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  #1  
Old December 30th, 2002, 06:30 PM

LostCommander LostCommander is offline
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Default Re: New Mod: The Art of War Mod

This looks like it will be really neat! Keep up good work!
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  #2  
Old December 31st, 2002, 03:31 PM

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Default Re: New Mod: The Art of War Mod

Fyron: (emphasis added)
Quote:
Originally posted by dumbluck:
I was thinking of resurrecting this mod on my own, with my extremely limited abilities. More specifically, I was wanting to incorperate most of it's ideas into a tech-grid kind of mod. (you know, one where, for instance, you research different techs to increase missile range, increase missile damage resistance, increase missile speed, etc. etc. etc.) ....
This is pretty low on the priority list, right now. I'm no longer even sure if I'm willing to commit that much time and effort into this mod (look how long it's taken me to get this far!!!). But I'm keeping it in mind.
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Old December 31st, 2002, 03:44 PM

dumbluck dumbluck is offline
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Default Re: New Mod: The Art of War Mod

Pax: The reason that I like messing with the EPM is that it allows for a high amount of granularity. (is that even a word?) However, another way of (sorta) achieving what I'm looking for is to slowly decrease the efficiency of engines as hull size increases. For example, you have total engine tonnage that are always 10% of the total hull tonnage (I don't recall the actual #s off the top of my head). What if that % slowly increased with hull size? So that an Escort uses 10% for engines, but a Frigate uses 12%, and a destroyer uses 13%, etc. etc. etc. Even better would be to set it up based on tonnage increase, instead of class increase. Now, every time the hull size increases 100kt, the % needed for engines goes up 1%.

Does that make any sense? Of coarse, these numbers are just off the top of my head, atm...

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[ December 31, 2002, 14:37: Message edited by: dumbluck ]
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Old January 21st, 2003, 02:39 AM

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Default Re: New Mod: The Art of War Mod

Ok. First off, thanx to mumbles I know that I left a minor file out of the Last .zip file. Here is the corrected file:

AoWv0_81.zip

2nd: Pax, if you're still interested in working on this with me, I'm leaning towards the Hybrid model of the mQNP. 9 levels of ship construction is easily divided into 3 levels of Engine sizes. Oh and I can't find your e-mail addy anywhere, so if you could send me a quick email, I'd appreciate it.

3rd: If you read the Alpha tester thread, you may have noticed that I mentioned a departure from the standard SY model. This is what I was thinking of:

---3 levels of SYfacilities, with very low build/repair rates, researchable thru the SY tech field.
---9 levels of base mountable SYcomponents, small and with low build rates. Components increase in size as tech levels advance (but the build rate/kt ratio improves with tech increases). They are researched thru the Ship Construction tech field. They have minor repair abilities. Base SYcomponents are NOT limited to one per ship. So their buildrates are stackable. (If I understand the game mechanics correctly)
---3 levels of ship mountable SYcompontents, larger than and with faster build rates than Base mountable Versions. However, they are intended to be considerably less effiecient than a dedicated Base SY. The build rate/kt ratio improves with tech increases; or alternately, increased tech levels may just reduce the maintenance penalty (see below). They're limited to one per ship. They might also include a minor repair ability. They are researched thru the SY tech field. I haven't yet decided whether they will be more or less efficient than Planetary SYs.
---Each SY tech level (or possibly Base Construction instead of SY tech) also yields mounts that reduce the size of Base SY components slightly.
---I'm also considering adding a maintenance penalty to the components to make them cheap to build, but expensive to maintain and run. I have yet to decide whether to make the penalty decrease with tech level, remain steady, or tie it to the buildrate/kt ratio.

The general idea is that Planetary SYs would be just about useless. You need them (or a ship based SY) to build your first orbital Base SY, but after that, you'd probably be better off scrapping it to open up the facility slot. Most ship construction would occur at Base SYs. Mobile SYs give up a lot of efficiency in exchange for that mobility, and would probably have steaper maintenance penalties than the stationary variety (after compensating for the base hull mainteance bonus).

I'm hoping to keep it down to about 5 SY components per base in order to avoid absurdly high repair rates. Thus the gradual size increases, to somewhat keep up with the implementation of larger base sizes.

Of coarse, this whole concept hinges on the assumptions that SY build rates stack and that I can remove the one per ship tag on the SY components. Assumptions I haven't tested yet.

OK, are there any questions/comments/observations?

[ January 20, 2003, 12:49: Message edited by: dumbluck ]
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  #5  
Old January 26th, 2003, 03:25 AM
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Default Re: New Mod: The Art of War Mod

You can not have a ship or base design with more than 1 SY. Only planets can be set to use the SY Expansion Projects.
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Old January 26th, 2003, 05:17 AM
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Default Re: New Mod: The Art of War Mod

Fyron is correct there DL. The Space Yard component doesn't have a one per ship restriction to remove even. If you look in the components file it says none on that line. The one per ship limit is a hard code thing.

You could simulate it though by having several different space yard comps at each tech level, with progressivly more construct ability and progresivly larger size as well.

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Old January 26th, 2003, 05:20 AM

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Default Re: New Mod: The Art of War Mod

"The one per ship limit is a hard code thing."

So is the one per planet thing, but SJ found a way around that. The retrofit code is probably a bit tighter though. More easily abuseable.

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