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

Ship Design: boxes/decks

Soumis par asjrw18 le Jeu, 2007-08-16 16:44 Space Empires V General

Am I just crazy or is the ship design interface a little under-utilised? Right now ships are design according to size and how many Armor Slots, Outer Slots, Inner Slots are available. The trick is: there is hardly ever any shortage of outer or inner slots. Especially when you consider that you really have 3 ship layouts to work with (upper middle lower decks). It seems like this could be an interesting component of ship design that right now ends up being almost pointless.

The corollary to this is: How can a mod(s) fix this? Number of decks is probably hardcoded, right? What about the "squares" per deck? Could this differ between decks? (4 armor slots on the upper deck, but 8 on the middle, etc) Can components take up more than one slot? Making it a little more of a tetris game to fit parts in?

What do you think?

‹ Finate resourses So is it a freightor or is it an Attack ship? ›
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Image de RogerN

Re: Ship Design: boxes/decks

Soumis par RogerN le Jeu, 2007-08-16 17:03

Short answer to your question: yes, a mod can override the number of squares per deck, but decks are hard-coded to three.

Personally I put almost all of my components into the outer slots. Inner slots are reserved for the absolute essentials such as the bridge, life support, and crew quarters. I prefer that all other components exist on the outer hull so that they are killed at about the same rate.

I don't think that the quantity of slots is supposed to be a limited resource (except maybe in the case of armor slots). That's why there are three separate decks - because you're *supposed* to be able to arrange your components any way you like. Besides, even if someone wanted to put all of their components into the Inner Hull, it wouldn't help at all during combat - there would be nothing in the outer hull to absorb damage, so your inner components would take damage as soon as the armor is penetrated.

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Re: Ship Design: boxes/decks

Soumis par Harmonious Hegemony le Jeu, 2007-08-16 17:24

Does anyone else find it interesting that you can place things like engines and weapons on the inner hull? It seems like this whole area of ship design needs a little more refinement. That might make for a more interesting ship design process.

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Image de Ardius

Re: Ship Design: boxes/decks

Soumis par Ardius le Jeu, 2007-08-16 17:28

I think of it more as a role play component. Theres really no differance where you put things except outside gets hit first. So like, you could put all of your stuff on the top, but for a more visual pleasement, and roleplay, i orginize it. My missiles go on the middle deck on the outer outside to the front.

-------------------------------------------------------------------
WHY SHOULD I FEAR WHAT WRONG I HAD NOT DONE?

~Ardius (me)

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Mod Designer

Re: Ship Design: boxes/decks

Soumis par Fyron le Jeu, 2007-08-16 17:49

RogerN wrote:
Short answer to your question: yes, a mod can override the number of squares per deck, but decks are hard-coded to three.
You can alter the slot layouts, yes, but the decks are always identical.


SpaceEmpires.net | Space Empires Wiki

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Image de Captain Kwok
Mod Designer

Re: Ship Design: boxes/decks

Soumis par Captain Kwok le Jeu, 2007-08-16 18:21

One problem you might have if you start limiting the amount of slots available is how to balance all the different ship sets.

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Space Empires Depot | SE:V Balance Mod

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Re: Ship Design: boxes/decks

Soumis par asjrw18 le Jeu, 2007-08-16 20:58

I see what you mean about how the current ship design system gives maximum flexibility to us in where we place comps. I think what I was trying to get at is that mass constraints are the ultimate tactical restriction in ship design right now, but adding on a space constraint as well would create greater tactical diversity. Let's say for a moment that you have two ship designs to choose from: one that has more mass, but fewer component slots, and one that has more slots and less mass. All of a sudden ship design gets a lot more interesting, and choosing a hull type means more than just "small, bigger, biggest".

When it comes to balancing, this sort of thing would undoubtedly pose a problem. Shipsets would probably pose a problem for starters. Beyond that, it would need to be integrated with modifications to component masses too. But would it be any more a problem than any other thing a mod might do?

Though, if the number of slots per deck must always be the same and the number of decks are hardcoded, it doesn't really give much wiggle-room for too many changes, so the balancing couldn't get too out of hand.

Is the general consensus out there still that this is just a dead end?

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Image de Captain Kwok
Mod Designer

Re: Ship Design: boxes/decks

Soumis par Captain Kwok le Jeu, 2007-08-16 21:46

You could always introduce a set of override slots (which would be used for all sets) that would put a premium on space.

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Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Ship Design: boxes/decks

Soumis par Fyron le Jeu, 2007-08-16 21:46

One thing you could do is make slot layouts based on racial traits. Have, say, 5 different types. Each trait gives a complete set of vehicle sizes, and they need to be mutually exclusive traits. Each set of vehicles uses a different set of named slot layouts. Use the slot override file to force all players to use the same slot file (defined by the mod). This file then contains 5 copies of every vehicle, covering all 5 traits.

Only potential issue is that slot layouts don't match the ship graphics, but that's not really very relevant.


SpaceEmpires.net | Space Empires Wiki

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Image de BlueTemplar

Re: Ship Design: boxes/decks

Soumis par BlueTemplar le Sam, 2007-08-18 12:44

I like to use the Outer/Inner Slots. You can design your ship either in a way to fight to the last, or to flee when it can't fight anymore.

Sadly, you can't do that in BM.

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Mod Designer

Re: Ship Design: boxes/decks

Soumis par LordHavoc le Lun, 2007-08-27 05:19

Reducing the number of slots for the ships would certainly add an element of tactics into ship design. Especially if it was 'really' restrictive.
But a drawback of that would be when you upgrade the hull space via reserach. You will have all this extra space and nowhere to put things.
You could however add new hull 'specifications' (make a new hull, with a different slot layout) that becomes available at higher techs.

It's all very open ended really.

Your lord and master (below Foamy) LordHavoc

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Image de BlueTemplar

Re: Ship Design: boxes/decks

Soumis par BlueTemplar le Lun, 2007-08-27 09:14

It would help to differentiate the races: some of them would be able to use lots of different weapons, but wouldn't have many armor slots, others would need weapon mounts to use most of their space, or put on a lot of armor (for which they would have plenty of slots).

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Mod Designer

Re: Ship Design: boxes/decks

Soumis par Fyron le Lun, 2007-08-27 11:27

Sadly, you can't add new slot types.

However, that is irrelevant; you can implement whatever restrictions you like as part of racial traits and the vehicles themselves. Add a dummy ability (like an AI Tag 01) to the class of components you wish to restrict (eg: all weapons). Add a design requirement along the lines of

iif(has_trait("Gun Nut"), get_component_by_ability_count("AI_Tag_01") < 10, iif(has_trait("Armor Nut"), get_component_by_ability_count("AI_Tag_01") < 5, get_component_by_ability_count("AI_Tag_01") < 7))

(all formula names are made up and should not be taken as directly functional in-game)

This will mean that if the empire has the Gun Nut trait, you can add up to 10 guns. If you have Armor Nut, you can only add up to 5 guns. If you have neither trait, you can add up to 7.

You can either tie the traits to specific races, or make them more generalized so its easier to use custom shipsets with them.


SpaceEmpires.net | Space Empires Wiki

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Re: Ship Design: boxes/decks

Soumis par MiXeR le Lun, 2007-08-27 14:15

Making new slot types would be realy nice to be able to do (:

Was trying to make one in my mod but didnt find a way so i thought i would ask how to do it but now i guess i will have to skipp makeing a new slot type...

I hope they will add that to some future patch d:

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