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Re: quick SEV gameplay questions
Ragnarok-X said:
"Wow. Now that is a good measurement about how much ppl like SEV. lol." Actually, it is a very bad measurement. Most (all?) people in the Americas were sleeping. 4 AM for west coast, 7 AM on a Saturday for east coast... "- Are there any mods (major ones) besides the balance mod ?" The Wiki has quite a list going. |
Re: quick SEV gameplay questions
Quick one. Assuming i would like to create a facility that has the ability to scan the scan the system (i.e. get rid of the fog of war) for a range of X, how should the entry look ? I dont need the general things, but the ability entries.
Can it be modded so it requires a constant upkeep each turn ? |
Re: quick SEV gameplay questions
Use the same abilities as basic sensors. Maintenance is paid on all facilities.
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Re: quick SEV gameplay questions
You can get rid of fog of war in Settings.txt, if you want it removed completely.
Base Sight Range Colony := 0 Set to 25 or so and you'll cover the whole system. |
Re: quick SEV gameplay questions
No, i want to keep the fog of war, just want to get extra powerful fixed sensor stations.
LASTLY, about the upkeep. I realize their is maintenance, but would it be possible to add a negative radioactive generation ability so the facility dreains 1000 or what rads per turn ? |
Re: quick SEV gameplay questions
I do that with my facilities in GGmod.
I set the maintenance to zero, but have things such as the: Hydrocarbon Power Plant: - Generates -2000 organics per month - Generates 5000 rads per month Mineral miners use up some organics for workers, and a good deal of rads to power the equipment. etc. I've also got sensor facilities. Pricey, but handy. Cheaper to deploy a network of satellites in the hexes around your planet, although sats are vulnerable to weapons fire. |
Re: quick SEV gameplay questions
To Slick:
Personally, I use a pocket calculator. That way you don't have to guess, and can build more than a turn's worth of defenses, plus a spaceport, all still in 4 turns. Of course, "Build one turn's worth" would be a great addition to the UI, even if still too simplistic. |
Re: quick SEV gameplay questions
The irony is that there was originally a "one turn's worth" button before construction point spillover was added, but we requested it be changed to an actual type-able amount field. Muahahahaha!!
(I think the request was actually to have such a field added, but Aaron decided to replace one turn's worth button instead.) |
Re: quick SEV gameplay questions
Guys, guys...
Just do the math. Each unit requires so much of each resource, and a space yard and/or colony has a fixed output. It took me all of 10 seconds to figure out that my dreadnought could build 3 troops in a single turn - and, by the way, this enables my ship to build while moving - and the spillover system has reconfigured my modus operandi for building. I recently applied all that in the rapid construction of a new fleet in the face of a new war against a scary computer empire. I just assembled the components on a gaggle of planets, and maybe 5 turns later, I kept an eye out for my final unit, and sort of tied it all together. By the way...as far as questions go...where on the tech tree are halo planets, stellar spheres, and planetary gravity bombs (for planet making)? |
Re: quick SEV gameplay questions
Figured out the matter gravity spheres...but now I'm eating forkfull after forkfull of organic ships, and all I'm getting are these temporary, and useless, token hull construction levels.
What would I need to do to acquire organic technology through captured ships (or possibly espionage)? |
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