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Accueil » news » forums » Space Empires V » Space Empires V After Action Reports

Freighters and Ordinance

Image de AngleWyrm
Soumis par AngleWyrm le Ven, 2006-09-22 07:24 Space Empires V After Action Reports

A couple problems with Ordinance being separate from supplies:

  1. Freighters cannot be designed to carry ordinance, because the ordinance carrying modules don't register as cargo carrying modules. Hauling missiles cannot be done with a freighter?
  2. The choice of Ship Design Type doesn't offer a "write your own" box. The only freighter options are Pop. Transport and Troop Transport, neither of which is appropriate for carrying Supplies or Ordinance.

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Image de MageKing17

1. 'Tis a flaw. Unless you

Soumis par MageKing17 le Ven, 2006-09-22 08:42

1. 'Tis a flaw. Unless you can somehow carry ordinance in a cargo bay, which I don't think you can.

2. The DesignTypes.txt can still be edited, like in SEIV. Not much consolation, is it? Sticking out tongue

----

"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot

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Image de Captain Kwok
Mod Designer

SE:V Balance Mod Fixes that...

Soumis par Captain Kwok le Ven, 2006-09-22 10:46

I agree. That's why in the SE:V Balance Mod many items like Supply or Ordnance Storage are treated as cargo. I also made it so that the AI Cargo Transport design is actually a Supply/Ordnance carrier.

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Image de AngleWyrm

Freighter Types

Soumis par AngleWyrm le Ven, 2006-09-22 16:48

@Capt. Kwok, Hey great -- in the demo I have need to build several different "freighter" classes:

  • General Freighter -- unarmed/max cargo;
    population/fighter/sattelite/wp/drone shuttle
  • Troop Transport -- heavy defenses
  • Tanker -- fuel resupply
  • Ammo Carrier -- ordinance resupply
For fleet support, I'll try consolidating the Supplies and Ordinance into one ship. For long-range/emergency assistance, I still have a need for small fast Tankers.
Is it possible to have the Ordinance and Supply modules satisfy the cargo requirement?

@MageKing17, I'll try that. But I don't know what all kind of ships I'm going to need yet, so making me decide before the game starts about all the possible vessel missions seems like maybe a bit too much exposure to the AI's thinking process. Perhaps a separate tab for player Missions and AI missions?

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Image de Captain Kwok
Mod Designer

AI Consideration

Soumis par Captain Kwok le Ven, 2006-09-22 17:03

Although for AI performance, I'd keep a 50-50 split for a cargo transport with Supplies and Ordnance. It'll be hard enough to make sure they add them to fleets.

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Image de Kana
Mod Designer

Well ordnance would be more

Soumis par Kana le Lun, 2006-09-25 18:39

Well ordnance would be more 'explosive' than regular supplies. They may need special storage containers, and holds.

I'm wondering, if there will be a way to mod a damage potential to ordnance supply components, so when they get hit in combat, the can cause castrophic damage to the ship carrying them...

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Image de Captain Kwok
Mod Designer

Supplies = Power/Energy

Soumis par Captain Kwok le Lun, 2006-09-25 23:09

Keep in mind that supplies are really power or energy, not just cans of alphagetti. Sticking out tongue

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Supply/Ordnance carriers

Soumis par Sinapus le Mar, 2006-09-26 22:20

Captain Kwok wrote:
I agree. That's why in the SE:V Balance Mod many items like Supply or Ordnance Storage are treated as cargo. I also made it so that the AI Cargo Transport design is actually a Supply/Ordnance carrier.

Did you just give the Supply and Ordnance components a zero-value cargo storage ability?

(Did that with space yard and repair components in SE:IV to let me use freighter hulls as space yard and repair ships. Gave them combat penalties so they had to be escorted and they were slower than warships regardless.)

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Image de Captain Kwok
Mod Designer

Improved Freighter Usage...

Soumis par Captain Kwok le Mer, 2006-09-27 00:03

Yes I did. In fact, in the SE:V Balance Mod I've added the 0 cargo storage ability on supply/ordnance, SY, Repair, and Remote Mining. I've also added AI design types and functioning AI/Auto-Complete designs for each of these items as individual types of ships/freighters.

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Image de RobertHuntingdon

Modding already?

Soumis par RobertHuntingdon le Mer, 2006-10-04 13:25

SE:V Balance Mod? Did you get the name on that mod wrong, Kwok, or are you building a mod for a game that isn't even released yet?


Robert, Earl of Huntingdon

Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.

Adapted from Sterling, pg. 45
The Orion Sector

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Mod Designer

No, its for the beta + release

Soumis par Phoenix-D le Mer, 2006-10-04 13:46

See topic. I imagine the testers were modding the game from the day they got it. Both to test the modding concepts and for personal enjoyment.

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Image de Captain Kwok
Mod Designer

SE:V Balance Mod

Soumis par Captain Kwok le Mer, 2006-10-04 14:11

The Balance Mod started during the beta and is ready to be released once the game is out. I'd say it's in a bit better shape than the current data files...

I started building a page for it yesterday:
Balance Mod Website

The tech chart by Tampa Gamer for the mod is helpful to get a sense of the changes that were made.

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Ten kinds of awesome

Soumis par Arbiter051 le Mer, 2006-10-04 14:22

I think in games like this, proper balancing (and playtesting, and balancing, and re-playtesting, and balancing...) are of the utmost importance. After reading the flowchart on your website I have a pretty strong feeling that at release I'll be mostly playing Balance mod.
I salute you, good Captain.

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Mod Designer

Release

Soumis par Phoenix-D le Mer, 2006-10-04 14:32

Might as well release the Balance Mod now Kwok; some people do have the full game already. Smiling

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Image de Captain Kwok
Mod Designer

Not quite backwards compatible...

Soumis par Captain Kwok le Mer, 2006-10-04 14:36

I would, but since I didn't know the game would be released this early I never saved a copy that would be fully compatible with 1.00 - so there will be a little bit of a wait until patch 1. Although I'll see if I can backtrack a little bit to make a compatible version...

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