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Home » news » forums » Space Empires V » Space Empires V General

Engines and Movement

Badger's picture
Submitted by Badger on Tue, 2007-01-23 17:36. Space Empires V General

One of the Issues I thought the Balance Mod addressed in an interesting Fashion was the weirdness of engines propelling a ship 2X as big with the same engine weight.

I was wondering if this would be feasible:

A seperate size engine for each hull size:
Light ion,
Light- medium, etc...
which only show up for the appropriate vechicle cclass of course.

Each getting larger in actual size AND corrsponding damage capacity (it should take proportionally larger engines to generate equal speeds as mass/resistance increases)...

retaining the simplicity of 1 engine per thrust representatively-

but i'm asking now if the added # of components is just, in the opinion of more experienced modders, a deal-killer?

‹ 2 quick questions what is the maximum construction rate that can be achieved on a planet/ship? ›
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Captain Kwok's picture
Mod Designer

Re: Engines and Movement

Submitted by Captain Kwok on Tue, 2007-01-23 19:40.

Once the "Get Vehicle Size" function is implemented for modding, it will be easy to do exactly as you want.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Engines and Movement

Submitted by Rendell on Wed, 2007-01-24 05:13.

The one engine equals one movement no matter the size ship was one of my biggest complaints with SEIV so I always would make a mod to fix the problem. I was hoping they would address that in SEV since otherwise you always make just the largest ships available and there is no use for the smaller ones once you research a larger hull. I also would greatly increase the cost of larger ships so that fleets of smaller ones would be cheaper and larger ones should be made mainly as flagships, task force leaders, etc. Unfortunately I never managed to get the AI to build according to my adjustments, so it made the already weak AI even weaker.

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Re: Engines and Movement

Submitted by Alpedar on Wed, 2007-01-24 08:05.

Big ships should be EXPENSIVE to build, but CHEAP to maintain (otherwise there would be only small ships).

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Re: Engines and Movement

Submitted by Rendell on Wed, 2007-01-24 08:25.

I like the way the strategic level board game “Federation and Empire” based on “Star Fleet Battles” handled it back in the early 80’s. Ships had a command rating. Big ships were much more expensive to build, but you could only fight with as many as the flagship could control at one time even if more were present so you always needed one in every battle. That made for a more realistic mix where you might have a command cruiser or heavy carrier with some light cruisers, destroyers, frigates etc. to protect the more expensive ship.

I guess I think the way real life navies operate with smaller ships screening the expensive capital ships. In real life you can build and maintain a LOT of escort ships for the cost of one aircraft carrier or aegis cruiser.

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Badger's picture

Re: Engines and Movement

Submitted by Badger on Wed, 2007-01-24 09:48.

i am fine with one engine = 1 movement if the engine component for THAT SHIP SIZE is itself PROPORTIONALLY LARGER than the engine on a smaller vessel.

EG: one mp of engine for a 350kt frigate is 10kt...

For a 700kt Heavy Cruiser(or what have you), that same 1 component would weigh a little more than 2x as much - 22-25, maybe 30kt.

Sort of the same principle as kwok's "large and small" supply and ordnance boxes...

Anyone who wants power; by definition, cannot be trusted with it...

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Re: Engines and Movement

Submitted by Mylon on Fri, 2007-01-26 20:44.

Alpedar wrote:
Big ships should be EXPENSIVE to build, but CHEAP to maintain (otherwise there would be only small ships).

Actually I plan on doing the opposite, maintenance wise, for big ships and making them available at the start. In space, there's really no limits to construction size. But research makes the logistics and management better.

--

As for the get-vehicle-size, I think that would be a great thing for modding. Each ship could get the same benefit from engines, but need more size based on the tonnage of the ship.

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Badger's picture

Re: Engines and Movement _ 2 comments

Submitted by Badger on Sat, 2007-01-27 22:14.

Mylon wrote:
[ In space, there's really no limits to construction size. But research makes the logistics and management better....As for the get-vehicle-size, I think that would be a great thing for modding. Each ship could get the same benefit from engines, but need more size based on the tonnage of the ship.

