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-   -   Are single facility planets useful for anything other than 'bookmarks' (waypoints?) (http://forum.shrapnelgames.com/showthread.php?t=6552)

Fyron July 6th, 2002 07:08 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
It's really nice when I find one where all three are Atmosphere: None. http://forum.shrapnelgames.com/images/icons/icon10.gif

Try my Quadrant Mod, and you can get planets with 4 moons. http://forum.shrapnelgames.com/images/icons/icon7.gif Much more effecient than a paltry 2 moons. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron July 6th, 2002 08:20 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Pax: if I have the neural net on my ships, will the training/experience translate to all ships from the ships trained at the training facility?

All of the ships need Neural Combat Nets. You can have one ship with 40 exp, and 500 ships with 0 exp. If they all have combat nets, then they all act as if they had 40 exp. They do not get 40 exp, but they get the increased defense and offense bonuses. I think they have to be in a fleet to share the exp, but I am not positive. If only half of the inexperienced ships have Nets, then only they will get the bonus. The other ships will not. If the unexperienced ships have Nets, but the experienced ones do not, then they will not get the exp bonus.

Phoenix-D July 6th, 2002 09:08 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
"One trick is, if you know of a Ruins planet in an area you cannot hold onto for long -- send a small (1M population) colony mission there. colonise the world, "pop" the ruins ... and then abandon the planet. You get the Ruins' tech, noone else does, and you leave no target behind to be shot at."

Wouldn't it be more entertaining to build a bunch of fighters or mines or a WP? http://forum.shrapnelgames.com/images/icons/icon7.gif Roadblock..at least for a little while.

Or just let them glass it; no huge deal. It's only if the planet gets captured that the problems can pop up (your population can be quite useful to other races)

Phoenix-D

Will July 6th, 2002 10:33 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Quote:

Originally posted by Pax:
Question 2: for example, "System Robotoid Factory" -- functions similar to a Robotoid Factory of similar level (I, II, or III) for every planet in that system, and ... it stacks with the single-planet-only Robotoid factory. Only one system-wide of each facility will work (though you CAN build more, to guard against losing the bonus if you only one catches an enemy fleet, for example). With both Robotoid Factory III and System Robotoid Factory III, that's a net +60% to each of Minerals, Organics, and Radioactives production. Since the System Robotoid Factory would affect worlds it is NOT built on, that is a very good use of one-facility-only worlds: boost the MANY-facility worlds in the same system.[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">I'm pretty sure that System and Planet bonus facilities do not stack anymore. At least they're not in my current v1.49 game...

Suicide Junkie July 6th, 2002 11:19 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
You don't see the system-wide bonus on the planet's description.

You will see it in your budget, though.
Add up your production, and compare it to the reported amount in your empire window.

Pax July 7th, 2002 03:58 AM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Quote:

Originally posted by Ed Kolis:
Abandon the world and leave no target behind to be shot at? Why not keep it and get something out of it - and have an extra target to absorb attacks that might normally be directed at more useful worlds!
<font size="2" face="Verdana, Helvetica, sans-serif">I was thinking of sending in cloaked colonisers a bit far from your own lines (IOW too far out to provide realistic support after the fact). Drop, grab the world, get the tech, abandon it -- MAYBE before anyone notices you were really there. IF you're lucky. 8)

Baron Munchausen July 7th, 2002 04:27 AM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
A lot of people felt this 'easter egg hunt' mentaliy was spoiling the game. That's why the frequency of ruins was cut back, and why the option to disable ruins was added.

I would much prefer that there be no visible clue from space that a planet contains ruins. Then you'd get a pleasant surprise once in a while without this 'race for the prize' effect. I wonder if MM could be presuaded to add a 'hidden ruins' option along with the 'disable ruins' option already available? http://forum.shrapnelgames.com/images/icons/icon7.gif

Baron Munchausen July 7th, 2002 04:29 AM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Quote:

Originally posted by Will:
I'm pretty sure that System and Planet bonus facilities do not stack anymore. At least they're not in my current v1.49 game...
<font size="2" face="Verdana, Helvetica, sans-serif">With themselves or with each other? They do still stack with each other. I can see the effect when I build a system robotoid factory or computer complex. But they haven't stacked with themselves since a very early patch. MM decided it was too unrealistic to be able to build a handful of mines and then stuff the planet with robotoid factories for 10,000 percent modifiers.. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 07, 2002, 06:09: Message edited by: Baron Munchausen ]

Pax July 7th, 2002 04:43 AM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Quote:

Originally posted by Baron Munchausen:
I would much prefer that there be no visible clue from space that a planet contains ruins. Then you'd get a pleasant surprise once in a while without this 'race for the prize' effect. I wonder if MM could be presuaded to add a 'hidden ruins' option along with the 'disable ruins' option already available? http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">OOOOO, now there's an idea!

Or better yet, rather than discovering the ruins upon colonising the world, maybe make the discovery of alien ruins a RANDOM EVENT. The more worlds you are present on, the higher your chance of benefitting from such an event (more worlds to have that slim chance ON, etc, etc).

Also IMO, finding the ruins should allow you to RESEARCH the tech yourself, not give it to you whole. That way, if a given set of ruins offers, oh ... "Massive Shield Depleters" ... you still have to have your scientists figure the artifacts OUT before you can actually *build* them. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron July 7th, 2002 06:58 AM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Also IMO, finding the ruins should allow you to RESEARCH the tech yourself, not give it to you whole. That way, if a given set of ruins offers, oh ... "Massive Shield Depleters" ... you still have to have your scientists figure the artifacts OUT before you can actually *build* them.

You can mod that. Have it give you level 1 in the field, and allow other tech to be researched from it. The researchable tech might have to be "normal" with the unique tech as a prerequisite. I don't know if finding a unique ruin allows you to research into that field if there are multiple levels.


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