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Old May 10th, 2002, 05:43 PM
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Default Re: Pseudo-Newtonian Movement

I have written an AI patcher specifically for that job.

Just select the mod from the dropdown box, and browse to the AI you wish to patch. Easy as that.

Try it on TDM AIs for extra fun.

(It's in my P&N downloads section, see sig)

Quote:
Both claim pseudo-newtonian but the results are much different.
The definition of QNP is that speeds are divided by the mass of a vehicle.
It dosen't matter what scale is used, as long as a ship that is twice as big needs twice as many engines to move the same speed.

Quote:
Under SJ's movement ships would be faster and have more supply while under PVK's the ships would be slightly slower but have minimal supply.
Not nessesarily. In P&N, you can build a ship that moves 20 sectors per turn, but it would be just one big pile of engines with a Bridge and lifesupport stuck on the top. Obviously this kind of ship is next to worthless, except maybe as a galaxy-mapping scoutship.

I find that my ships all have between 5 and 7 MP as I go from low tech to high-tech. Even though I could make them much faster, but that would mean sacrificing weapons or armor, which goes against my racial strategy.

My dad likes to pile on the engines, and is buzzing around the galaxy in flimsy, 8 - 12 MP ships.

My brother goes for more weapons. Weapons, and solar sails for the zero fuel use. He ends up slower and somewhat flimsier than my ships, but never needs to resupply, and packs a mean punch.

Faster, slower, more or less weapons and defenses, its all a matter of economic and cultural influences when QNP is properly applied Everything has a niche use.

[ 10 May 2002, 16:58: Message edited by: Suicide Junkie ]
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