I would like to see the engines enacted for Standard game...
after all, a speed 12 frigate should NOT have the same tonnage of engines for its 12 movement that a cruiser does ...
The cruiser would require ALOt more than the same 120 kt to get that speed...
I think that could be enacted in a similar way to weapon mounts, so that there are not 8 (or whatever) sizes of each engine component...

there IS a size/weight issue in space -
for MOVING craft. And that is strucural integrity - not because of gravity but the stresses of acceleration including lateral acceleraion & centrifugal force
...

I am a little disappointed in fact that "Structural Integrity" isn't already a factor in ship combat - a ship in 3 pieces, I'm not sure it will matter if the individual components are completely destroyed...

not to mention the fuel, ordnance, and other explosives these vessels must - or at least may - have on board...
Troll? No, Sir, I am a BADGER!

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Re: Engines and Movement _ 2 comments

Submitted by Mylon on Sun, 2007-01-28 02:05.

Badger wrote:
I would like to see the engines enacted for Standard game... after all, a speed 12 frigate should NOT have the same tonnage of engines for its 12 movement that a cruiser does ... The cruiser would require ALOt more than the same 120 kt to get that speed... I think that could be enacted in a similar way to weapon mounts, so that there are not 8 (or whatever) sizes of each engine component...

there IS a size/weight issue in space -
for MOVING craft. And that is strucural integrity - not because of gravity but the stresses of acceleration including lateral acceleraion & centrifugal force
...

I am a little disappointed in fact that "Structural Integrity" isn't already a factor in ship combat - a ship in 3 pieces, I'm not sure it will matter if the individual components are completely destroyed...

not to mention the fuel, ordnance, and other explosives these vessels must - or at least may - have on board...
Troll? No, Sir, I am a BADGER!

Accelerational forces generally aren't that big of a deal. If anything, any civilization that can build a space yard can likely build a mile high skyscraper at 1g. Shorten the skyscraper and increase the gees and you have a very similar scenario, structure-wise. Space ships can be skyscrapers for all that aerodynamics cares, since it doesn't apply. But I agree with you in that engine tonnage should be different on a per-movement basis.

I do also think the idea of ordinance being an explosive hazard is nice... Smiling

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Re: Engines and Movement

Submitted by Drathmar on Sun, 2007-01-28 03:00.

I agree about larger ships needing to have more engine tonnage to move the same speed as a smaller ship.

Also, I like the idea about some things being explosive hazards. Ordnance Using Weapons, Ordnance storage, Ion engines ONLY, and maybe a few others.

The reason I say Ion engines only, is because I believe contra-terrane engines are anti-matter type engines. And so they would use anti-matter as fuel. Which, actually would produce the propulsion for the ship by harnessing the energy it releases when it comes in contact with the exact opposite type of matter and explodes. It really only reacts when it comes in contact with its exact opposite type of matter. Im sure also, that once you reach the higher level engines, they would ahve similar systems, and maybe even less volatile.

This actually brings up another thing I would like to see. It annoys me that all the engine types use just "generic supplies" as do weapons. I would love to see you actually have to match supply and engine/weapon types. Such as anti-matter supplies for anti-matter engines, and photon supplies for jacketed photon engines. Same with supply usage weapons, which might or might not have the same supply type as the engines, depending on the launcher/beam type in the weapon.

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Re: Engines and Movement (slightly of topic)

Submitted by evilginger on Sun, 2007-01-28 03:10.

On a side point having seen games where stored ordinance was explosive I would add that it would tend to balance the running away shooting missiles tactic (I like Pathians and shooting backwards with bow at the gallop requires one hell of a lot of riding and archery skill to do)if a penetrating hit on a ship packed with ordinance for these missiles could cause it to explode catastrophically.

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Re: Engines and Movement

Submitted by Alpedar on Sun, 2007-01-28 03:41.

Ship that never gets hit will never explode from ordonance hit.

Parthian ships usualy die fast once being hit.

