|
|
|
|
|
August 25th, 2004, 10:53 AM
|
|
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Tech Tree Mod
Okay. I've had another brainstorm and I'll be re-designing the tech tree for this mos yet again. In honor of the problems it's given me, I hereby christen this mod the Tech Tree Mod.
Status report: the new propulsion scheme works swimmingly. The AI designs useable ships. I haven't completed the weapons, so there has been no combat yet, but the AI scoots around the system with no problems.
Propulsion system:
The number of engine points each ship size requires per move is ("kt" x 2)/1000 rounded off with a minimum of one. Each size is set up to use 50% of kt for engine and supply components, but that decreases as construction is researched and miniaturized mounts become available.
That might seem like a lot, but it works well and makes ship designs a bit more realistic. (BTW, it makes colony ships HUGE)
There's no eta yet, but I'm working on it. I do need to find someone who'se willing to host the mod however. If you want to help out, just reply in this thread.
|
September 5th, 2004, 12:05 AM
|
|
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Tech Tree Mod
I've been working on an outline for this mod so I can get an idea of what it will look like when it's done. What I ended up with was a massive tree. All I can say is that this mod is gonna be awesome.
Here's the outline for your perusal. It use the SE4 Modder standard colors for the types of items.
[It seems that some were getting a white background when they downloaded the outline. This should fix it.]
|
January 27th, 2005, 05:12 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Tech Tree Mod
BUMP - The link system seems to be completely Frelled so I am bumping this thread.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
January 27th, 2005, 10:05 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Tech Tree Mod
Something I just saw...
What is the advantage of the QR over the HT in the reactors chart?
I presume the QR is a higher tech level, and while it provides the same supply, it costs more and is also more likely to be destroyed in combat.
The 4 extra hitpoints make no difference to the strength of the ship.
__________________
Things you want:
|
January 27th, 2005, 05:58 PM
|
|
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Tech Tree Mod
This is actually the same mod as The Pointer Mod.
The Quantum Reactor and the Hyperspace Tap both generated unlimited supplies and they were both discovered on the high end of the Physics tech tree. They used to be different sizes, but since I modified the propulsion system they became basically the same.
I just deleted the Quantum Reactor in the latest version of The Pointer Mod which I'll be updating to version 1.1 before the PBW game starts on Friday (tomorrow). There are still spots open if you'd like to join.
|
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
|
|
|
|
|