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May 20th, 2003, 06:36 PM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Yes they do. They range from 10% to 35% bonus.
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May 20th, 2003, 09:57 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
bizarre... they showed up in the modder differently then the text file
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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May 20th, 2003, 09:58 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
bizarre... they showed up in the modder differently then the text file
__________________
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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May 20th, 2003, 10:39 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Really? Does it happen every time you load them in the modder? Maybe you found a really weird rare bug with the modder.
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May 22nd, 2003, 02:21 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Which would you (meaning anyone that cares to respond) prefer about ship size:
1) They should increase linearly as the do now.
eg: +50, +50, +50, etc.
2) They should increase exponentially (or at least the rate increase should get bigger with each tech level).
2a) eg: +50, +60, +70, +80, etc.
2b) or: +50, +100, +200, +400, etc.
3) There should be a large gap between "light" starships and "capital" starships, with a linear progression of ship sizes.
eg: 100, 150, 200, 250, ... , 400, 700, 800, 900, etc.
4) There should be a large gap between "light" starships and "capital" starships, with an increasing rate of change for progressing ship sizes.
eg: 100, 150, 210, 270, ... , 500, 600, 1000, 1100, 1220, 1360, etc.
5) Some other mechanism, with my explanation following.
Just some random values to illustrate the points.
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May 22nd, 2003, 03:23 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I personally like something like option 2b, albeit with a slower growth curve - each hull size is some percentage, say 125%, the size of the Last... I know about diminishing returns but it gets kind of silly when you get really high in levels you're spending ridiculous amounts of research points for minuscule improvements ... also, an exponential curve allows for a wider variety of ship sizes - MOO2 had ships ranging from 25 kT to 1200 kT and that was only 6 sizes (OK, so they did double or triple every size...) The only problem with that would be making it feasible to actually design the larger ships... either you'd need scale mounts (which don't work when the largest ship is over 100 times the size of the smallest) or you'd be clicking a LOT of components on the larger ships!
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May 22nd, 2003, 04:27 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Imperator Fyron:
Which would you (meaning anyone that cares to respond) prefer about ship size:
1) They should increase linearly as the do now.
eg: +50, +50, +50, etc.
2) They should increase exponentially (or at least the rate increase should get bigger with each tech level).
2a) eg: +50, +60, +70, +80, etc.
2b) or: +50, +100, +200, +400, etc.
3) There should be a large gap between "light" starships and "capital" starships, with a linear progression of ship sizes.
eg: 100, 150, 200, 250, ... , 400, 700, 800, 900, etc.
4) There should be a large gap between "light" starships and "capital" starships, with an increasing rate of change for progressing ship sizes.
eg: 100, 150, 210, 270, ... , 500, 600, 1000, 1100, 1220, 1360, etc.
5) Some other mechanism, with my explanation following.
Just some random values to illustrate the points.
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I think the different should not too big so that a little advance in research would result in a big advantage in combat, but big enough at high level.
I think it is simply better to multiply by a factor than to add a constant (even though it is similar)
For example you decide the size between m (min)and M (Max). You want N ships. k is the factor for size increase between two ship.
M = k ^ (N - 1) * m ==> k = (M / m) ^ (1 / (N - 1))
So if we take m = 100 and M = 2000, N = 10, we have:
k = (2000/100)^(1/(10-1)) = 1.39 (139%)
The size Sn = m * k ^ (n-1). But it is better to round it down to closest multiple of 10 (IMO):
100 140 190 270 380 530 740 1030 1430 2000
Just my opinion
(I used that one...)
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May 22nd, 2003, 05:44 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I know how to do math, you know.
Ed:
I am not going to use scale mounts. I am also not going to use ship hull size based mounts.
[ May 22, 2003, 04:47: Message edited by: Imperator Fyron ]
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May 22nd, 2003, 09:52 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I am thinking of having 3 ranges of ships separated by sizeable gaps. Light starships, capital ships, and even bigger ships, perhaps "titan" ships. The ship Groups would be staggered, so you would start to get some smaller capital ships while you are still getting new starship sized ships, and the same with capital ships and titan ships. I hope that made sense.
[ May 22, 2003, 08:52: Message edited by: Imperator Fyron ]
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May 22nd, 2003, 10:18 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I guess the advantage of this is that when reaching the gap every empires will have time to construct fleets of the maximum ship size of the current serie, without one empire making the ship size difference getting bigger and bigger.
The one that would have research bigger weapons may have a chance to change the balance during that gap, before his/her enemy finally get the first ship of the next serie (bigger weapon, same ship size). Then...
EDIT: After reading my own message, I wonder:
What will be the advantage of having a bigger hull in the Adamant mod?
EDIT2: Typo correction.
[ May 22, 2003, 10:15: Message edited by: StarBaseSweeper ]
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