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Re: Engines and Movement

Submitted by Riptokus on Sun, 2007-01-28 13:38.

I agree, and it'd end my habit of putting ordinance right next to my bridge, life support, and crew quarters=)

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Badger's picture

Remember the Hood!

Submitted by Badger on Sun, 2007-01-28 14:34.

Not telling you to dress warm, I mean
Her Majesty's Ship Hood.

Troll? No, Sir, I am a BADGER!

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Re: Engines and Movement

Submitted by StaticDet5 on Sun, 2007-01-28 15:24.

Isn't this issue addressed with the balance mod?
I know I was able to create a mod that handled this by changing the "Movement per engine" value.

....or am I missing something?

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Re: Engines and Movement

Submitted by Fallen Haven on Sun, 2007-01-28 16:07.

StaticDet5 wrote:
Isn't this issue addressed with the balance mod? I know I was able to create a mod that handled this by changing the "Movement per engine" value.

....or am I missing something?

I did it too in my mod (mostly using Kwok codes). Basically, larger ship uses more engines. It is possible to create larger engines for the larger ships (and limit the availiability to thoses), but it just add more entries to the componment file and require more lines of code in the scripts so the AI can use it. No, it's way easier to just make the larger ships use more engines, not much extra coding nessessary.

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Kato's picture

Re: Engines and Movement

Submitted by Kato on Sun, 2007-01-28 20:04.

Lo All,

I think you guys are approaching this from the wrong angle. Instead of adding new components and new technologies for bigger-engines, why not use the existing parameter "Engines per move" that's in the VehicleSizes.txt file?

Correct me if I'm wrong, right now that value is set to 1 for all vehicle sizes meaning 1 engine = 1 movement. Well, if we were to change that to 2 for larger hulls (like Cruisers), it would require 2 engines to move 1 hex. Ergo, you have your increased engine tonnage to move bigger ships.

A frigate would only require 12 engine to move 12 hexes wheras a Cruiser would now require 24 engine in order to move that same 12 hexes. Also, if the frigate takes 3 engine hits, its movement is reduced to 9 hexes wheras a cruiser taking 3 engine hits would only be slowed down to 10 hexes. Bigger ships cost more to move but take more damage to slow them down. Makes sense to me. Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

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Captain Kwok's picture
Mod Designer

Re: Engines and Movement

Submitted by Captain Kwok on Sun, 2007-01-28 20:32.

The advantage of having larger engines is avoid forcing the user into the tedious task of adding 24 engines to a design...

-----

Space Empires Depot | SE:V Balance Mod

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Badger's picture

Re: Engines and Movement

Submitted by Badger on Sun, 2007-01-28 21:03.

Captain Kwok wrote:
The advantage of having larger engines is avoid forcing the user into the tedious task of adding 24 engines to a design...

Precisely.
I WAS looking for the simplicity and elegance : What you add is what you get...

and of course the same thing mounts do, or kwok's "large" ordnance/supply bays accomplish - the opposite of using 3 layers of hull graph to do the same thing.

Until that's scripted in, if i understood Kwok correctly, however, Kato's sugestion was exactly what I was looking for. Thanks!

so in response to Kato, I wasn't using that b/cas i hadn't seen it yet, which is why I post things like this on a forum. Eye-wink

Troll? No, Sir, I am a BADGER!

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Re: Engines and Movement

Submitted by Fallen Haven on Mon, 2007-01-29 08:17.

Captain Kwok wrote:
The advantage of having larger engines is avoid forcing the user into the tedious task of adding 24 engines to a design...

The autocomplete can add them for you, so it's not a serious issue. But lots of low tonnage items on a ship mean less design slots for other things on larger ships. In my mod, the larger ships can carry a lot of tonnage, but can run out of slots to put more equipment once you have added many low tonnage items...

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Kato's picture

Re: Engines and Movement

Submitted by Kato on Mon, 2007-01-29 09:12.

Oh, okay. I see what you mean. I just thought we could make use of the mechanisms in place without having to do extensive modding to create new techs and whatnot.

