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  #151  
Old December 26th, 2002, 03:26 PM
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Default Re: New Mod: The Art of War Mod

dumbluck; You have been a buzy little beaver, I can see!

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  #152  
Old December 26th, 2002, 08:58 PM
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Default 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.
Excellent! I'll download this and do some testing for you right away! 8)
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  #153  
Old December 27th, 2002, 12:03 AM

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Default 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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  #154  
Old December 27th, 2002, 05:45 AM
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Default 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...
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.
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  #155  
Old December 28th, 2002, 01:05 PM

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Default 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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  #156  
Old December 28th, 2002, 09:09 PM
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Default Re: New Mod: The Art of War Mod

You know what you need DL? Tech grids. That would add a lot of art to researching.
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  #157  
Old December 29th, 2002, 03:48 AM
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Default Re: New Mod: The Art of War Mod

Quote:
Originally posted by dumbluck:
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.
I'm not at ALL un-amenable to people tinkering with mQNP ... in fact I *encourage* it. I'm merely offering to take osme fo the grunt work off your hands, in teh process of your using something *I* have been kinda pushing for.

Quote:
Edit: I forget, did you extend mQNP down into the fighters and drones?
No, the sample I sent you was just that, a sample -- based solely on the ship hulls. Okay, a *functional*, useable sample ... but a sample nonetheless.

Quote:
2nd edit: my keyboard can't spell!
Heh. Well, I'm posting froma friend's NT box, on a cable modem ... and I am JEALOUS of the modem ... it loads these forums up in an eyeblink ... !

I'll trade my slow-as-frozen-molasses-on-the-moon's-dark-side modem, and my keyboard, for your can't-spell-worth-crud keyboard and (probably) faster net connection!

LOL

[ December 29, 2002, 01:49: Message edited by: Pax ]
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  #158  
Old December 30th, 2002, 06:30 PM

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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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  #159  
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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  #160  
Old December 31st, 2002, 03:44 PM

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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...

Quote:
...you have my email...
I do? I hope it's in my mailbox, then...

PS: I have a cable modem, too.

[ December 31, 2002, 14:37: Message edited by: dumbluck ]
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