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Re: Multi-Cloaking and supply
To be fair, unsigned integers allow ~double the max value--0 to 255, for instance, instead of -128 to 127. Still, I would have liked to see longs, or even floats or doubles, used. http://forum.shrapnelgames.com/images/icons/icon7.gif RAM's cheap these days. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Multi-Cloaking and supply
OK, so no negative value.
Thanks for the detailed information about activating cloaking, Imperator Fyron. So no non-solar supply generator, better be lots of stars then http://forum.shrapnelgames.com/images/icons/icon12.gif Do you know if a solar panel (generate supply from star) uses supply if a "Amount of supply used" is given ? (to do like generate 1,000 supply /star, and spend 900 supply, so that only 100 is generated for 1 star, making system with no star very difficult to travel, and the one with 2 or 3 stars very effective) |
Re: Multi-Cloaking and supply
Krsqk, integers are more than one byte. And even if they were only 1 byte, 128 points is way more than enough for most abilities. Why do you need more than 128 bonus to happiness? Or reproduction rate? That's kinda absurd. http://forum.shrapnelgames.com/images/icons/icon12.gif
64 byte doubles... ooohh.... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Multi-Cloaking and supply
Quote:
1) Give all bridges the ability 'Repairs 1 component per turn'. 2) Mod the rules, to allow Repair Bays to repair Emergency Resupply Pods (see where I'm going?) 3) Get rid of the 'Resupply' Research Path, effectively ridding the game of ERPs. 4) Mod the Stats, Size, etc. of Emergency Resupply Pods, into whatever you want Generators to be; the amount of Supplies 'Generated' per turn, should be how many supplies the ERP (now called a Generator) gives a ship when it is used. Having done that, every turn a ship uses a Generator, it'll gain supplies, and the Generator will be destroyed - and the next turn, it'll be repaired, thanks to the Bridge. Having the bridge repair one component per turn shouldn't be all that bad, and could add some strategy to the game. For example: If your ship gets damaged, you'll have to stop using the Generator while everything else gets repaired. If your bridge gets destroyed, not only is your movement reduced to 1 - but your Generator won't 'recharge' anymore! So, as long as you don't mind having to manually use the Generator every turn, the above solution should work well http://forum.shrapnelgames.com/images/icons/icon6.gif [ May 13, 2003, 07:20: Message edited by: Dingocat85 ] |
Re: Multi-Cloaking and supply
That solution quickly becomes impractical as you start getting 100s of starships. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Multi-Cloaking and supply
Moreover I don't think you can make resupply pod be repaired by repair bay. Should be by shipyard, shouldn't it?
Maybe if remove the "Destroy component on use" the emergency ressuply would not be destroyed? But anyway it is not practical as Imperator Fyron said when dealing with high number of ships, and AI won't be able to use it. Thanks for the idea anyway http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Multi-Cloaking and supply
Quote:
1) Give all bridges the ability 'Repairs 1 component per turn'. 2) Mod the rules, to allow Repair Bays to repair Emergency Resupply Pods (see where I'm going?) 3) Get rid of the 'Resupply' Research Path, effectively ridding the game of ERPs. 4) Mod the Stats, Size, etc. of Emergency Resupply Pods, into whatever you want Generators to be; the amount of Supplies 'Generated' per turn, should be how many supplies the ERP (now called a Generator) gives a ship when it is used. Having done that, every turn a ship uses a Generator, it'll gain supplies, and the Generator will be destroyed - and the next turn, it'll be repaired, thanks to the Bridge. Having the bridge repair one component per turn shouldn't be all that bad, and could add some strategy to the game. For example: If your ship gets damaged, you'll have to stop using the Generator while everything else gets repaired. If your bridge gets destroyed, not only is your movement reduced to 1 - but your Generator won't 'recharge' anymore! So, as long as you don't mind having to manually use the Generator every turn, the above solution should work well http://forum.shrapnelgames.com/images/icons/icon6.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Why not use the quantum generator? (I'm sure I missed something in this thread..) |
Re: Multi-Cloaking and supply
The quantum reactor generate an infinite amount of supply per turn.
The goald would have been to generte a limited amount of supply per turn, not related to number of star in system.. But still if cannot do, I will just rely on stars. |
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