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Accueil » news » forums » Space Empires V » Space Empires V General

Do all three layers of the ship model need to have stuff?

Soumis par glockgemini le Ven, 2007-01-26 16:57 Space Empires V General

Most of the ships I've built can fit their components on one layer of the ship model. WPs, Sats, Fighters, Troops too. If I do that, is there anything to be destroyed in the other 2 layers?

It would be nuts to have to add armor to all the other armor sections, using 25% of the ship space. And since when does external armor use up hull space? Isn't it "outside" the hull? Armor should add mass to the ship but not use up internal space.

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"Whatever you do, do your work heartily, as for the Lord rather than for men. It is the Lord Christ whom you serve." Colossians 3:23,24

‹ Modding question - Can this be done? SE:V Changelog v1.25 ›
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Re: Do all three layers of the ship model need to have stuff?

Soumis par Captain Kwok le Ven, 2007-01-26 17:20

The extra layers are present to provide more slots if you need them. They don't have any function in damage mechanics.

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Good Ship Design

Soumis par Omnius le Sam, 2007-01-27 10:13

You want to use all the Interior hull positions you can so you want to use all three levels. Putting everything on the first level is the problem we've been complaining about regarding the poor AI ship design because you end up putting good components in the outer hull where they are more easily destroyed. I put armor on all three levels, I just don't fill up all available slots.
Omnius

Serve your Fellow Men and Women, not False gods!

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Re: Do all three layers of the ship model need to have stuff?

Soumis par evilginger le Sam, 2007-01-27 10:22

Basically no but as Ominous said thoughtful use of the inner and outer spaces does help as well as giving you more room to place stuff. It’s only really worth the effort of doing this on combat ships though as unarmed ships will either run away successfully or be destroyed regardless if caught. Some Mods also limit what can go where more than stock

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Re: Good Ship Design

Soumis par Psieye le Sam, 2007-01-27 14:30

Omnius wrote:
You want to use all the Interior hull positions you can so you want to use all three levels.
Depends. If you end up with a ship with only armour and Interior components, then that's pointless as you've lost the meaning of having an Interior Hull. But the extra levels do present the option to have more Interior hull space if you have that many precious components that you'd keep over other stuff being destroyed first. ---Sig--- Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Good Ship Design

Soumis par Omnius le Dim, 2007-01-28 09:43

Psieye wrote:
Depends. If you end up with a ship with only armour and Interior components, then that's pointless as you've lost the meaning of having an Interior Hull.

Psieye,
If you end up with a ship with only armor and interior hull components then you've got a well designed ship that will last longer in combat than a ship with outer hull components. Designing a ship using only the top deck means you're making the mistake of putting all your eggs in one basket. The meaning of the interior hull is that it is the last place on a ship to get damaged, therefore the more components you can place in interior hull positions the more likely they'll survive as will your ship. Many times I still have to place components in outer hull positions but by spreading them out along three decks makes them safer from damage. I've noticed that some ship styles have more interior hull positions than others so picking a good ship style in making your empire helps designing better ships capable of taking more of a licking while keeping on ticking.
Omnius

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Captain Kwok le Dim, 2007-01-28 11:15

That's not right. If you don't have any outer hull slots being used then the damage will just go straight to the inner hull components... and therefore there's no really extra protection and you can likely lose a more vital component earlier by chance. If you place less vital components on the outer hull (engines, cargo, shields) then they'll shield the inner hull ones. Of course, the difference tends to be small since most ships only have enough structure points for outer hull / inner hull components to take a few hits anyway.

Now the order of component placement has a small affect, in that components placed first are usually damaged first - particularly when directional damage is minimized...

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Components

Soumis par Riptokus le Dim, 2007-01-28 11:55

As Kwonk Said!

Look, how it works is armor gets destroyed first, so really armor could be placed anywere and it wouldn't matter (My designs are actually gonna place armor with that in mind)
Next to be destroyed is outer components, As a result I always put the less critical systems in here (Supply storage, Shields, things that basically are not needed for the operation of the ship) In the inner hull, I place critical components, such as Bridge, Life Support, Crew Quarters, Ordinance Storage, and other things that if are destroyed ruin the ability for my ships to function as long as possible in combat, or keep moving if they are non-combat ships.

