+1 bonus
(most advanced engine of each tech gets a little smaller size and a slightly increment in ratio)
So basically all B5 engines come in these "mounts"
Mount - Ton/Cost/Sup - Movs
Light - 1x - 1x
Medium - 6x - 7x
Heavy - 10x - 12x
Huge - 20x - 25x
I'll add a new scale called Massive (50x - 80x) but I'll have to be careful not to pass the 255 movs limit (before dividing by the eng per move).
That's really a bad restriction to newtonian movements in really big ships.
My idea of SW
Atomic Drives
Size: Light - Heavy - Massive
Ton: 12 - 120 - 600
Mov: 1 - 12 - 80
Ratio: 0.083333333 - 0.1 - 0.133333333
Implosion Drives
Size: Light - Heavy - Massive
Ton: 10 - 100 - 500
Mov: 1 - 13 - 85
Ratio: 0.1 - 0.13 - 0.17
(Ratios are lower than HKID, but since max engines are by number not % you can get higher final speed, supply consume will also be very high)
HK Ion Drives
Size: Light - Heavy - Massive
Ton: 8 - 80 - 400
Mov: 1 - 12 - 80
Ratio: 0.125 - 0.15 - 0.2
So I hope this explains my original point with numbers.
I made HK Ion Drives slightly better than standard ION ENGINES, and I'm also too close to the maximun limit to make them any better.
I can't show progress in propulsion if I make SW atomic drives == B5 fission engines
As I see it we have to option.
Make B5 fission engines worse (are they supposed to be primitive anyway?)
Or forget about this little idea of making similar techs have similar performance.
BTW gravity manipulation hasn't been left behind in starwars, Repulsorlifts (anti-grav engines) are still very used and the best choice within a planet. They are used not only by ships but also by land speeders atmospheric fighters, and droids. I didn't mention them because they'd have no use in SE IV. Interdictors can project planet sized gravity wells, and tractor beams operate with a combination of gravitic and magnetic pull.
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February 3rd, 2002, 11:20 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: I made HK Ion Drives slightly better than standard ION ENGINES, and I'm also too close to the maximun limit to make them any better.
I can't show progress in propulsion if I make SW atomic drives == B5 fission engines
As I see it we have to option.
Make B5 fission engines worse (are they supposed to be primitive anyway?)
Or forget about this little idea of making similar techs have similar performance.
Or break up the B5 fission engine into two: Normal and advanced fission engines.
With the first bit of propulsion tech research, B5 goes to advanced fission, while SW goes to implosion.
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