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December 22nd, 2002, 09:49 PM
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Second Lieutenant
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Re: New Mod: The Art of War Mod
Woo hoo!
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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December 26th, 2002, 12:27 PM
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Lieutenant Colonel
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Location: iola, ks, usa
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Re: New Mod: The Art of War Mod
A new Version! 0.81 is out, get it here: Aow v0.81.zip
This upgrade consists almost entirely of "guns or butter" decision work. You'll spend a lot more time in the early game researching infrastructure techs now. If you don't think you'll get rushed, that is...
Note: I haven't had much of a chance to playtest the changes to the resource/research/intel bonus facilies yet.
History:
v0.81
-Reduced the Robotoid Factory bonuss by 1/2.
-Move individual resourse bonus facilities to their own trees.
-Balanced facility costs for individual Resource bonus facilities (mineral scanner, etc.)
-Balance facilty costs for Resource Extractors.
-Balance Robotoid Factory facility costs.
-adjust Crew Areas maint. reduction.
-extend resource extractors down to 10 levels
-Balance component costs for Robo Miners.
-Extend RoboMiners down the 10 levels of resource extraction.
-Adjust Resource Extraction research costs.
-x-Re-adjust Resource Extraction research costs. (could still use some fine tuning)
-Expand research and intel facilities to 5 levels.
-Expand research and intel bonus facilities to 5 levels.
-Balance research and intel facility costs
-Balance research and intel bonus facility costs.
-Reduced the intel and research bonuss by 1/3.
-Reduce default build rate to 1000m/o/r per turn.
-Move intel and research bonus facilities each to their own research trees.
-?-Adjust Research and Intel research costs. (More playtesting required)
-Change space combat to 20 turns.
-Ground combat down to 3 turns.
-Add Eyecandy Systemnames, Events, Empire names, etc.
v0.80
-Added 9 levels of Space Yard(facility) and SY(component), researched thru Ship Construction and Space Yards(tech), along with Temporal counterparts.
-Added Armor Regeneration ability to all hull sizes. (excluding units)
-Cosmetic bug fix on abilities displays for hull sizes.
v0.71
-Ship Sizes changed in preparation for mQNP addition.
-NoAI mod files added.
-TDM Modpack formations.txt file added.
-Added Maint reducing components & ship specific mounts.
-Added P&Nv3.1b Maintenance settings.
-Adjusted ship hull costs to $1.2/kt.
-Rebalanced the number of Crew Quarters and Lifesupport with vessel size.
To Do list:
+++Maintenance+++
X-P&N maintenance settings.
X-Maint reducing components & ship specific mounts;
X-Adjust maint. reduction of Crew Areas.
X-Rebalanced # of Lifesupport and Crewquarters with shipsize.
---Adjust ship hull costs to 2.0$/kt.
---Add Base only crew areas, researched with base construction tech. (extra's like minor repair ability, etc.)
---Adjust Crew areas mounts so that instead of a fixed tonnage structure, CrA now take up x% of total hull tonnage structure.
+++Miscellaneous+++
X-Add no-AI mod files.
X-Add TDM Formations
---Add some P&N mounts.
---Balance the Cultural Modifiers.
X-Add Eyecandy Systemnames, Events, Empire names, etc.
+++Damage Allocation+++
---Small racial armors.
X-Add OA ability to all hull sizes. (excluding units)
---Various weapons balancing issues.
+++Ground Combat+++
X-Ground combat down to 3 turns.
---Increase "damage to kill 1m population" setting.
---Increase damage rating of the Neutron Bomb.
+++Space Combat+++
X-Change space combat to 20 turns.
---Rebalance the tohit%/ecm% (increase costs of characteristics, ala P&N)
---Add Manuevering thrusters.
---Ship/Fleet Training components (NOT facilities)ala P&N
--- ??? Change tohit size bonuses to 12% per 100kt.
---Correct tohit% size bonuses on non-standard hull sizes.
+++"Weapons or Butter"+++
X-9 levels of SY, researched thru ship construction, along with Temporal counterparts.
X-extend resource extractors down to 10 levels (9 researchable)
---Extend Repair tech down to 5(?) levels
---change monolith research to be dependant on resource extraction research. (ala P&N)
X-Reduce Robotoid Factory bonuses by 1/2.
X-Move individual resourse bonus facilities to their own trees.
X-Balanced facility costs for individual Resource bonus facilities (mineral scanner, etc.)
X-Balance facilty costs for Resource Extractors.
X-Balance component costs for Robo Miners.
X-Extend RoboMiners down the 10 levels of resource extraction.