As for the last bit, THANKS KWONK! That explains alot, like why it was always my critical stuff blown up first (I always place them first. Time to reverse that trend)

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It's Kwok

Soumis par Thy Reaper le Dim, 2007-01-28 12:19

Kwonk is Kwok's evil twin, we don't mention him.

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Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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And for what its worth... ARMOR

Soumis par Badger le Dim, 2007-01-28 15:15

..armor should be directional!

How is rear armor going to affect front hits?

In some games armor helps represent structural integrity,
and if you think of it that way (armor = hull)
you wouldn't WANT to lose all your "armor" first anyway.

Troll? No, Sir, I am a BADGER!

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Re: Do all three layers of the ship model need to have stuff?

Soumis par glockgemini le Dim, 2007-01-28 23:13

Interesting discusion but I considered most of this already. I only put "external only comps" on the outside (Engines, weapons, then cargo, if needed) the rest usually fits in the internal. I know now to put my really important stuff in the rear of the design.

So if I put armor in all the slots on all the levels, I get better protection for the only level that has stuff? Doesn't make sense except for scripting simplification. There seems to be a lot of that going on.

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Captain Kwok le Dim, 2007-01-28 23:19

As stated before, the extra decks are to provide more slots only. All the armor needs to be destroyed regardless of what deck it is on, before internals can be damaged.

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Nevyn le Dim, 2007-01-28 23:20

Yea, it's a scripting simplication. It's not a full 3D system,.... that would be neat like homeworld where tactics were important.....
But it is simplified somewhat so that combat doesn't take up 99% of the program.

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Re: Do all three layers of the ship model need to have stuff?

Soumis par glockgemini le Mer, 2007-01-31 10:47

I still think that armor shouldn't take up any hull space. It is entirely external and should only add mass to the ship requiring more thrust to move it. You are just making the hull "thicker" to absorb more damage. It shouldn't have to take the place of cargo, weapons or whatever else one would put on a ship.

It also looks like the concept of displacement is being confused with mass. A 700KT hull would be able to contain 700KT of stuff. In this game, that hull masses that much empty and doesn't gain any mass when stuff is stuck in it or hung off it. The hull should have a mass of its own, say 100KT and then you would add stuff to it, up to the 700KT limit and end up with an 800KT vessel if you did indeed fill it up.

Then, in the Balance Mod (the true game), one would have the speed of whatever thrust you added to the ship.

That brings up cargo ships. A completely empty cargo ship would have a lot less mass than one that was full of cargo. I guess it would be too much trouble for the game to process.

Maybe in SE6.

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Captain Kwok le Mer, 2007-01-31 11:12

Phoenix-D over at Shrapnel posted a possible mod idea where each component contained a weighted negative movement amount that would drop the base speed for a ship hull - so the depending on the components you had, your actual speed would vary. It's easily doable, only a minor problem if your total movement is negative...

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Omnius le Mer, 2007-01-31 11:30

Captain Kwok wrote:
If you don't have any outer hull slots being used then the damage will just go straight to the inner hull components... and therefore there's no really extra protection and you can likely lose a more vital component earlier by chance. If you place less vital components on the outer hull (engines, cargo, shields) then they'll shield the inner hull ones.

Captain Kwok,
The manual says that the outer hull slots get destroyed before inner hull ones. It did not say anything about the outer hull slots having to be occupied with components. If the slots only get destroyed if there's a component in it then damage application is screwed up.

Still it's pretty difficult to make a ship design that only uses inner hull slots so I do overflow my less valuable components to outer hull slots after I fill up all inner hull slots. Damage application needs to be improved so that outer hull slots get destroyed before inner hull slots regardless of whether there's a component in it or not.
Omnius

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Captain Kwok le Mer, 2007-01-31 12:19

If there is nothing in the outer hull, then there is no structure to absorb any of the damage so it will go to the inner hull. Empty slots do not have any structure.

