Trying to do an engine mod
And by "engine" I mean "drive"
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GalCiv2 Forums
I'm trying to do an engine mod that limits ships to one engine a piece (and then after that I was going to mod the speed of the engines to compensate), to feel out how that "solution" would work.
I was actually going to propose this as a fix, but I decided I should probably try it out myself first.
IMHO it helps the speed problem, the colony rush issue (admittedly toned down somewhat again in TA vs DA, as well as DA vs DL), and it might actually help the AI in its handling of faster ships, but given that the final speed for say hyperwarp III would still need to be fairly significant (hi, immense maps), I'd say probably not. It does, however, give a REAL benefit for researching the next engine tech, as well as solving the issue (though it appears the majority here would not view it as a problem, necessarily) of smaller ships being significantly slower than larger ones; particularly when attempting to move them in fleets.
It's also more realistic, i.e. adding two warp drives onto a ship wouldn't make it go faster IRL; but giving it a better warp drive would.
In any case, I'm assuming placementlimit doesn't work in gc2types, and it seems I can't change up an engine so that it has module properties (i.e. mining/construction). Apparently the mining/construction module limits are hard coded, and not actually dependent on their type. My guess is warp bubble/adv warp bubble are hard coded as well, so I can't just copy from them, either.
If it's relevant, I'm attempting this in DA 1.80q.100, though I hope to apply the results back to DL (1.50.133, of course?). As far as TA goes, that's an entirely new situation, due to how far everyone goes in engine techs now (or doesn't go), but I would hope it would be workable there as well.
Comments? Criticisms? Suggestions? Solutions?
I was actually going to propose this as a fix, but I decided I should probably try it out myself first.
IMHO it helps the speed problem, the colony rush issue (admittedly toned down somewhat again in TA vs DA, as well as DA vs DL), and it might actually help the AI in its handling of faster ships, but given that the final speed for say hyperwarp III would still need to be fairly significant (hi, immense maps), I'd say probably not. It does, however, give a REAL benefit for researching the next engine tech, as well as solving the issue (though it appears the majority here would not view it as a problem, necessarily) of smaller ships being significantly slower than larger ones; particularly when attempting to move them in fleets.
It's also more realistic, i.e. adding two warp drives onto a ship wouldn't make it go faster IRL; but giving it a better warp drive would.
In any case, I'm assuming placementlimit doesn't work in gc2types, and it seems I can't change up an engine so that it has module properties (i.e. mining/construction). Apparently the mining/construction module limits are hard coded, and not actually dependent on their type. My guess is warp bubble/adv warp bubble are hard coded as well, so I can't just copy from them, either.
If it's relevant, I'm attempting this in DA 1.80q.100, though I hope to apply the results back to DL (1.50.133, of course?). As far as TA goes, that's an entirely new situation, due to how far everyone goes in engine techs now (or doesn't go), but I would hope it would be workable there as well.
Comments? Criticisms? Suggestions? Solutions?