Smiling I'm still relatively new to the game. Found the demo just before Christmas and played it to death over the holidays; I was very fortunate enough to find the boxed game available on the shelf. Since then, I've played SEV everyday and done some minor modding of my own - no scripting yet.

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Engines and Movement

Submitted by Fallen Haven on Mon, 2007-01-29 22:30.

Kato wrote:
Oh, okay. I see what you mean. I just thought we could make use of the mechanisms in place without having to do extensive modding to create new techs and whatnot.

The modding isn't hard, but sometime you have to change lots of lines of code and it can become tedious to make sure everything work as intended (a small typo can go a long way in screwing things up). Changing componments is easy, but making the AI make use of them is much more troubles.

Modding this game can take a lot of time, but the results can be amazing. There is so much that can be modded, we are just scratching the surface...

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Badger's picture

Does Anyone Know?...

Submitted by Badger on Sun, 2007-02-04 16:12.

If i do use the field Kato pointed out - engines per move - will the Ai actually put the required additional engines in to keep its ships "at speed", or will it suddenly be turning out ships with fractional movemnt rates... ?

When it comes to the AI, color me Suspicious!

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Re: Does Anyone Know?...

Submitted by Fallen Haven on Sun, 2007-02-04 17:02.

Badger wrote:
If i do use the field Kato pointed out - engines per move - will the Ai actually put the required additional engines in to keep its ships "at speed", or will it suddenly be turning out ships with fractional movemnt rates... ?

You get fractionnal movement rate. You have to edit the scripts to make the AI add the right amount of engines.

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Badger's picture

Re: Does Anyone Know?... Engines per move point

Submitted by Badger on Sun, 2007-02-04 17:07.

Fallen Haven wrote:
You get fractional movement rate. You have to edit the scripts to make the AI add the right amount of engines.

exactly what i was afraid of - i figured that by the very fact stock wasn't using that.

thanks for the timely answer... Sigh.

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Kato's picture

Re: Engines and Movement

Submitted by Kato on Mon, 2007-02-05 07:42.

Yeah, Badger, I found that out too.

It works fine for the Human designs but AI doesn't know to add the right number of engines to account for the "Engines per Move" ratio. You have to reset the values in Script_AI_GlobalSettings.txt.

BTW, how do you re-compile this script? I keep getting errors saying variable name not found. I think it's something to do with missing global variables or declarations but there's no makefile for the Script_AI_??? scripts. Thanks in advance. Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Engines and Movement

Submitted by Fallen Haven on Mon, 2007-02-05 08:32.

Kato wrote:
It works fine for the Human designs but AI doesn't know to add the right number of engines to account for the "Engines per Move" ratio. You have to reset the values in Script_AI_GlobalSettings.txt.

The value set in globalsettings just give the maximum the ship design is allowed to put on a ship, but actual limits must be set in another way. Just look how Kwok did it in his mod...

Quote:
BTW, how do you re-compile this script? I keep getting errors saying variable name not found. I think it's something to do with missing global variables or declarations but there's no makefile for the Script_AI_??? scripts. Thanks in advance. :)

Simple, you can't compile this alone. It's just one script...

"Do not be too proud of this technological terror you've constructed." - DVader

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Kato's picture

Re: Engines and Movement

Submitted by Kato on Mon, 2007-02-05 09:38.

I think you're referring to Script_AI_GlobalVariables where lng_AI_Design_Minimum_Speed_Ship: determines the MINIMUM speed for AI ships. In Script_AI_Global_Settings, there a function called AI_Set_Vehicle_Sizes which makes the following calls:

call lst_AI_Vehicle_Sizes_Name.add("Frigate")
call lst_AI_Vehicle_Sizes_AI_Size_Class.add(AI_VEHICLE_SIZE_CLASS_SHIP)
call lst_AI_Vehicle_Sizes_Num_Life_Support.add(1)
call lst_AI_Vehicle_Sizes_Num_Crew_Quarters.add(1)
call lst_AI_Vehicle_Sizes_Num_Engines.add(12)

This is actually where the AI installs the engines in the Frigate design. Smiling

Yeah, I know I can't compile this script alone. I already tried. I was asking if someone knew how to get this script compiled.

