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-   -   New PBEM/PBW Game: Adamant 011 (http://forum.shrapnelgames.com/showthread.php?t=10762)

Asmala December 18th, 2003 07:56 PM

Re: New PBEM/PBW Game: Adamant 011
 
And notice how hard is make fast long range colony ships. http://forum.shrapnelgames.com/images/icons/icon10.gif

se5a December 18th, 2003 08:01 PM

Re: New PBEM/PBW Game: Adamant 011
 
nooo!! its simple!
just make a transport with the same movement points as your colony ship and fill it up with suplys.
of if its earlyer in the game use a scout.

Edit: and fleet it with the colony ship.

[ December 18, 2003, 18:02: Message edited by: se5a ]

Asmala December 18th, 2003 08:38 PM

Re: New PBEM/PBW Game: Adamant 011
 
No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis December 18th, 2003 09:21 PM

Re: New PBEM/PBW Game: Adamant 011
 
Quote:

Originally posted by se5a:
just multipy the number of engines*suplyusage*movementperturn = suplys used per turn.
(is that how its worked out fyron?)
then you just add your suply storage (or take engines off) to get the range you want.

<font size="2" face="sans-serif, arial, verdana">Hmm... maybe I should come up with some sort of ship range helper program... you choose the tonnage, the desired range, the desired speed, and your propulsion tech level, and it tells you how many engines and supply storage to put on! Should be simple enough... http://forum.shrapnelgames.com/images/icons/icon12.gif (Of course, if you take into account solar sails and hyperdrives... http://forum.shrapnelgames.com/image...s/rolleyes.gif )

Fyron December 18th, 2003 11:00 PM

Re: New PBEM/PBW Game: Adamant 011
 
Quote:

Originally posted by Asmala:
No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">This was a design decision.

Asmala December 19th, 2003 01:02 PM

Re: New PBEM/PBW Game: Adamant 011
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Asmala:
No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">This was a design decision. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You mean the fact that colony ships are slow was a design decision? What else it could be? http://forum.shrapnelgames.com/images/icons/icon12.gif

Asmala December 27th, 2003 09:24 AM

Re: New PBEM/PBW Game: Adamant 011
 
Has this game gone to Christmas break?

Fyron December 27th, 2003 09:42 AM

Re: New PBEM/PBW Game: Adamant 011
 
I was working on a new Version of the mod, then got siderailed by family... http://forum.shrapnelgames.com/images/icons/icon12.gif Tomorrow hopefully. Now is time to sleep. http://forum.shrapnelgames.com/images/icons/icon12.gif

Asmala December 27th, 2003 10:16 AM

Re: New PBEM/PBW Game: Adamant 011
 
OK. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis December 27th, 2003 07:36 PM

Re: New PBEM/PBW Game: Adamant 011
 
Say, this game's beta testers haven't made it into the credits yet... I'm also in Adamant 010 but not everyone else is http://forum.shrapnelgames.com/images/icons/icon12.gif

edit: oh yeah, if you're making a new Version, I might want to report this "bug" I found when creating the QNP helper program - Magical races don't seem to have any equivalent to the Inertial Flux Engine series. Or was that intentional?

[ December 27, 2003, 17:43: Message edited by: Ed Kolis ]


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