.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old October 29th, 2004, 02:35 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Antares Mod preview

Well, I *think* I came up with a solution for how to parse and evaluate the expressions in C# without using type reflection, and it *might* even let me use true variables in expressions (e.g. compute 3*x + 4*x to be 7*x), but it's all on paper now and I haven't got a chance to implement it yet...

I did find, though, that part of the reason the program was running so slow was that I'd been running it with the debug symbols enabled for some time ... it's somewhat improved though still a bit slow now that I switched to the release Version

Back to the Antares Mod, I was testing out some weapons the other day in the combat simulator but they wouldn't fire and the AI ship I was fighting against would just move really slowly around the map in no particular direction... well, it took me until today to figure out that that was because I'd forgotten to add supply storage into the mod yet!

Speaking of supply storage, though, I was thinking about all the stupid scale mounts and such that are going into making this mod look like MOO2... for one thing, there are six types of crew quarters, one for each size of ship, and each size requires five crew quarters of its own type - AND of all smaller types! (So a cruiser requires 5 cruiser crew quarters, 5 destroyer crew quarters, and 5 frigate crew quarters.) If you're wondering why I made it 5 instead of 1, it's because of Neutron BLasters - I want even the weakest... HEY, wait, in MOO2, only hits of 5 points or above did any damage to the crew (aside from random casualties)! So I can just give the crew quarters 5 hitpoints each... or I could change the damage of neutron bLasters, since I can't make them do normal damage in addition to the neutron damage anyway, or I can do both in order to tweak the chance of crew being killed by stray shots of other weapons!

And in case you're wondering why all the fuss about crew quarters, it's because in MOO2, crew could perform boarding actions without the need for any special boarding party equipment; there were Troop Pods which doubled the crew capacity of a ship but aside from combat enhancements like Plasma Rifles (hmm, maybe I need to add multiple levels of crew quarters with enhanced boarding combat abilities?) that was it...

But what I was really talking about is scale mounts - because so many components in MOO2 are scaled to the ship, either in size or in effect amount, I'm going to need a LOT of scale mounts, even for the "essential" systems. The problem is, I can't scale everything with size, so for instance I can't make a deuterium fuel tank carry more supplies for a battleship than for a frigate. I suppose it doesn't matter because I could always make all engines use the same number of supplies and all weapons use zero supplies, and that would even be consistent with MOO2

But anyway, back to the scale mounts again... I'm going to have too many, even though I'm trying to consolidate them, and I'm afraid it will be too confusing for the player... so far I have a crew quarters scale mount and an armor/structure scale mount (which is used for the armor (hit first) and structure (leaky armor with equal hitpoints) of the ship), but I foresee the need for a shield scale mount, (possibly) an engine scale mount (though if I use the idea I mentioned before with the supply tanks I guess I won't need it), a fuel tank scale mount, a special systems scale mount (for things like Cloaking Devices and the like), and a computer scale mount. I suppose a good number of these scale mounts can be consolidated into one, but I haven't figured out which yet, and it would seem rather confusing to have a Shield/Armor/Special Systems scale mount and a Crew Quarters/Computer/Fuel Tank scale mount, now wouldn't it? But we'll see, they'll probably consolidate in some sort of logical fashion, or so I hope

Oh, and I think I'll do something different than I originally was going to with the ancient techs... I was originally going to have them scattered around as unique ruins techs, but rather underpowered, but I was facing the prospect of duplicating all of them (not that there are many ) for the Antarans... then I figured, hey, why bother with the unique techs, I never liked them anyway as they were too easy to get, so I'll just put them in at full strength techs available only for Antarans, but captureable... except that, since each Antaran ship analyzed only gives a 25% chance of giving a tech in MOO2, the first ship analyzed will simply open up a new research area and more analyzed ships will be required to get any useful tech I'm still trying to figure out whether or not to make the research cost of the ancient techs so huge, though, that after analyzing the first ship and getting the new tech area it would be impractical to research the other levels... hmmm....
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #12  
Old October 29th, 2004, 02:45 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Antares Mod preview

You can fairly easily use the same scale mount for a wide range of components... Just set up a standard range of scale mounts, and fiddle with the base size of each component to make it a different size for each ship hull. You can even use shield generators with the same mount, as the shield modifier will be ignored on non-shield generator components. All you are really doing is just scaling all of the components. So what if it is by the same factor? That doesn't mean all scaled components will be the same size... You can even just have two Versions, one that modifies structure and one that doesn't, if you want some components to have the same amount of structure irregardless of size...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #13  
Old October 30th, 2004, 02:53 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Antares Mod preview

Well, the Antares Mod had its first official battle today... a Cruiser armed with 2x Autofire Disruptor and 4x Heavy Plasma Cannon faced off against six Frigates with 2x Armor Piercing Gauss Cannon (all ships involved had Adamantium Armor/Structure but only Nuclear Drives since I hadn't bothered to put the other drives in yet )...

Well, I was expecting it to be a cakewalk for the cruiser, but I forgot about SE4's multiplex rules and the huge defense bonuses I gave to small ships... which means that my cruiser's first volley of plasma cannons (too far out for the disruptors to fire since they weren't heavy mounted) all missed... then some frigates closed in and fired their gauss cannons... ok, my cruiser took a bit of damage... then I closed in and fired again and destroyed a frigate with one shot... but the stupid multiplex rules kept me from shooting down any more ships with my remaining weapons! The next computer turn, the frigates destroyed all my internal systems, leaving only the armor, and the turn after, they destroyed the armor.

So much for tiny ships being useless... this is shaping up to be a quite interesting mod... especially with the MOO2 sounds playing whenever weapons fire
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:23 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.