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-   -   Can space yards (bases) be transported ... (http://forum.shrapnelgames.com/showthread.php?t=6517)

mac5732 July 2nd, 2002 08:41 PM

Re: Can space yards (bases) be transported ...
 
Baron, your comment brought up a question in regards to supply. I don't remember the weight restriction on large sats off hand, but would it be possible to..

build large sat
put supply pod/s on it
put solar panel on it
build it (it should have full supply)
transport it to another location in a system
launch
fleet a ship or small fleet with it

would it then give supply to that ship or fleet and would it then re-supply itself over time with the solar panel??? thus in essance, creating a portable, cheap re-supply base??

just a curious Mac

geoschmo July 2nd, 2002 08:45 PM

Re: Can space yards (bases) be transported ...
 
SJ, You can mod a sat to hold a space yard, but it doesn't get a build queue, and it doesn't add to the build queue of a ships or planet in the same sector, so your idea won't work. The only thing you get for putting a space yard on a sat is the repair capacity if any.

Mac, you can't fleet with sats, so your idea wont work.

Geo

[ July 02, 2002, 19:46: Message edited by: geoschmo ]

mac5732 July 2nd, 2002 09:01 PM

Re: Can space yards (bases) be transported ...
 
Geo, tks, but I thought, and I could be mistaken, its been awhile, that one time when I had a fleet over a planet, I went to add a ship to my fleet, but I accidently cliked on a sat group and it put it into the fleet que. The fleet couldn't move but it showed the sats in the list of ships, I just never thought about it until now, If this is true, would the sats then put their supply towards the ship or fleet if this ever would happen? I mean when it shows the divided screen, left shps, mines, sats, over planet, on rgt shows fleet name and lists the ships. If I remember right, the sats I cliked on showed up under the fleet listing on the right, I cliked and put them back on the left side. Its been awhile since this happend, I think it was 1.40 or 1.49 can't remember, but if this is true, would the sat if left with that fleet, even tho the fleet can't move, contribute its supply towards that fleet? I know you said you can't fleet sats but under the above conditions would it be possible? I will have to try and see if I can re-create it again and see what happens....

Mac

Baron Munchausen July 2nd, 2002 10:24 PM

Re: Can space yards (bases) be transported ...
 
Quote:

Originally posted by mac5732:
Baron, your comment brought up a question in regards to supply. I don't remember the weight restriction on large sats off hand, but would it be possible to..

build large sat
put supply pod/s on it
put solar panel on it
build it (it should have full supply)
transport it to another location in a system
launch
fleet a ship or small fleet with it

would it then give supply to that ship or fleet and would it then re-supply itself over time with the solar panel??? thus in essance, creating a portable, cheap re-supply base??

just a curious Mac

<font size="2" face="Verdana, Helvetica, sans-serif">First, you cannot fleet satellites with ships. If you ever managed to do it, you found a bug. I've never seen it happen but then I haven't tried in ages bebause I know it's not supposed to work. http://forum.shrapnelgames.com/images/icons/icon7.gif

Second, satellites are like bases. They don't need supplies or supply generating components. If you could fleet them with ships they would resupply them automatically without any special components. That's how it works with bases. But in the forthcoming patch you'll have to set something in SETTINGS.TXT to allow fleeting ships with bases.

Baron Munchausen July 2nd, 2002 10:26 PM

Re: Can space yards (bases) be transported ...
 
Quote:

Originally posted by geoschmo:
SJ, You can mod a sat to hold a space yard, but it doesn't get a build queue, and it doesn't add to the build queue of a ships or planet in the same sector, so your idea won't work. The only thing you get for putting a space yard on a sat is the repair capacity if any.

Mac, you can't fleet with sats, so your idea wont work.

Geo

<font size="2" face="Verdana, Helvetica, sans-serif">That's what we need -- the ability to 'add' space yards together and make several contribute to one project. If only there was a 'redirect production' option... Call it Space Yard Entrainment. http://forum.shrapnelgames.com/images/icons/icon7.gif

Spuzzum July 3rd, 2002 12:20 AM

Re: Can space yards (bases) be transported ...
 
You know, that unused button in the command panel of SE4 could be used for a "Resupply" button, which would make the selected ship or fleet instantly replenish their supplies if they were in the same sector as a base. That would remove the necessity of having to go through the entire hell of modifying the fleet to join with the base just to get resupplied.

Phoenix-D July 3rd, 2002 12:22 AM

Re: Can space yards (bases) be transported ...
 
"That would remove the necessity of having to go through the entire hell of modifying the fleet to join with the base just to get resupplied."

You're uh, not supposed to be able to do that. http://forum.shrapnelgames.com/images/icons/icon7.gif It's being removed in a patch IIRC; also IIRC you'll be able to put it back if you like.

Phoenix-D

geoschmo July 3rd, 2002 04:58 AM

Re: Can space yards (bases) be transported ...
 
Mac, I can tell you that as far back as 1.19 you have not been able to fleet with sats. I know this because I had your idea way back then and tried it myself and learned that for a fact. You can fleet with bases (at least for now), that is probably what you are thinking about.

Geoschmo

mac5732 July 3rd, 2002 06:16 AM

Re: Can space yards (bases) be transported ...
 
Geo, it could be, its been awhile, at my age the mind plays games with ya.. http://forum.shrapnelgames.com/images/icons/icon7.gif don't have any of my old save games left to go back and ck, so I owe ya a brewski whenever you drop in the cantina, I'll even put it on my tab.... http://forum.shrapnelgames.com/images/icons/icon12.gif

tks

just some ideas mac

Pax July 6th, 2002 03:05 AM

Re: Can space yards (bases) be transported ...
 
Quote:

Originally posted by Baron Munchausen:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by geoschmo:
SJ, You can mod a sat to hold a space yard, but it doesn't get a build queue, and it doesn't add to the build queue of a ships or planet in the same sector, so your idea won't work. The only thing you get for putting a space yard on a sat is the repair capacity if any.

Mac, you can't fleet with sats, so your idea wont work.

Geo

<font size="2" face="Verdana, Helvetica, sans-serif">That's what we need -- the ability to 'add' space yards together and make several contribute to one project. If only there was a 'redirect production' option... Call it Space Yard Entrainment. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">It would be SOOOOO nice to be able to do that very thing. Build a BAseship with 2 or even 3 Space Yard components. Or better, fleet several Space Yard Ships together, and have a *single*, unified build queue for the entire mess.

It would also be nice (I haven't personally noticed this happening myself) if the Ship, and Fleet, training level modified the build rate for Space Yard ships and bases. Relying solely on training, you could at most gain +40% production. If you recycle fleets, and even retrofit ships, from battle-line vessels and fleets (to get over 20% training levels for each), while you then can increase productivity by a lot ... there are other costs (like no longer having those high-training-% ships and fleets on the front lines).

I'd also like to be able to build multiple space yards on planets, with the same result. I don't care about multiple build queues, but the speed would be worth it.

Perhaps, for a mod, a "Space Yard Expansion" component / facility, that adds SY rate to pre-existing space yards (and adds slight repair capacity as well), without functioning as a space yard itself ... ? Say, extend the Space Yard tree, and get SY Expansion I through III, each one good for ... um ... 1/4 to 1/2 as much as a SY of the same rating, both in terms of production and in terms of repair?

Temporal SY expansions would also be needful, ofc, to retain balance on that front. http://forum.shrapnelgames.com/images/icons/icon7.gif


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