.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
  #81  
Old May 21st, 2002, 01:15 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: New Mod: The Art of War Mod

I am not aware that these facilities stack. According to the description they do not. Phoenix appears to be saying they do however. There may be a bug. I haven't tested it.

P&N is a nice way to do it, however it wasn't what I was looking for. In AoW I made five levels of each instaed of three. In all five levels they rate of experience is 1% one per turn. The lower levels can only gain 6% percent max, the highest levels only 10%. I wanted to limit the amount of experience you cold accquire "artificaially" an make the ships earn it the hard way through combat.

One thing I did change to help in this area though is I made the Combat Neural Net a researchable component, instead of making you find ruins to get it.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #82  
Old May 22nd, 2002, 08:34 PM

Batman Batman is offline
Corporal
 
Join Date: May 2002
Location: Toronto, Ontario
Posts: 51
Thanks: 0
Thanked 0 Times in 0 Posts
Batman is on a distinguished road
Default Re: New Mod: The Art of War Mod

Hello,

A couple of things I thought about while reading this thread:

1) Change the ship construction costs so that smaller craft are much much cheaper compared to the larger. Also, give larger ships an inherent bonus to damage resistence. I've always been a little annoyed when I compare Se4 navies to modern navies. Take WW2 naval distributions: battleships took forever to build/repair, but were very tough to knock out (and even tougher to destroy outright). By comparision, destroyers etc were pumped out 'en masse'. In the game, maybe a single shipyard could construct more than one small ship per turn. Captial (Cruiser and up) ships should take a really really long time.

If the modifications suggested below to increase the late-game usefulness of the smaller hulls were included then Se4 fleets would start to resemble real life fleets, with a capital ship never being put to sea/space without attendent destroyers to use as scouts/screens.

(Sorry that rambled on a bit)

2) Ancient ruins. I think it would be interesting if ancient ruins not only supplied a new tech level, but perhaps opened access to an entire tech tree; imagine scientists finding a piece of technology that is initally useless, but allows access to whole new concepts/branches (Think of the broken arm and chip found in Terminator 2)
Reply With Quote
  #83  
Old May 23rd, 2002, 02:19 AM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: New Mod: The Art of War Mod

Quote:
Ancient ruins. I think it would be interesting if ancient ruins not only supplied a new tech level, but perhaps opened access to an entire tech tree; imagine scientists finding a piece of technology that is initally useless, but allows access to whole new concepts/branches
This can already happen in SE IV on a small scale, when you find one or more of the normal techs rather than a Unique tech. (For example, in one of my games, I recently found Military Science on a Ruins world, which opens three other tech areas for research, but gives no immediate components.)
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #84  
Old May 23rd, 2002, 03:12 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: New Mod: The Art of War Mod

Training Facilities:
First off, there are 4 types of training facilities: Sector ship training, Sector fleet training, System ship training, and System fleet training. Taken separately, each of these functions identically. When combined, Sector and System training facilities (Normal ones and the Psychic ones) both stack, for a possibility of 6% per turn.

That being said, I will focus on Sector ship training facilities. If you have multiple training facilities on one planet, only one facility functions. The facility with the highest training rate adds experience each turn. Once that facility's limit has been reached, it can no longer add any experience. This does not matter in the standard facilities, since more advanced ones increase both the rate and the max. Once the facility with the highest rate has been maxed, the second highest rated facility will train the ship. I will use this example to illustrate how this works:
----------------
Level I (L I):
3% per turn
15% max

Level II:
2% per turn
20% max

Level III:
1% per turn
25% max
----------------
Consider a planet that has all three facilities built on it. Ship X with 0 experience parks in orbit.

Turn 1-5:
L I is the highest rated trainer, so it adds 3% per turn. On turn 5, Ship X has 15%.

Turn 6-7:
Since Ship X has 15% exp, L I can not train it anymore. So, L II, the 2nd highest trainer, takes over. It adds 2% on turn 6, and then 2% on turn 7, bringing Ship X to 19%.

Turn 8:
L II could add 2% still, but it's limit is at 20%. So, it can only add 1% to the total, bringing it to 20%. Only one facility works at a time, so L III does not add anything.

Turn 9-13:
L III now takes over, since L II has maxed out. It adds 1% per turn for 5 turns, bringing the ship to 25%.

So, if you only build a L III, it takes 25 turns to maximize exp. If you build one of each, then it only takes 13 turns.

Edit: Hmm... I hope that isn't confusing as hell.

[ May 23, 2002, 02:19: Message edited by: Imperator Fyron ]
__________________
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
  #85  
Old June 7th, 2002, 12:25 PM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: New Mod: The Art of War Mod

So, um, not to sound like the impatient child who isn't willing to help out, but how is this mod coming along? I was hoping to play it sometime soon...
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #86  
Old June 7th, 2002, 02:10 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: New Mod: The Art of War Mod

Heh, well between finding time and waiting for inspiration, I am kind of at a stand still here. Sorry. Maybe this will be just one more in my list of things I never got around to doing. I've always said I am more of an idea man that a do'er.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #87  
Old July 24th, 2002, 02:40 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: New Mod: The Art of War Mod

I have. Sorry. Maybe I'll get around to it someday.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #88  
Old July 24th, 2002, 02:54 PM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: New Mod: The Art of War Mod

Oh well. . . . I forgive you, but only cause you're associated with PBW...
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #89  
Old July 25th, 2002, 01:03 AM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: New Mod: The Art of War Mod

No, I haven't forgotten.

Budda bump
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #90  
Old November 3rd, 2002, 08:59 AM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: New Mod: The Art of War Mod

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.) Would you be willing to let me use what you've got so far, Geo? (if you still have it...)

edit: my keyboard can't spell!

[ November 03, 2002, 07:02: Message edited by: dumbluck ]
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
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 09:39 AM.


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