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ryleyra

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Reply with quote  #16 
Quote:
Originally Posted by Xavier Wise
If you meet a monster, you are as good as dead unless you can find an enemy very near by. Even with warp engines boosted to maximum, you don't have enough speed to escape from it.


Yeah, monsters are much bigger and more deadly. There really isn't anything I can do about that, as their stats can't be edited.

Quote:
I was also wondering if the blast radius of various weapons was changed, as well as the deployment distance of mines. I ask because, on launching an EMP and nuke at a Skaraan, I seemed to blow out the whole back of my ship.


I hadn't considered that, but you're right, blast radius should be unchanged, meaning it is ten times your movement speed. I'll have to see if there is a value that can be adjusted to change this. Still, missile range is unchanged, so it may just call for a different strategy.
Arrew

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Reply with quote  #17 
Mines seem to function fine to me.

As is the blast radius.


I tried B and the game functioned much like normal. I changed the sky boxes and enemy ships are visible when you attack them but they do seem to be very far away.

When you warp though the back of the ship vanishes at warp 2 and above I think.

I think bases look better being bigger, perhaps leave them at the default size.
ryleyra

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Reply with quote  #18 
Quote:
Originally Posted by Arrew

When you warp though the back of the ship vanishes at warp 2 and above I think.


You may need to replace the artemis.ini file. The one for A does not work with B as the higher warp makes the ship "move back" further. I think the back of the ship may still be cut off at Warp 4, but I wanted the player ship to be as big as possible.

ryleyra

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Reply with quote  #19 
In case you hadn't noticed the change in the first post, I reworked the Tenth scale mod, changing from energy use in the artemis.ini file to efficiency, and enlarging the bases in the B mod. I also added a quarter scale mod, which I think is honestly the better mod. I went ahead and made an A and B version again, but they are essentially the same, it's just version A has twice the weapon range (both beams and torps) of version B.

Newcommerin

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Reply with quote  #20 
Tried the TenthScale A Version with your mission, here are my four "first" thoughts:

1.) Wow!!!

2.) Wow!!!

3.) Torpedos are now way better to use, I can target the enemy way before I (or he) is in range for beams. It feels more realistic for me to fight with torps and use Beams only when it comes to "eye to eye" combat - either because the enemy has closed up or the torps are out.

4.) What does the tractor beam tractor? It is nothing important, just cosmetic like the warp tail. 

I didn't had enough time to do the whole mission, just had a glance on it. But I surely will write a mission for it, cause it looks finaly like enough room to have multiple "spots" for an adventure. My head is working already, from boarder patrol (now with a great chance of not beeing at the action place, at least not in time) to rescue and delivery to multiple stations, nebulas, ...

I want to say thank you very much for your work and invested time!!!!


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ryleyra

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Reply with quote  #21 
Quote:
Originally Posted by Newcommerin

4.) What does the tractor beam tractor? It is nothing important, just cosmetic like the warp tail. 


Not sure what you mean here. If you mean what is the graphic for the base tractor beam I didn't look for that. The beam graphic may alter it, though.

However, docking with a base still has the same range, even though the ranges are all 10 times larger. So you can still initiate the tractor beam at 600 units, like always. That's REALLY far in the new scale of the TenthScale mod, though, so you would probably activate it at 200-100 units. The graphic is really big, but the bases are now bigger compared to you too.

My "Mission" isn't required for the mod, and it doesn't do anything but multiply Warp speed by 10. It's probably better to have normal Warp speed, so the sector feels really big and energy conservation is important.

I really like that torpedo range is extended so much too. It really changes the strategy, although I'm sure kiting becomes a bigger issue. It doesn't seem like a big problem, though, since the ships are so slow, and the Torgoth have as much range with their drones as you do.

One thing I never tested is the Arvonians. It just occurred to me that they may launch their fighters at the normal range, and then have to retrieve them because they move so slow they will never reach the target. I'm not sure what I can do to fix that, except maybe double the speed of fighters.

locqust

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Reply with quote  #22 
Quote:
It just occurred to me that they may launch their fighters at the normal range, and then have to retrieve them because they move so slow they will never reach the target. I'm not sure what I can do to fix that, except maybe double the speed of fighters.


I have an image of a Star Destroyer launching TIE fighters when you say that. Huge lumbering ships spewing out very fast, maneuverable fighters that get there long before the mothership to keep the opposition busy. I think that sort of speed could work well here too, player ships are so distracted by the fast fighters they forget about the real threat of the carrier/s and escorts coming up behind them.
ryleyra

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Reply with quote  #23 
Well, technically there is no speed limit in space, so ships should be able to go as fast as they want. (for sublight technology anyway) However, acceleration is an issue, and a small, nimble fighter would have more acceleration than a massive, lumbering capital ship. Ships would probably restrict themselves to a speed from which they could comfortably stop without taking a few days to do it. (That's what FTL is for)

Fighers are currently four times faster than their carriers, but Biomechs are 6 times faster. So fighters are already pretty fast, but they could be faster. I'll probably add that the next time I decide to make a change to the mod.