The damage scheme already requires all the outer slots be destroyed first before direction damage is applied.

Damage Allocation:

Shields: All shield points must be down before the Armor is hit - Not directional
Armor: All armor points must be gone before the Outer Hull is hit - Not directional
Outer hull: All hull points must be gone before the Inner Hull is hit - Directional
Inner hull: Directional

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Re: Do all three layers of the ship model need to have stuff?

Soumis par glockgemini le Mer, 2007-01-31 17:51

They'd have to work something out with cargo components. Empty cargo components don't have much mass. I would say that their mass shouldn't count unless they had something in them.
A ship with negative speed would be interesting. Just make your destination the starting point and you would move toward it. ;O)

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Re: Do all three layers of the ship model need to have stuff?

Soumis par glockgemini le Mer, 2007-01-31 17:56

To best utilize this damage allocation system, all ships should be spheres to maximize their internal hull spaces. The Borg should have it made.

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Nevyn le Mer, 2007-01-31 20:32

glockgemini wrote:
They'd have to work something out with cargo components. Empty cargo components don't have much mass. I would say that their mass shouldn't count unless they had something in them. A ship with negative speed would be interesting. Just make your destination the starting point and you would move toward it. ;O)

Your also assuming that the fancy engine types rely on straight thrust/mass principles, and not a size/field generation principle. It's Sci-Fi Smiling The engines could generate a bubble of certain size and everything inside that bubble can then sideslip through space at a certain rate based on the power of the bubble. Need a big enough bubble to enclose a larger ship so to make the bubble bigger you sacrifice some power, why in BM/IRM bigger ships need more engines. Suddenly Mass isn't an issue if you use something along that theory.

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Szun le Jeu, 2007-02-01 01:17

and there is allways the "Lensmen" universe where ships reduce thier mass to 0 to get over lightspeed and only the particle deflection limits the speed...

Einstein said no mass can move faster then light, guess E.E.'Doc' Smith took it by the letter Laughing out loud

in case you never heared of those books i recomend reading them...its good sifi for been written in the 50s and 60s.
I was reading them in the early 70s when noone even heared of georg lukas and starwars:D

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Re: Do all three layers of the ship model need to have stuff?

Soumis par glockgemini le Jeu, 2007-02-01 10:03

These "fancy" engine are still just thrusting engines. Definitely not anything FTL because it still takes 1-2 months to get around your own system. I wouldn't call that anything close to FTL or especially fancy, so mass would still count.

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Unrealistic Hull Structure

Soumis par Omnius le Jeu, 2007-02-01 11:06

Captain Kwok wrote:
If there is nothing in the outer hull, then there is no structure to absorb any of the damage so it will go to the inner hull. Empty slots do not have any structure.

Captain Kwok,
Just because a hull slot contains no critical components should not mean it doesn't exist. The empty hull slots ought to be damageable as well, those empty hull slots damaged just wouldn't affect components. Not very realistic hull presentation if empty slots are ignored for damage purposes. Damage ought to be applied in a random fashion, damaging some empty slots and damaging some filled slots.
Omnius

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Re: Do all three layers of the ship model need to have stuff?

Soumis par glockgemini le Jeu, 2007-02-01 11:15

The "hull slots" are only a general representation of the hull. A 180KT weapon takes 1 hull slot just as a 20KT weapon or a 5KT armor component.
if you use up your whole tonnage with three very large weapons, it doesn't mean you have a bunch of "empty" slots left over. Tonnage is tonnage and slots are merely pretty.

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Re: Do all three layers of the ship model need to have stuff?

Soumis par Captain Kwok le Jeu, 2007-02-01 11:35

Remember the slots are abstract in terms of size, since 1 slot can represent 10kT of space/structure or 100kT of space/structure without visually occupying more space on the layout. For example, think about the armor, it only occupies a few remote slots, but really it is treated as if it composed the entire layer of the ship for damage purposes.

So really what we have is SE:III's armor/inner/outer ship design, but without the max % restrictions for used space in a layer, and a vague graphical layout for directional damage.

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