![]() |
Re: Feature request: Build queue change for SE5
it think they shoul add it as an option. so Users can choose how they perceive the workings of spaceyards. nearly everything else is modable, why not this?
|
Re: Feature request: Build queue change for SE5
Quote:
|
Re: Feature request: Build queue change for SE5
I considered at one point doing a mod to bring this SEIII kind of Space Yard queue back in. Pretty much all you need is to remove the +50% retrofit restrictions. You can do this in the settings.txt file by greatly increasing it. Not sure the highest it will take, maybe 999%. That should do it. Then you have your base hull with just the bridge/lifesupport/crew quarters, and then on the next turn you retrofit it to whatever design you want. It would take two steps instead of one, but it wouldn't be all that bad.
Geoschmo |
Re: Feature request: Build queue change for SE5
Quote:
|
Re: Feature request: Build queue change for SE5
that wouldn't be completely fair, cos the expensive stellar components would be build in two turns then, instead of 10.
IF you had 50K-80K of each resource available at once, then yes. http://forum.shrapnelgames.com/images/icons/icon7.gif Or, make it so that you can't retrofit to them, by setting the max retrofit setting so that it is under their build cost. |
Re: Feature request: Build queue change for SE5
Quote:
Geoschmo |
Re: Feature request: Build queue change for SE5
(bump)
|
Re: Feature request: Build queue change for SE5
Quote:
But at least they don't vanish when they are mothballed. You can destroy mothballed ships very easily. Hmm, I wonder if ECM is active on a mothballed ship? |
Re: Feature request: Build queue change for SE5
SEIII's system worked because both repairs and damage were measured in components. SEIV's current system is a bit in-between; we repair per component, but build and destroy by kt. If the build system was changed to repair purchased ships instead of building, you'd have the problems with instant stellar manip comps.
If you changed the repair to kt, and then repaired ships you had purchased, the system would work more appropriately. Emergency build would speed up repair times, which would then drop to lower repair rates. It might even be better not to pay up front, but to pay for components on the turn on which they're completed. Being able to destroy ships-in-progress also added some suspense to attacking planets--are those 35 dreadnaughts functional, or empty shells? http://forum.shrapnelgames.com/images/icons/icon10.gif [ July 17, 2002, 04:49: Message edited by: Krsqk ] |
Re: Feature request: Build queue change for SE5
I think we should leave it the same as before, however with the addition of multiple queues on one ship, like a starbase with 5 SYs... IIRC SEIII had that where you had many yards available to build from even if you only had one base. Reworking the whole architecture is too hard and IMHO not worth it, it works good now and makes sense.
[ July 17, 2002, 21:01: Message edited by: Skulky ] |
All times are GMT -4. The time now is 10:05 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.