X-Balance Robotoid Factory facility costs.
---Change population bonuses (ala proportions, P&N PBW
-x-Adjust Resource Extraction research costs.
---Change: increasing facility tech levels equate to increasing construction costs.
X-Reduce research and intel bonus %s by 1/3.
X-Expand research and intel facilities to 5 levels.
X-Expand research and intel bonus facilities to 5 levels.
X-Balance research and intel facility costs
X-Balance research and intel bonus facility costs.
---Reduce default build rate to 1000m/o/r per turn.
X-Move individual intel and research bonus facilities to their own trees.
-?-Adjust Research and Intel research costs.
+++Engines+++
---Supply usage decreases with engine tech level ala P&N, Exodus
---Double combat movement rates for fighters, missles.
-??Smaller vessels can mount more engines than
larger ones (ala dreadnaught and baseship).
OR
Add combat movement bonuses to smaller
hulls
OR
Make size-specific mounts for manuevering
thrusters; they add the combat movement
bonus.
---Extend tech tree (ala Exodus mod)
---Due to popular demand (relatively speaking), mQNP is back in.
[ December 26, 2002, 10:37: Message edited by: dumbluck ]
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December 26th, 2002, 03:26 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
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Re: New Mod: The Art of War Mod
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December 26th, 2002, 08:58 PM
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Second Lieutenant
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Re: New Mod: The Art of War Mod
Quote:
Originally posted by dumbluck:
A new Version! 0.81 is out, get it here: Aow v0.81.zip
***Oni No Snippage wanders through for a light snack***
---Due to popular demand (relatively speaking), mQNP is back in.
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Excellent! I'll download this and do some testing for you right away! 8)
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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December 27th, 2002, 12:03 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: New Mod: The Art of War Mod
Pax: I'm not entirely certain anymore if I had modded the sizes for the non-Ships of the Line hulls. You might want to double check that.
Edit: Also, be aware that I intend to do a little more modding to the Engines/move of the various hulls (with the intended end result being that smaller hulls will have a higher max speed than bigger hulls).
2nd edit: Of coarse, it might be easier to just add some bonus movement to the hull, instead of trying to adjust the engines per move...
[ December 26, 2002, 22:08: Message edited by: dumbluck ]
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December 27th, 2002, 05:45 AM
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Second Lieutenant
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Re: New Mod: The Art of War Mod
Quote:
Originally posted by dumbluck:
Pax: I'm not entirely certain anymore if I had modded the sizes for the non-Ships of the Line hulls. You might want to double check that.
Edit: Also, be aware that I intend to do a little more modding to the Engines/move of the various hulls (with the intended end result being that smaller hulls will have a higher max speed than bigger hulls).
2nd edit: Of coarse, it might be easier to just add some bonus movement to the hull, instead of trying to adjust the engines per move...
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The best way to do this is, differing caps on how many engines each ship can HAVE. mQNP is baed ont eh premise that X kT of engine will move Y kT of ship at Z speed .... while 5X will move 5Y at 5Z ... in a fairly linear fashion.
Let light ships (escort, destroyer, frigate, maybe light cruiser) have, say, 6 engines; medium ships (cruisers, battlecruisers, battleships) have 5; and heavy ships (dreadnought and up) have 4.
You might toy with a higher EPM for "noncombat ships" -- transports and such -- but even there ...
mQNP doesn't use epm to directly fiddle with X-engine-gives-Y-speed rates.
I modified my local copy of P&N to use mQNP (SJ hasn't been able to check it out yet AFAIK), and I set EPM universally at three, without changing the movement points of the engines. That changes how the engine-tech improvements work, but a given engine, properly mounted, will move ANY hull at the same speed ... the engine simply gets bigger as the hull gets bigger.
I won't mind doing the actual writing-of-datafiles work for the ships, engines, and mounts; you have my email, and I'm often in #se4. Drop by, we can discuss what you want done vs what I can do, then I'll take the grunt work off your hands, and let you focus more on the butter-or-guns parts of AOWar. 
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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December 28th, 2002, 01:05 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: New Mod: The Art of War Mod
Now, what's the fun of modding if I let you do it all?  I still like my idea, and will prolly toy around with it for the fun of it, just to see if I can actually make it work. If you have serious objections to people tinkering with mQNP, I'll just release your stock Version. I have another idea simmering in the back of my mind that might accomplish what I'm trying to do.
Edit: I forget, did you extend mQNP down into the fighters and drones?
2nd edit: my keyboard can't spell!
[ December 28, 2002, 11:11: Message edited by: dumbluck ]
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