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-   -   Suns - collapse? (http://forum.shrapnelgames.com/showthread.php?t=9183)

QuarianRex April 17th, 2003 07:25 AM

Re: Suns - collapse?
 
Quote:

Originally posted by Imperator Fyron:
You can add SWs in the Map Editor and use them as HW locations. As long as the planet type and atmosphere for the SW is the same as the race that starts there, the HW will be a SW (or a RW if you would want to use those).
<font size="2" face="Verdana, Helvetica, sans-serif">For the love of God, I wish that I knew that before. It would have saved me a lot of pain.

Fyron April 17th, 2003 08:15 AM

Re: Suns - collapse?
 
You could also have modded everything to cost 0 resources while setting it up.

[ April 17, 2003, 07:15: Message edited by: Imperator Fyron ]

Phoenix-D April 17th, 2003 08:25 AM

Re: Suns - collapse?
 
"You could also have modded everything to cost 0 resources while setting it up"

It would still take 200 turns to fill the sphere, though..

Phoenix-D

Fyron April 17th, 2003 09:10 AM

Re: Suns - collapse?
 
Well yeah, but less time than leaving everything as is while doing it. And maybe he didn't want them to have 200 mineral miners. http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM April 17th, 2003 09:16 AM

Re: Suns - collapse?
 
map with all sw? or is that totally nuts?

Fyron April 17th, 2003 09:18 AM

Re: Suns - collapse?
 
It defeats the purpose of varied planet sizes. http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM April 17th, 2003 10:10 AM

Re: Suns - collapse?
 
*ooh, bally*
fyron, if someones playing with sw's i don't think they care about that.

QuarianRex April 17th, 2003 07:43 PM

Re: Suns - collapse?
 
Quote:

Originally posted by Imperator Fyron:
You could also have modded everything to cost 0 resources while setting it up.
<font size="2" face="Verdana, Helvetica, sans-serif">Actually I used an unplayable Uber race with mindboggling resource and production capacity. Still, it took about ten turns to research all the appropriate techs, several turns to crank out the prodigious production fleets and get them in place, and another couple turns to create the sphereworlds.

The real pain was filling them with monoliths since I thought that it would be cheating to stick the AI with only a single organics and radioactives facility.

I think next time I'll just cut the production in half on the level one resource facilities so the planetary setup on the altered map will choose Monolith I's instead, then change it back before I process the first turn (usind Devnull on med tech btw).


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