.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
  #231  
Old January 28th, 2002, 10:59 PM
thorfrog's Avatar

thorfrog thorfrog is offline
Sergeant
 
Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
Thanked 0 Times in 0 Posts
thorfrog is on a distinguished road
Default Re: Babylon 5 Mod

I believe the limit is 255 systems.
Reply With Quote
  #232  
Old January 28th, 2002, 11:24 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

That's what I thought... I was hoping it would be more so I could create "hyperspace" systems under the "realspace" systems. Guess I could move it to special quadrants like SJ did, though I wanted to keep the warp paths more consistant to the B5 game maps.
Reply With Quote
  #233  
Old January 29th, 2002, 12:22 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

IF: The current armor setup goes like this:

Most armors are actually inert internal components, that are extremely likely to be hit before any other components.
They come in 4 grades:
Structural: Extremely high HP/KT rating. Usually hit Last. Comes in 1KT chunks.
Light: high HP/KT. Usually hit before sensitive electronics, but after anything larger. Small chunks
Medium: moderate HP/KT. Usually hit before anything other than the large guns. Average sized chunks.
Heavy: low HP/KT (for armor). Approximates SE4 classic armor. Massive chunks.

Then we have the fancy high tech armor & items.
Shield generation + Crystalline ability forms the basis for things such as "refractive armor", "shadow armor", and "gravitic deflectors", all of which can knock off the first few points of damage from a hit.

To keep the ability levels on these armors from stacking too high on large ships, there are two Versions of each.
Primary X Armor: Limited to 1 per ship. Provides the full ability amount.
Additional X Armor: Unlimited amount, provides 10% to 25% of the ability amount of the primary, and is slightly larger & stronger.

That makes the additional plates more likely to be hit first, and means that a 1650KT ship will have only 2 to 3.5 times more special ability than a 150KT ship.

One thing I'm wondering is:
How much stronger should the armor get as tech improves?
Should it keep pace with weapons tech, or become relatively stronger/weaker?
Reply With Quote
  #234  
Old January 29th, 2002, 12:41 AM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

That's a good question... B5 weapon/shield tech wasn't too much a priority in the show, it seemed like new weapons were being developed throughout, but not much in the way of shield/armor. I would say it should keep pace with weapons tech in percentages, though I think it should be very expensive to research as you go up levels, maybe even require the person to research "Advanced Armor" tech before freeing up the next level of each armor group. Also, the armor/shields should plateau at some point before weapons do - in effect this will allow the weapons of a particular 'age' to outstrip armor from the same tech 'age' (Young v. Middle v. Old v. Ancient).
Reply With Quote
  #235  
Old January 29th, 2002, 07:46 AM
Rambie's Avatar

Rambie Rambie is offline
Sergeant
 
Join Date: Jul 2000
Location: Centerville, Utah, USA
Posts: 316
Thanks: 0
Thanked 0 Times in 0 Posts
Rambie is on a distinguished road
Default Re: Babylon 5 Mod

quote:
Originally posted by Val:
That's what I thought... I was hoping it would be more so I could create "hyperspace" systems under the "realspace" systems. Guess I could move it to special quadrants like SJ did, though I wanted to keep the warp paths more consistant to the B5 game maps.


I wouldn't stress over hyperspace. I'd rather see a big map with plenty of systems to conquer than "hyperspace" systems.

Keep up the great work, it's looking great!
__________________
Rambie
www.xmission.com/~rstulce
Reply With Quote
  #236  
Old January 30th, 2002, 12:44 AM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

I was thinking about layering another map under the existing map with the different warp points set distances from each other, this way it takes some time to move through hyperspace, rather than the instantaneous transfer. Would be much easier to have a move delay on jump points
Reply With Quote
  #237  
Old January 30th, 2002, 01:06 AM
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: Babylon 5 Mod

Layering another map? Can two systems exist in the same spot on the map? Or were you making these "hyperspace" systems be in an adjacent spot to the system that they are supposed to represent?
__________________
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
  #238  
Old January 30th, 2002, 01:22 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

Two systems can be at the same location on the map, but the only thing that accomplishes is being a pain in the butt when trying to select systems.
Better to place them "up one and right one square" or somesuch.
Reply With Quote
  #239  
Old January 30th, 2002, 05:49 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Babylon 5 Mod

I had actually tested it out and put several HS systems 'under' the existing systems. The effect was that it WAS a pain to monitor the HS systems, unless you had a ship in it (then go through the ship list). The HS systems also allowed time to be chewed up on jumps, rather than the instantanious jumps in the current B5 Map. It worked well, just a ROYAL pain to create.

Also - anybody out there have any pics/closeups of any B5 weapons? I've completed ~60 or so to date, but I am having trouble with what some of the Gravitic (Brakiri) and Antimatter (Vree) weapons look like. Any pics would be of help
Reply With Quote
  #240  
Old January 30th, 2002, 06:20 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Babylon 5 Mod

Val: RE hyperspace.

Since you're making a map in the editor anyways, why not create paths through hyperspace.

IE: fill up a "hyperspace" system with red storms, that dish out 5000 damage. Then, create a warppoint in, clear a path straight across (arbitrary number of squares), then a warppoint out to the destination.
Ships which veer off course get demolished by the storms, and you can make the travel time whatever you want.
If you use only one or two paths per hyperspace system, you can have the storm damage vary with distance from the path.
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 05:36 AM.


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