And as for looking at Kwok's scripts, he did not include the source scripts - just the compiled elements in his mod - which is fine. I fully respect authourship rights and I'd feel kinda awkward pooching from someone else's code anyways. You understand?

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Engines and Movement

Submitted by Fallen Haven on Mon, 2007-02-05 09:50.

Kato wrote:
I think you're referring to Script_AI_GlobalVariables where lng_AI_Design_Minimum_Speed_Ship: determines the MINIMUM speed for AI ships.

It does act as a limit in practice though. It was preventing my ships from using more than 12 engines...

Quote:
And as for looking at Kwok's scripts, he did not include the source scripts - just the compiled elements in his mod - which is fine. I fully respect authourship rights and I'd feel kinda awkward pooching from someone else's code anyways. You understand?

We are not doing school work here, we develop free code for all modders to use (at least, it's the spirit). Kwoks does release his scripts seperatly for everyone to look at. I started modding this game with his code, but developped my own over time, little from his code is left now. No one will complain unless you claim the code is your own and don't give credit where it's due. In time you might find better ways to do things and share it with everyone else...

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Captain Kwok's picture
Mod Designer

Re: Engines and Movement

Submitted by Captain Kwok on Mon, 2007-02-05 10:10.

I don't include them in the Balance mod .zip, but usually a recent version is available at my site.

An harrasment e-mail is another method to secure the most up-to-date ones if they're not on the site.

---

The only AI script files that get compiled are: [EmpireName]_Main_Script and [EmpireName]_Setup_Script. The other script files are included in these scripts when they are compiled. You can quickly compile all the races at once using the MakeFile button and selected AllRacesMakeFile.txt.

-----

Space Empires Depot | SE:V Balance Mod

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Kato's picture

Re: Engines and Movement

Submitted by Kato on Mon, 2007-02-05 11:15.

Smiling Ahhh . . . so I see, the Script_AI_??? are compiled within each of the AI race-specific scripts. Excellent! Thank you muchly, CKwok and FHaven!

-> Now I can continue with modding and testing! Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Engines and Movement

Submitted by StarHunter5 on Mon, 2007-02-05 13:11.

Captain Kwok wrote:
The advantage of having larger engines is avoid forcing the user into the tedious task of adding 24 engines to a design...

-----

Space Empires Depot | SE:V Balance Mod

Captain Kwok, Is there a way to use both so that a larger ship requires you to use either more small engines or fewer larger engines?

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Captain Kwok's picture
Mod Designer

Re: Engines and Movement

Submitted by Captain Kwok on Mon, 2007-02-05 13:18.

It's quite easy. Just make the larger engines supply a proportionate number of movepoints for the size increase. So, if regular engines were 10kT and had 1 movepoint, large engines could be 50kT with 5 movepoints.

-----

Space Empires Depot | SE:V Balance Mod

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Badger's picture

Re: Engines and Movement

Submitted by Badger on Tue, 2007-02-06 21:36.

which takes us back full-circle to the original concern of having multiple-size engine components for each engine tech, and how much work it would be to "convince" the AI to actually use them. Eye-wink

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Re: Engines and Movement

Submitted by Fallen Haven on Tue, 2007-02-06 22:22.

Badger wrote:
which takes us back full-circle to the original concern of having multiple-size engine components for each engine tech, and how much work it would be to "convince" the AI to actually use them. Eye-wink

I think the problem would be to limit the use of thoses engines to the proper ship size. Or else you might end up with huge engines on every designs because they make ship faster than the smaller versions...

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Badger's picture

Re: Engines and Movement

Submitted by Badger on Tue, 2007-02-06 22:50.

I can see that - 12 dreadnought engines on the dang frigates...

remeber the all-engine no-warhead drones?

* * * maniacal scream withers into distance * * *

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