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Author Topic: [0.7.2a] Torchships v1.0 (06/09/2016)  (Read 7389 times)

Tartiflette

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[0.7.2a] Torchships v1.0 (06/09/2016)
« on: September 06, 2016, 04:23:49 AM »



A little experimentation around fleets movements on the campaign map, trying to ease the early game experience.


Require LazyWizard's LazyLib


   Maneuvering a fleet of torchships isn't mundane: make the wrong formation adjustment when changing direction and some of your ships get cooked by weapon-grade thrusters exhaust plume. While large fleets shouldn't be slowed down by their numbers, they should however be more cumbersome to fly around.

How does this translate:

 - Fleets get a debuff to their acceleration the more ships they have, weighted by ships sizes.
 - Ships that have the slowest burn of the fleet count double, as faster ones can leave more margin to the slower ones without holding them back.

 - Emergency burn ability changes:
   . dramatically reduce maneuverability,
   . reduced CR impact,
   . increase the speed by 4 burn levels instead of 5,
   . last two days.

 - Added Emergency maneuver ability:
   . greatly increase acceleration,
   . raise burn level by 7,
   . large CR cost,
   . small fuel cost,
   . last only a quarter of a day.

   So overall large fleets will get outmaneuvered by smaller ones even at the same burn, Emergency burn springs behaviors are less prevalent and you have more options to evade a pursuer or ambush a target. However AI fleets can't use the emergency maneuver ability yet.

   It should work well with any other mods, however it require a new game and cannot be removed from an existing save.

   Tell me what you think!
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Cik

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Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« Reply #1 on: September 06, 2016, 07:09:07 AM »

seems like a good idea.

it reminds me of that line, no idea where it's from

"there is no such thing as an unarmed spaceship."

even if you're unarmed, you can still hit them with the drive plume.
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Bastion.Systems

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Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« Reply #2 on: September 06, 2016, 10:28:50 AM »

Interesting, I will test this when I get time.
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Jay2Jay

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Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« Reply #3 on: September 07, 2016, 01:50:20 AM »

seems like a good idea.

it reminds me of that line, no idea where it's from

"there is no such thing as an unarmed spaceship."

even if you're unarmed, you can still hit them with the drive plume.

"A reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive."
— The Kzinti Lesson, Larry Niven.

Its from his book series "Known Space" or maybe the spin-off "The Man-Kzin War".
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King Alfonzo

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Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« Reply #4 on: September 07, 2016, 05:07:48 AM »

Just started a game with this. It's a really effective, elegant way to help small fleets escape bigger fleets - it's nice being able to actually outmaneuver bigger ships to get to safety. Not to mention it'll be difficult for larger fleets to catch smaller fleets. So it makes a curiously useful fleet battle balancer.

Seriously, if you've been having issues with the early game, this is the mod for you.

cpmartins

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Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« Reply #5 on: October 15, 2016, 03:19:05 PM »

Loving this mod. Too bad the AI can't use EB.

"there is no such thing as an unarmed spaceship."

Probably from one of the books in the "Man-Kzin Wars" collection.
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sirboomalot

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Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« Reply #6 on: October 16, 2016, 09:40:14 PM »

The quote is also in Ringworld, I believe.
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Bastion.Systems

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Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« Reply #7 on: November 25, 2016, 02:58:28 AM »

Playing around with this mod for some more, it's great! Makes early game far more bearable. And gives the game's space travel overall a better feel of acceleration and mass.
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majorfreak

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Re: [0.7.2a] Torchships v1.0 (06/09/2016)
« Reply #8 on: March 10, 2017, 04:40:16 PM »

wait...what? why isn't this on the mod index? are there other mods that "don't make the cut" or was this a simple oversight? Starting to realize there might be 'experimental' mods out there that don't pass some requirements (like being 'savecopy' friendly)
« Last Edit: March 10, 2017, 04:46:37 PM by majorfreak »
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