.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   New SJ mod (http://forum.shrapnelgames.com/showthread.php?t=10942)

Aiken May 29th, 2004 09:53 PM

Re: New SJ mod
 
I'm playing as Rock native race, and can't find a Ice or Gas colonisation tech to research. Are they forbiden?

Fyron May 29th, 2004 09:56 PM

Re: New SJ mod
 
Feel free to use the SystemNames.txt file from FQM, with over 40,000 names.

Suicide Junkie May 29th, 2004 10:23 PM

Re: New SJ mod
 
Re: Colony techs.

That is correct.
The only way to get colonies on foreign worlds is to capture or trade for them.

That is also why the cost for those traits is so high.

-----

Re: Colony mount
It also increases the cost by a lot, and the maintenance goes through the roof, so you won't want to use it on common components.

I thought I had it locked down already, but I guess not.
Fix coming up.

-----

Re: miners.
Thanks, I forgot about those.

Aiken May 30th, 2004 12:20 PM

Re: New SJ mod
 
Hi, again.
Recently I've decided to speed up production in one of my colonies. So I pushed Emergency build and ... my production rate went down to a half of default prod rate. :-[====]
First of all I got frightened about hallucinations and such. But when I looked into the settings.txt:

Maximum Emergency Build Turns := 1000 wow!
Construction Queue Emergency Build Rate Percent := 50
Construction Queue Slow Build Rate Percent := 150

LOL. But, seriously, is it bug or feature?

Combat Wombat May 30th, 2004 12:22 PM

Re: New SJ mod
 
Feature

Captain Kwok May 30th, 2004 03:27 PM

Re: New SJ mod
 
No way, it's an SJ typo. The emergency build rate should 150% and the slow rate 50%.

Alneyan May 30th, 2004 03:39 PM

Re: New SJ mod
 
I think it is indeed a feature, as SJ wouldn't have allowed for unlimited Emergency Build if it was quicker than regular build. This way, you have to put Emergency Build on, lowering your present build rates, in order to increase your building rates later on (once you turn Emergency Build off).

It is a very nice change gameplay wise, but sadly you cannot change the names "Slow Build" and "Emergency Build" as it goes the other way around here.

spoon May 30th, 2004 03:51 PM

Re: New SJ mod
 
Wow, what a cool idea...

Captain Kwok May 30th, 2004 04:19 PM

Re: New SJ mod
 
I never thought about it that way. That'd be an interesting way for sure! You have to 'pay for it' in advance rather than later on.

Suicide Junkie May 30th, 2004 04:45 PM

Re: New SJ mod
 
I don't think there is anything I can add to this except a confirmation.

Excellent response time, too. I love this forum http://forum.shrapnelgames.com/images/icons/icon7.gif


-----

As for practical uses of the build rates, I expect it will work very well if you turn it on for your BSYs, and let them build a turn's worth of infantry on repeat build.
Then when you spot the enemy, you can turn it off and pump out the high tech ships you need.

-----

PS:
Sorry for the delay, I almost finished the updates, but got another great idea from IRC.

A racial trait which provides +1 range to ship weapons, and a second which boosts accuracy.

[ May 30, 2004, 15:48: Message edited by: Suicide Junkie ]


All times are GMT -4. The time now is 07:29 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.