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Re: Share your opinions
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In any case I'll look into it, maybe faster and shorter in range makes it better overall. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I like the idea of changing them into short-range weapons. Still, if you want them to Last as a choice beyond turn 20, you'd have to make them stronger, not weaker. Maybe you can accomplish what you want by making them weaker at the early tech levels, but then extend the amount of research you can put into them, to make them an option in the mid-late game. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Was that against the AI, or other humans? The ai is notoriously easy to surprise...heh. |
Re: Share your opinions
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I'd give Organic Manipulation its weapons back... they are not really more powerful than normal weapons, and take a huge amount of research to get. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It's related to the new focus each tech has. Psy = insidious and subtle. So they get happiness improvement, ship/fleet training, enhanced intel points generation, subvertion technics. It just doesn't fit in direct damage. Organic = reproduction, and by consequence faster empire spawning. So replication centers are more important now, and you need less research to get it. Temporal = speed and event predicton. That's why they have techs to improve ship speed, construction speed, and better combat sensors -> they predict where the target will be. Crystalline = armor and cannons. This one, and only this one, can make ships that dishes out more damage and can sustain it. At least throught low-mid levels. I avoid giving a bit of other areas to each to maintain it's uniqueness, seems to add more flavor to each race and gameplay. Also your choices are more important, they have more impact on your empire. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Share your opinions
Sometime around the end of the year, if all goes well. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Share your opinions
I guess Supply Generation (ala Resupply Depot facility) is another ability that currently won't work on components. I tried awhile back to make a Base Resupply component for Bases, and never could get it to work. Maybe this is why?
Here it is, in case I have just done something wrong in it that one of y'all knows how to fix: Name := Base Resupply Depot Description := Spinoff development of the quantum reactor technology, allowing a Base to provide unlimited resupply to ships in the same sector, similar to a planetary Resupply facility. Pic Num := 37 Tonnage Space Taken := 100 Tonnage Structure := 100 Cost Minerals := 4000 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Base Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Supply Family := 1025 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Resupply Tech Level Req 1 := 5 Number of Abilities := 1 Ability 1 Type := Supply Generation Ability 1 Descr := Can generate unlimited supplies each turn for ships. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := None Rationale: This is the same Resupply tech level that allows one to build the Quantum Reactor, so it seemed to me that also should give the tech to make a Resupply Depot that will fit on a Base - to resupply those ships that are not fitted with Quantum Reactors. Size was based on 5 * QR size, and cost I think I based from Resupply Depot cost, at slight discount because of the cost and construction time already involved in building the Base that will hold this component. Would be nice to get this working, but not a big deal - in alternative, I just try to keep at least one QR-equipped ship in fleet with any older ships that are still around, to keep them supplied. SpaceBadger |
Re: Share your opinions
No, you didn't do anything wrong. That ability simply has no effect for ships or bases. Only facilities.
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Re: Share your opinions
One problem with making bases into resupply depots is that you can no longer fleet them. I used to use 'em as remote resupply centers - hide one in a storm deep in remote territory, put it into your fleet for 1 turn, fleet filled up and go next turn.
That was a major thing IMO for my tactical 'flavor'.... http://forum.shrapnelgames.com/images/icons/icon9.gif |
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Any idea about the ETA? |
Re: Share your opinions
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SpaceBadger |
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