ORIGINAL: Erik Rutins
... and zip up and post those files here...
Ok, how and where do I upload? Can´t attach files here in the forums?
Jan
ORIGINAL: Erik Rutins
... and zip up and post those files here...
ORIGINAL: Litjan
Feedback wanted!
ORIGINAL: Litjan
...
The second level designs have different stuff in them - for example both matrox blasters, missiles and ion cannons. I assume that all the first level tech is known at that stage. If you research into only one direction (i.e. only mass drivers) you will not get those designs, because they are not buildable (no ion cannon researched)...
I think this is a general problem with this approach - if you miss just one single technology, you won´t get the new design.
Jan
ORIGINAL: Litjan
Ok, here is my first zip - it contains three files, all go into the "human" folder that is to be created under "designs".
The files contain designs for the initial tech level (starting) and the second one.
Feedback wanted!
The second level designs have different stuff in them - for example both matrox blasters, missiles and ion cannons. I assume that all the first level tech is known at that stage. If you research into only one direction (i.e. only mass drivers) you will not get those designs, because they are not buildable (no ion cannon researched)...
I think this is a general problem with this approach - if you miss just one single technology, you won´t get the new design.
ORIGINAL: jlevans
One problem I've found that is challenging - there are a few components that simply improve in place as tech progresses - hab/life support and energy collectors are two narly ones. The automated research project selection system tends to lag quite a bit in improving these technologies. As a result you may find that your more advanced designs are not buildable (insufficient hab/life support) or quickly run out of fuel (insufficient energy collection rate). The fact that both of these have no second component type that needs to be retrofited onto your ships means that there is no way to encourage the AI to improve that line of tech, at least beyond what is already built into the project selection algorithm.
You are wrong. The event cycle in the race file allows you to change the race characteristic and add a timed event lasting X years every Y years.
Extract from UC file:
'Periodic Change Interval: number of years between change to racial characteristics (defined below), 0=no periodic changes
PeriodicChangeInterval ;3
'Periodic Change Length: number of years changed racial characteristics last (defined below), 0=no periodic changes
PeriodicChangeLength ;1
'Periodic Factors - Growth: periodic change to growth rate
PeriodicFactorsGrowth ;1.03
'Periodic Factors - Aggression: periodic change to aggression level
PeriodicFactorsAggression ;75
'Periodic Factors - Caution: periodic change to caution level
PeriodicFactorsCaution ;150
'Periodic Factors - Friendliness: periodic change to friendliness level
PeriodicFactorsFriendliness ;100
'Race event that occurs during change cycle: 0=None, 1-28=events (see Modding Guide)
PeriodicChangeCycleEvent ;18
This seems restrictive, gamey, and illogical to me. I am vehemently opposed to restrictions on ship design beyond the physical limitations of what I can put in a given volume. Doubly so when said restrictions are not based on the universal Laws of (Scifi) Physics.
Take a 100m cube. If Smart Race can fit 4 Titan Beams in the cube, why can Dumb Race only fit 3? There would have to be some technical deficiency in Dumb Race's Titan Beam design, and that would be best represented by making lower-tech versions of the same components take up more space than higher-tech ones (MOO2 style). Another plus for the necessity of component modding, BTW.
Or why can Passive Race only fit 3? What if the one guy in charge of ship design takes steroids and PCP and is aggressive as all hell?
Roided Passive Race Lead Designer: "HEY! I GOT AN IDEA! Why don't we put *4* Titan Beams in our 100m cube? Just like those other guys!"
Milquetoast Passive Race Engineer: "We can't. We're too passive for that."
Sorry, that just doesn't work for me. Such a system would have to be optional, as I would turn it (or mod it) off.
ORIGINAL: WoodMan
By your logic the USA, China and Russia should all share exactly the same military hardware then, if its just a case of taking technology of the same level (which they have) and sticking it in a certain size box [&:] But of course they don't.
USA, Russia, China: different hardware
Take Ferangi as an example, they are obsessed with trade, if we changed that trait to obsessed with war wouldn't we see a difference in their ship designs? I guess we would.
Anyway as I said I've given up as I seem to be somewhat of a lone voice on this issue so nevermind.
Making ship designs equal makes the best economy the best military power. If everyone has the same quality ships then the race that can afford the most of them will be the best military power. This is in my experience Shandar, Securan, Ugnari, Teekan, Gizurean. Ironically 4 of those races are pacifists.
Code: Select all
'Overall Ship Design Focus: 0=Balanced, 1=Speed/Agility, 2=Power, 3=Efficiency
OverallShipDesignFocus ;3
'Tech Focus 1: 0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard Weapons, 6=Missiles, 7=Area Weapons,
8=Ion Weapons, 9=Fighters, 10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring Engines,
15=HyperDrives, 16=Hyper Disruption, 17=Construction, 18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation
TechFocus1 ;0
'Tech Focus 2: 0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard Weapons, 6=Missiles, 7=Area Weapons,
8=Ion Weapons, 9=Fighters, 10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring Engines,
15=HyperDrives, 16=Hyper Disruption, 17=Construction, 18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation
TechFocus2 ;0
ORIGINAL: jlevans
(Snip..)
8. Beware of including Pirates. Starting a game at Level I, I've found very advanced Pirate ships show up using my optimized designs right from the start. Try taking down a Pirate's Level VI Optimized Design Destroyer when all you have are Level I Frigates! Makes for a short game as your mines don't survive and your economy collapses.
(snip....)