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-   -   Questions, part 5 (http://forum.shrapnelgames.com/showthread.php?t=6853)

Suicide Junkie August 2nd, 2002 05:27 PM

Re: Questions, part 5
 
Quote:

You're the second person I've seen mention this. But what are you talking about? There's some kind of trick? When I upgrade space yards, it simply upgrades the existing ones--it doesn't add another.
<font size="2" face="Verdana, Helvetica, sans-serif">It is not available in the standard game, or any of the currently public mods (as far as I know).

However, it can be fairly easily added to a mod.
How it works is that:
1) You build a normal space yard.
2) You build a facility without spaceyard abilities.
3) You mod an upgrade for that second facility that has some spaceyard abilities.
4) You can freely upgrade that second facility into the third facility, and the spaceyard rates will add up.

dogscoff August 2nd, 2002 05:35 PM

Re: Questions, part 5
 
Quote:

I was trying to analyze the enemy ships to get the wave motion gun. I didn't have the tech, yet analyzing the ships still didn't give it to me. Of course, I had so many research points that I just gave up and researched it normally in a few turns.
<font size="2" face="Verdana, Helvetica, sans-serif">The other thing about analysing is that you don't necessarily get all the knowlede to build the analysed item immediately. FOr example, if I had DUC I and I analysed a ship with DUC V, all I would get is DUC II. Similarly, if I had solar *panels* I and analysed a solar *sail*, all I'd get is solar panels II (because that's the next item on that tech tree.)

Oh, and analysing a mine layer could give me mines I, but it wouldn't give me the construction tech that is normally required to gain access to the mines tech tree.

Singollo August 2nd, 2002 05:39 PM

Re: Questions, part 5
 
Aha. Sneaky indeed. When you say that the "spaceyard rates add up", does this include manufacturing rates as well as repair rates?

Quote:

The other thing about analysing is that you don't necessarily get all the knowlede to build the analysed item immediately. FOr example, if I had DUC I and I analysed a ship with DUC V, all I would get is DUC II. Similarly, if I had solar *panels* I and analysed a solar *sail*, all I'd get is solar panels II (because that's the next item on that tech tree.)
<font size="2" face="Verdana, Helvetica, sans-serif">Are you sure about that? I once analyzed a carrier that had Fighter Bays III when I only had the technology for Fighter Bay I, and I was immediately granted two discoveries in the Fighter tech tree, enough to give me Fighter Bay III.

dogscoff August 2nd, 2002 05:48 PM

Re: Questions, part 5
 
I think it's just space yard ability that the game won't allow you to have more than one of on a planet. The repair ability is completely seperate from the spaceyard ability, it just happens that in the standard game they are both used on the same facility. There's nothing to stop modding a "repair" facility into the game, which can fix ships but not build them.

multiple facilities with repair abilities on a single planet *do* stack their repairs, as proven by the cultural centrews in Proportions mod.

Another way to get the effect you want (sort of) is to build spaceyards on a planet and all of it's moons.

Arkcon August 2nd, 2002 06:03 PM

Re: Questions, part 5
 
Quote:

Originally posted by Singollo:

Are you sure about that? I once analyzed a carrier that had Fighter Bays III when I only had the technology for Fighter Bay I, and I was immediately granted two discoveries in the Fighter tech tree, enough to give me Fighter Bay III.[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, somebody else noticed that. No one seemed to know if that was a bug or not. Analyzing a ship with two DUC5's doesn't give you DUC2 and DUC3 in the same turn. But, apparantly analyzing a carrier with fighter bay III took him from fighter I to fighter III.

No one checked to see if it was a bug or if it was a Heavy Carrier (requires Fighters V) with Fighters III (requires Fighters III) that took him from I to II to III.

Or if he was 0.1 turns away from researching fighters II, got there with the Analyze then immediately applied the research points to II to get to III. Which is what I always try to do deliberately. After all, you don't want the same technology as someone else, you want to be at least a little bit better http://forum.shrapnelgames.com/images/icons/icon10.gif Muh ha ha ha.

[ August 02, 2002, 17:04: Message edited by: Arkcon ]

Singollo August 2nd, 2002 06:07 PM

Re: Questions, part 5
 
Quote:

Or if he was 0.1 turns away from researching fighters II, got there with the Analyze then immediately applied the research points to II to get to III.
<font size="2" face="Verdana, Helvetica, sans-serif">That wasn't true in my case, at least. I was researching something completely different. Interesting.

capnq August 2nd, 2002 06:11 PM

Re: Questions, part 5
 
Quote:

7 - drones burn x number of supplies per turn, per settings.txt (i think). if they are burning more than solar panels are generating, you are out of luck. i have not tried puttin pannels on drones though, so they might not work at all.
Don't they burn supplies based on how far they travel per turn?
<font size="2" face="Verdana, Helvetica, sans-serif">Unlike ships, drones burn 200 supplies per turn even if they don't move at all. Movement burns normal supplies plus the drone's 200 per turn.

Silent Sorrow August 2nd, 2002 08:55 PM

Re: Questions, part 5
 
Ouch. I thought that had something to do with why my drones were mysteriously being scrapped with an "out of supplies" message even though the drones weren't moving anywhere at all.

Quote:

Originally posted by capnq:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> 7 - drones burn x number of supplies per turn, per settings.txt (i think). if they are burning more than solar panels are generating, you are out of luck. i have not tried puttin pannels on drones though, so they might not work at all.
Don't they burn supplies based on how far they travel per turn?

<font size="2" face="Verdana, Helvetica, sans-serif">Unlike ships, drones burn 200 supplies per turn even if they don't move at all. Movement burns normal supplies plus the drone's 200 per turn.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">

DirectorTsaarx August 6th, 2002 05:04 PM

Re: Questions, part 5
 
Quote:

Originally posted by Silent Sorrow:
I was trying to analyze the enemy ships to get the wave motion gun. I didn't have the tech, yet analyzing the ships still didn't give it to me. Of course, I had so many research points that I just gave up and researched it normally in a few turns.
<font size="2" face="Verdana, Helvetica, sans-serif">To expand on other peoples' answers, if you weren't high enough on the high-energy weapons tech, analyzing a wave-motion gun would just give you either ripper beams or incinerator beams...

[ August 06, 2002, 16:05: Message edited by: DirectorTsaarx ]


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