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  #1  
Old April 12th, 2002, 04:57 PM

travislp travislp is offline
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Default Ship Sizes

A question about the hull sizes. Do the different hull sizes have any inherit structure points? I know once components are added the ship has damage resistance based on said components. But does the hull have any damage resistence itself and if it doesn't can it be modded in (adding armor as an abitlity to the hull)
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  #2  
Old April 12th, 2002, 05:05 PM

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Default Re: Ship Sizes

hulls have no inherrent hit points as far as I know
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  #3  
Old April 12th, 2002, 05:12 PM
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Default Re: Ship Sizes

You can modd TONNES of 'new' stuff for ship hulls. Here are some examples from an old modd of mine.

Name := Ares Class Light Cruiser
Short Name := Ares
Description := Highly experimental ship that combines Neural Combat devices and Combat Computers.
Code := ALC
Bitmap Name := LightCruiser
Vehicle Type := Ship
Tonnage := 450
Cost Minerals := 800
Cost Organics := 50
Cost Radioactives := 300
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 4
Tech Area Req 2 := Prototype Ship Construction
Tech Level Req 2 := 4
Number of Abilities := 3
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Fluid design and combat computers makes ship 25% harder to hit in combat.
Ability 1 Val 1 := 25
Ability 1 Val 2 := 0
Ability 2 Type := Combat Best Experience
Ability 2 Descr := This ship gets an experience level as high as any of your other ships in combat.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Multiplex Tracking
Ability 3 Descr := Allows tracking of 3 targets in combat.
Ability 3 Val 1 := 3
Ability 3 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 := 5
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Name := Atlas Class Cruiser
Short Name := Atlas
Description := Specialized military warship made of experimental materials that absorb and redirect energy.
Code := ACR
Bitmap Name := Cruiser
Vehicle Type := Ship
Tonnage := 550
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Prototype Ship Construction
Tech Level Req 2 := 5
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates 200 Phased Shield points.
Ability 1 Val 1 := 200
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Negates any damage of 40 or less.
Ability 2 Val 1 := 40
Ability 2 Val 2 := 0
Ability 3 Type := Shield Generation From Damage
Ability 3 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 3
Requirement Min Crew Quarters := 3
Requirement Uses Engines := True
Requirement Max Engines := 4
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0


I've never tried inherent hit points (Armor) so I don't know if it can be done but everything else you see above does work. (at least in non-gold it did, don't have gold quite yet.) You can also add engines ability (combat movement only) and combat movement engines can also be added to bases so they get movement during combat. The funny thing is the engines that work for bases during combat don't work for sat's, very strange

[ 12 April 2002: Message edited by: Deathstalker ]

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  #4  
Old April 12th, 2002, 05:15 PM
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Default Re: Ship Sizes

The hull has absolutely no inherent hitpoints.
The closest thing is the required components. Bridge/LS/CQ get you 10 hitpoints each.

Any abilities you give the hull are indestructible, since it doesn't enter into damage calculations.
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  #5  
Old April 12th, 2002, 05:22 PM

travislp travislp is offline
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Default Re: Ship Sizes

So I can add abilities but not armor. And any ability I add will remain with the hull regardless of what components go into it. That could make for a very powerful platform with some serious built in abitities.
The reason I asked about the hit points is because I modded a reinforced hull component that I was hoping I could incorporate directly into the hull.
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  #6  
Old April 12th, 2002, 05:53 PM

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Default Re: Ship Sizes

I like those ship classes deathstalker. Gives me some great idea's for new hull classes. Thanks for the input
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  #7  
Old April 12th, 2002, 10:17 PM
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Default Re: Ship Sizes

Thanks no problem.

Here's two more I found useful as well:

Name := Heavy Prospector Ship
Short Name := Heavy Prospector Ship
Description := Bulky deep space ship used for resource extraction from empty planets and asteroids. Uses solar energy as a secondary drive source.
Code := HPS
Bitmap Name := SpaceStation
Vehicle Type := Ship
Tonnage := 1000
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Deep Space Mining
Tech Level Req 2 := 2
Number of Abilities := 4
Ability 1 Type := Combat To Hit Defense Minus
Ability 1 Descr := Large size makes ship 80% easier to hit in combat.
Ability 1 Val 1 := 80
Ability 1 Val 2 := 0
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduced wear and tear allow for a decrease in maintenance cost of 80%.
Ability 2 Val 1 := -80
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Minus
Ability 3 Descr := Large size makes ship weak in combat. -80% to Weapons To Hit.
Ability 3 Val 1 := 80
Ability 3 Val 2 := 0
Ability 4 Type := Solar Supply Generation
Ability 4 Descr := Solar reactor generates 125 supply/turn per star in system.
Ability 4 Val 1 := 125
Ability 4 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 4
Requirement Min Crew Quarters := 4
Requirement Uses Engines := True
Requirement Max Engines := 2
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Name := Oracle Class Scout Ship
Short Name := Oracle Frigate
Description := Highly specialized recon and stealth vehicle.
Code := OFG
Bitmap Name := Frigate
Vehicle Type := Ship
Tonnage := 200
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 300
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 3
Tech Area Req 2 := Prototype Ship Construction
Tech Level Req 2 := 3
Number of Abilities := 6
Ability 1 Type := Long Range Scanner
Ability 1 Descr := Allows scanning of targets 3 sectors away.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Small size, speed and sensors make this ship +45% less likely to get hit in combat.
Ability 2 Val 1 := 45
Ability 2 Val 2 := 0
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 1 Active EM scans.
Ability 3 Val 1 := EM Active
Ability 3 Val 2 := 2
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 1 Passive EM scans.
Ability 4 Val 1 := EM Passive
Ability 4 Val 2 := 2
Ability 5 Type := Combat To Hit Offense Minus
Ability 5 Descr := Ship highly unsuited for direct combat. -50% to Weapons To Hit.
Ability 5 Val 1 := 50
Ability 5 Val 2 := 0
Ability 6 Type := Sensor Level
Ability 6 Descr := Allows EM Active scanning at level 2.
Ability 6 Val 1 := EM Active
Ability 6 Val 2 := 2
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 := 8
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0


The biggest problem with adding/subtracting abilities is the temptation to go overboard. Certain ships have weaknesses but modd them enough and a frigate can take down a baseship. Even the above ships can be misused, the stealth ship is possibly too powerful, it all depends when you discover it. And keep in mind what one person thinks is 'balanced' another thinks is way to powerful, or too useless!

There is a full copy of my modd in the downloads section (the D-Mod) for Version 1.49 of non-gold se4 (though I will be updating it in the hopefully near future) you are welcome to look to it for 'inspiration' , I know the modding of S_J/Devnull and the others here has been a BIG influence on myself.

The one modd I would love to see is a complete 'Master of Orion' conVersion, with races, tech etc. Maybe someday
.
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Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
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  #8  
Old April 13th, 2002, 01:19 AM
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Default Re: Ship Sizes

SJ, does the current Version of P&N still have your "Hardened Bulkheads" component? Those sounded like they'd have the effect that travislp wants.
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  #9  
Old April 13th, 2002, 06:12 AM

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Default Re: Ship Sizes

Thanks deathstalker. I'll definately take a look at your mod.
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  #10  
Old April 13th, 2002, 04:27 PM
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Default Re: Ship Sizes

Yes, they're called "buckytube gel armor" now.
The only concern is that you can put as many as you like on your ship, and the only limiting factor is cost.
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