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March 23rd, 2005, 06:11 PM
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Sergeant
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Join Date: Dec 2002
Location: U.S.A
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Re: The Star Trek Mod - 1.9.1.2 Update Released
I admire your patience for even replying to someone like that more than once, twice at the most.
Some people just... don't... get... it...
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Vogon ships are yellow chunky slablike somethings, huge as office buildings, silent as birds. They hang in the air in much the same way that bricks don't.
(R.I.P. Douglas Adams)
-War is peace -Freedom is slavery -Ignorance is strength
In peace there's nothing so becomes a man as modest stillness and humility.
- W. Shakespeare (Henry V)
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March 23rd, 2005, 06:33 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: The Star Trek Mod - 1.9.1.2 Update Released
You should have been here for the great debate over the Gorn ship set. Man that was a surprise.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 23rd, 2005, 07:03 PM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Re: The Star Trek Mod - 1.9.1.2 Update Released
O'goody...Gorns...lets see there are at least 4 different styles of shipsets one could even possibly consider...Oh..sorry...we don't want to rehash that huh...
Kana
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March 23rd, 2005, 08:25 PM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Quote:
AngleWyrm_2 said:
The early tech limits are too low. With a range of only six, a vessel might not even be able to leave the home system without running out of gas.
If the player builds a colony ship on turn 1, it becomes available on turn three. That ship should be able to reach at least a neighboring sector and colonize without failing, a range of about twelve average. Building an explorer on turn one should result in a ship that can do some exploring.
With a storage capacity of three turns, a ship's fuel radius is one and a half turns from a resupply center.
It is the refill rate that determines what speed a ship can travel. The ships travel until out of gas, and then run at their maximum refill rate. This can also be done by stopping to refill, and then running at full speed, but it amounts to the same velocity.
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AT has already addressed this but I'd like to add, even if a ship runs out of supplies during movement all it has to do is sit still for a few turns and recharge. I think it's a good system.
One thing I'd like to bring up though, IMO Advanced Power Conservation is too cheap considering what it can do for you in this mod. I'd humbly suggest increasing its cost to 1500 racial points.
Edit: AngleWyrm_2, I apologize, I obviously didn't read your entire post and just repeated part of what you had already said.
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This is the 21st century, right? Then where the hell is my flying car?
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March 24th, 2005, 03:08 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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Re: The Star Trek Mod - 1.9.1.2 Update Released
heh, I tend to post too fast sometimes also; that's ok. The thought gets covered, even if redundantly.
Quote:
If not I will give the Colony Modules more supply storage to compensate. I want a colony ship to be able to move between 15 and 20 squares with no resupply generation. More with it.
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There is a problem with making exceptions for designer-specified ships: Exploration will have to be conducted by colonizer ships. Players will no longer be able to use Explorer class ships to explore, because Colonizers do the job better. It would make more sense to leave propulsion mechanics to the propulsion equipment, rather than designing exceptions into the system.
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March 26th, 2005, 09:47 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: The Star Trek Mod - 1.9.1.2 Update Released
I made a spreadsheet that counts how many guns will fit on each kind of ship in the game. It takes into account bridge, life support, quarters, warp cores, nacelles, number of engines reqired, and propulsion mounts.
It gives a good idea of what kind of firepower a ship can bring to bear, for every model in the game, a basis for comparison.
Link: ship stats spreadsheet
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March 27th, 2005, 12:57 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Congratulations, you've officially entered the ranks of Those Who Are Obsessed With SEIV. [img]/threads/images/Graemlins/icon09.gif[/img]
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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March 27th, 2005, 04:48 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Quote:
AngleWyrm_2 said:
I made a spreadsheet that counts how many guns will fit on each kind of ship in the game. It takes into account bridge, life support, quarters, warp cores, nacelles, number of engines reqired, and propulsion mounts.
It gives a good idea of what kind of firepower a ship can bring to bear, for every model in the game, a basis for comparison.
Link: ship stats spreadsheet
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Well this is impressive to say the least. I have to agree with Narf, welcome to the club.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 27th, 2005, 04:53 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: The Star Trek Mod - 1.9.1.2 Update Released
A follow up. Man how long did it take you to enter all that data? I am not sure how to put this info to best use, but thanks anyways for providing it. Thank you again
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 27th, 2005, 07:12 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: The Star Trek Mod - 1.9.1.2 Update Released
It took a solid day of coding to get Visual Basic to read VehicleSize.txt and load it into a spreadsheet. Check out the SEIV module in Tools->Macro->VisualBasicEditor.
If you put the spreadsheet into any mod data folder and then execute the RefreshData macro, it will read in from that mod. Might not apply though, because of other STM stuff, like engine mounts. It can be refreshed after any edits to VehicleSize.txt, and stay current.
It still needs a bunch of work; I've been working on getting Effective Tech Level in, that takes into account the different racial tech costs. Might take a while on that though.
One useful bit of debugging that came up is that it appears like the Warrior trait is in need of some editing. They start the game with Heavy Destroyer technology, when everyone else has only Escorts and Scouts. The warrior tech also requires a player to climb two expensive hull-tech trees in order to get the extra hull sizes, which is WAY expensive.
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