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-   -   Starfleets mod, breaking paradigms (http://forum.shrapnelgames.com/showthread.php?t=10760)

Admiral Wunderbar November 19th, 2003 07:28 PM

Re: Starfleets mod, breaking paradigms
 
That's an idea also present in Highliner where only big ships can go long distances, and smaller ones have a short range of operations. The exception is the Scout, but that's its' function anyways. It's easily overcomed with a support ship, nothing to worry about.
I'm a kind of fan of wars (as long as it doesn't happen in my time), and everytime I studied it an underlining concern of all armies going to war outside their backyard was supplies. It's called Logistics, the art and science of supplying armies. That is what defeated Napoleon against Russia, or the nazis against the same country. It was just too much ground to cover and the russians kept retreating and destroying anything that could be used by the enemy: the "scorched earth" tactic. In the end the invading army would have nowhere to get supplies from and would die out. Many other countries have used or succumbed to this in History.
SE4 doesn't allows to go grabbing supplies from defeated ships, the only way is to drop troops on a planet with a ressuply depot. Yet the lack of logistics was bugging me, it was just too unrealistic in my eyes. Thus the change.
This is a small excerpt for those who like the science of war:
Assurred of regular supply, Roman troops could more easily survive being under siege, or reduce enemy fortifications themselves without worrying about starving. Well supplied Roman armies could march hither and yon for months at a time while their ill-organized foes would see their troops getting hungry, and shortly thereafterwards deciding to go home (with or without permission). Few of the armies Rome faced over the centuries had efficient logistics and were thus under a lot more time pressure to reach a decision before their troops starved or, more likely, quit the field.

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Saber Cherry April 3rd, 2004 08:27 PM

Re: Starfleets mod, breaking paradigms
 
Are you planning on updating this mod?


In the readme, you state:
Quote:

Not every empire have been tweaked as of now, so many won't use
the ship designs implemented or the new weapons. Empires who
have been tweaked are ready for the 'Add Existing' in setup
and are: Jraenar, Terrans (both will use everything),
Amon'Krie (not so extensively tweaked), and Abbidon (will
use only the interceptor).
<font size="2" face="sans-serif, arial, verdana">Does this mean that only the Jraenar and Terrans will play correctly, and other races will design nonfunctional ships or not use any ships? If so, can I copy the Jraenar/Terran AI files to additional folders in order to use additional shipsets and more than 2 races per game? Any advice from anyone who knows would be helpful.

-Cherry

[ April 03, 2004, 18:50: Message edited by: Saber Cherry ]


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