Newcommerin

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Reply with quote  #24 
If you dock, the tractor beam is still the same size as before, so it is now much bigger than the tractored 1/10 ship.

Nothing that interfeeres with the game, it just looks disturbing. [rofl]

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ryleyra

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Reply with quote  #25 
I have uploaded a new version of the mod. This update (for both tenth and quarter scale) includes modified DXS files for drones, mines, derelicts and anomalies, so they will no longer be out of scale. I also fixed the issue with Arvonian Fighters not being fast enough to get very far before they have to turn around and return to the carrier.

In addition, I had not properly resized the Fighters in the quarter scale mod. That has also been fixed. I couldn't do anything about the tractor beam, and left monsters alone since their speed and range can't be modified.
Arrew

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Reply with quote  #26 
Wow good job Ryleyra. I'll be sure to check it out [biggrin] .
Xavier Wise

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Reply with quote  #27 
It occurred to me just now that if you used our values to increase energy efficiency of the ships in this mod (we basically changed it so warp 1 used no energy, warp 2 very little, and warp 3 and 4 about the same as warp 1 now) it would really benefit the 10th scale version. We still play at normal scale, but found warp 3 is a good cruising speed with the modifications to energy efficiency. Warp 1 is slow but you regain energy and warp 2 is a little faster but keeps energy level. We basically modified it so we could travel long distance (several sector maps at a time) in a reasonable amount of time, and not having to stop constantly to replenish energy.

The values (currently) are as follows:

; SETTING: energyUseCoeff
; USE: adjustment to total amount of energy the player ship uses over time
; ACCEPTABLE: 0.2 to 3.0
energyUseCoeff=0.3

; SETTING: energyCoeffBeams
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffBeams=8.0

; SETTING: energyCoeffTubes
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffTubes=8.0

; SETTING: energyCoeffTactical
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffTactical=3.0

; SETTING: energyCoeffManeuver
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffManeuver=1.0

; SETTING: energyCoeffImpulse
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffImpulse=1.0

; SETTING: energyCoeffWarp
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffWarp=1.0

; SETTING: energyCoeffFrontShlds
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffFrontShlds=5.0

; SETTING: energyCoeffRearShlds
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffRearShlds=5.0

What do you think?


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ryleyra

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Reply with quote  #28 
It looks good, but I had removed the energy efficiency tweaks from the artemis.ini file and switched to efficiency in vesselData because it was a change to only one value, instead of eight. I'm also unsure if energyCoeffWarp effects the energy cost at Warp speed, and not just the constant energy drain of the engines. Your numbers almost seem like overkill, I think I'd be more comfortable with Beams of 6.0, Warp of 3.0 and Manuever of 2.0, with the rest the same.

Still, it's overkill to make Beams, Shields and Torps more efficient just to extend range, and that's what adjusting efficiency does. It's a "dumb" setting that effects everything equally. And your mod is specifically designed for warping from sector to sector, and my 10x mod is effectively a 10 x 10 grid of sectors, so yeah, it's the same thing.

I'd tweak it to see what gives the best effect. Personally, what I might consider is lowering the efficiency, if that's the only way to reduce Warp cost while underway, and then boost the artemis.ini values accordingly. Let me experiment a bit and let you know what I find out. (I'll note jump coefficient is right there in artemis.ini, although I think efficiency effects that, too)

I'll also note I theorized that Warp has to be "crash started" when used in combat, which greatly reduces its range. If you could set up a portion of a script where the ship "configures" for long range warp, taking some time to switch back and forth to combat ready state, that could extend range too.

hoog

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Reply with quote  #29 
Very cool! I suspect bigger maps will be very useful for people using Artemis in a larping perspective.
ryleyra

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Reply with quote  #30 
I have updated this mod to be compatible with Artemis 2.3. Carriers and Fighters are now a bit more interesting with the increased scale. For one thing, it is a lot harder for a fighter to cross the map on its own. In the stock game it's possible, although it might take a while. On one tenth scale, however, you could be lost in space for hours. So the Carrier is a lot more critical for long distance travel.

The old version is included in a subfolder, for those that might still want to try it with tablets. Also, I noticed I had accidently set the Battleship to 38 rear shields in the quarter scale mod. Probably a global search and replace that went awry. Test it out and tell me if there are any problems.

I might drop the Tenth Scale B version. It's really redundant now with the Hundred Times Warp Speed mission. (Which is unchanged from the previous version)
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