|
|
|
 |

September 17th, 2002, 03:25 AM
|
Private
|
|
Join Date: Sep 2002
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pirates and Nomads
Argh, sorry to keep posting these problems I am having. I loaded the new images from the image packs, and as the readmes said, I removed the old files like Components in favor of the new files, now my saved games won't load, it gives me an error saying it can't find the Components file. Do I need to rename the newcomponents to just components?
|

September 17th, 2002, 03:29 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Pirates and Nomads
Quote:
Originally posted by geoschmo:
I think you are reading something into the idea that isn't there. And if it is and I missed it you can certainly take it out. The idea as Pax explained it is each engine would move the ship one MP as it does in the stock game, but that as ships get larger each engine takes up more space indiviually. There is nothing that says the structure has to increase with hull size, only tonnage. So basehip engine under this system will be just as suceptible to engine damaging weapons as escort engines.
Geoschmo
|
That may be, but I would still prefer a system using many small engines than just a few huge engines. There is much more flexibility in such a system, allowing for more diversity in movement. With the big engines, you would get movement rates like 3, 6, 9, instead of anywhere between 1 and 9.
|

September 17th, 2002, 04:08 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pirates and Nomads
Quote:
Originally posted by Rainstorm:
Do I need to rename the newcomponents to just components?
|
Yup.
|

September 17th, 2002, 04:17 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pirates and Nomads
"There is much more flexibility in such a system, allowing for more diversity in movement. With the big engines, you would get movement rates like 3, 6, 9, instead of anywhere between 1 and 9."
No. You make an engine that gives 1 MP, and make it, oh, 20000t. (the point is that it's too big to use).
Then you make a mount for each ship size, restrict it to only that ship size. It reduces the engine size to an appropriate number. It's just like standard SE4 movement (minus movement bonuses), only the engines themselves get bigger as the ships do.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

September 17th, 2002, 04:58 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Pirates and Nomads
That's not quite the system Pax had proposed. I'd still prefer to have 30 engines than 3.
|

September 17th, 2002, 02:02 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Pirates and Nomads
Quote:
Originally posted by Imperator Fyron:
That's not quite the system Pax had proposed. I'd still prefer to have 30 engines than 3.
|
No, what Phoenix said actually is exactly the system Pax described in his post. If he revised that somewhere else we missed it apparently. The idea is to have a QNP system where larger ships require more space for engines, while still having each engine move the ship one standard movement point as it does in the stock game. Instead of having many more engines as standard QNP does, you have fewer, larger engines.
Your original complaint against the mount based was that it made larger ships more immune to engine destroying weapons. That was incorrect, under a mount based QNP system larger ships are no more or less susectable to engine destroying weapons. However, under "standard" QNP that you say you prefer the larger ships are much more immune to engine destroying weapons. It takes ten times more damage to kill 30 engines than it does to kill 3, assuming they have the same structure.
Geoschmo
[ September 17, 2002, 13:04: Message edited by: geoschmo ]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

September 17th, 2002, 03:57 PM
|
Private
|
|
Join Date: Sep 2002
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pirates and Nomads
To patch the TDM AIs for P&N, I just started the patch program, found the AI files (in the TDM directory) and patched them, is this correct? I have the sneaking suspicion in my current game that the AI is not working for some reason. I'm thinking I should have patched them in the game directory instead, but I'm not sure.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|