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Re: New SJ mod
Kewl! BTW what are you studing for? what major?
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Re: New SJ mod
I'm in Math -> Computer Science with Physics as a minor.
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Re: New SJ mod
I was going for MBA till I put my back out and the meds made it so I could not think right, I could read the same line 4X and still not understand it.. http://forum.shrapnelgames.com/images/icons/icon8.gif
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Re: New SJ mod
Things I like so far, you can have more than 1 space yard on planet, build times look to be more realistic.
What I do not like, is the build time for ring world componets etc with space yard ships, may be right time wise but in a game you will never build one http://forum.shrapnelgames.com/images/icons/icon9.gif Bug: supply componet 3,4 and 5 all have the same number but abilitys do change [ July 24, 2004, 19:01: Message edited by: mottlee ] |
Re: New SJ mod
Speaking of Ringworlds/Sphereworlds: choosing the wrong colony tech can have other consequences besides being very annoying for the game. Ringworlds/Sphereworlds are of your colony type and atmosphere, so a player picking Gas as his colony type, and then choosing Ice Natives, would have the very nice surprise of seeing an uncolonisable Ringworld. *Gloats at the thought*
SJ has written in the todo list that he intends to reduce the size of Stellar Manipulation components, so it should make these Ringworlds/Sphereworlds a bit more affordable (and so more Emperors will be able to satisfy their Imperial Egos). |
Re: New SJ mod
1)
The microwave relays say "Generates X Megawatts of power." There is no remote mining option for power... Did you want it reworded or detailed more? --- 2) Oooh, the roman numeral! Fixed. --- 3) What you can do to help right now is: - Use Ebuild to store up construction rate for your big push to the ringworld http://forum.shrapnelgames.com/images/icons/icon12.gif - Build the plating and cables at your planet, to make use of the fast build rates. (It dosen't have to be at the star Last I heard) - Bootstrap up to a 4000 kt base spaceyard in order to speed up the building of the activation component. (Build a 2k, have it build a 3k, and have the 3 build the 4) - A retroseries may be your best bet for actually completing the ring generator component... Exponential growth and all http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: New SJ mod
*Carefully bumps the thread, and tells SJ how great his mod is*
A small bug report so that my post will not be *completely* useless (not that this is an world-shattering problem): The description for the Microwave Power Relay components is wrong, as it is the one for remote mining (while Microwave Power Relay use the Generate point ability). |
Re: New SJ mod
Ah, I was speaking of the level II and III descriptions. The description for level I works fine. That will teach me to check for level I, even when level II is the same as level III.
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Re: New SJ mod
As far as I can tell you can only use bases fo ring/sphere world comps there is no ship large enough for them and then move and a base can not use engines to move to a star.
(Edit) E-build goes slower (on mine at least) http://forum.shrapnelgames.com/image...s/confused.gif [ July 25, 2004, 14:44: Message edited by: mottlee ] |
Re: New SJ mod
Quote:
Component descriptions fixed. Quote:
By turning on E-build, you start saving up construction rate. It goes slower at first, then when you turn off Ebuild, you get a burst of speed. Overall, your SY will put out the same amount of production, but if its idle, you may as well save half that rate for a rainy day. Also, at the beginning, your homeworld will probably be able to pump out colony ships and scouts 1 per turn, even at half rate. So, you can store up rate with Ebuild, and then when you need to build your 600kt warships (or ringworld parts), you can turn it off and pump them out faster. [ July 25, 2004, 15:44: Message edited by: Suicide Junkie ] |
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