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-   -   New PBEM/PBW Game: Adamant 011 (http://forum.shrapnelgames.com/showthread.php?t=10762)

freduk December 16th, 2003 03:05 AM

Re: New PBEM/PBW Game: Adamant 011
 
I have a bit of a problem constructing stuff. \A colonizer in this occasion, I already lost a turn because I forgot to put those reactors in, but now it still has only one movement. The colony ship componenets are rock colony (with that fancy mount), neural core, 3x circulatyry system, sefl replicating bla life support, 8 organic engines and 9 organic fusion cells. also a cargo bay and 25 membrane reinforcements.
What am I doing wrong ?

Fyron December 16th, 2003 03:23 AM

Re: New PBEM/PBW Game: Adamant 011
 
3 Circulatory Systems? They only need 1. Try adding more engines and fewer extras.

freduk December 16th, 2003 04:14 AM

Re: New PBEM/PBW Game: Adamant 011
 
yeah you're right, the other ones need 3 though, but why do my 8 engines not give me the 24 movement points I expected, but only 1 ??

Fyron December 16th, 2003 05:04 AM

Re: New PBEM/PBW Game: Adamant 011
 
Because the total standard movement points generated by engines is divided by the Engines Per Move setting of a vehicle. In stock SE4, that setting is at 1 for all of them. Adamant use a QNP system. Colony ships, for example, have an Engines Per Move of 18. So, 24 standard movement points divided by 18 gives 1.5, which rounds down to 1 movement point.

freduk December 16th, 2003 09:24 PM

Re: New PBEM/PBW Game: Adamant 011
 
I have left the game. Pretty much like the player before me I didn't feel like learning a totally different type of game, I don't have time to do this. I expected it to be a little bit different, but not totally, now it's like playing SEIV for the very first time.
Hopefully you find a replacement player soon. My race is at the top of the pack qua scores and the race setup is okey I think.
Pretty impressive mod by the way http://forum.shrapnelgames.com/images/icons/shock.gif

Asmala December 16th, 2003 10:11 PM

Re: New PBEM/PBW Game: Adamant 011
 
http://forum.shrapnelgames.com/images/icons/icon9.gif But I agree, it takes a lot of time to learn to play this mod (this is my first Adamant game). Especially without good help files, but I think Fyron is fixing that.

Fyron December 17th, 2003 12:26 AM

Re: New PBEM/PBW Game: Adamant 011
 
Learn as you play? http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron December 18th, 2003 10:41 AM

Re: New PBEM/PBW Game: Adamant 011
 
So we need a new replacement player... one that is willing to take a bit of time to learn the mod, or just rough it as you go. http://forum.shrapnelgames.com/images/icons/icon12.gif

se5a December 18th, 2003 07:29 PM

Re: New PBEM/PBW Game: Adamant 011
 
not again!
hell, its not like its that hard to take one turn at a time!
for movement all you need is a calculator.
just multipy the number of engines*suplyusage*movementperturn = suplys used per turn.
(is that how its worked out fyron?)
then you just add your suply storage (or take engines off) to get the range you want.

Fyron December 18th, 2003 07:49 PM

Re: New PBEM/PBW Game: Adamant 011
 
Quote:

(is that how its worked out fyron?)
<font size="2" face="sans-serif, arial, verdana">Yes.

[ December 18, 2003, 17:49: Message edited by: Imperator Fyron ]

Asmala December 18th, 2003 07:56 PM

Re: New PBEM/PBW Game: Adamant 011
 
And notice how hard is make fast long range colony ships. http://forum.shrapnelgames.com/images/icons/icon10.gif

se5a December 18th, 2003 08:01 PM

Re: New PBEM/PBW Game: Adamant 011
 
nooo!! its simple!
just make a transport with the same movement points as your colony ship and fill it up with suplys.
of if its earlyer in the game use a scout.

Edit: and fleet it with the colony ship.

[ December 18, 2003, 18:02: Message edited by: se5a ]

Asmala December 18th, 2003 08:38 PM

Re: New PBEM/PBW Game: Adamant 011
 
No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis December 18th, 2003 09:21 PM

Re: New PBEM/PBW Game: Adamant 011
 
Quote:

Originally posted by se5a:
just multipy the number of engines*suplyusage*movementperturn = suplys used per turn.
(is that how its worked out fyron?)
then you just add your suply storage (or take engines off) to get the range you want.

<font size="2" face="sans-serif, arial, verdana">Hmm... maybe I should come up with some sort of ship range helper program... you choose the tonnage, the desired range, the desired speed, and your propulsion tech level, and it tells you how many engines and supply storage to put on! Should be simple enough... http://forum.shrapnelgames.com/images/icons/icon12.gif (Of course, if you take into account solar sails and hyperdrives... http://forum.shrapnelgames.com/image...s/rolleyes.gif )

Fyron December 18th, 2003 11:00 PM

Re: New PBEM/PBW Game: Adamant 011
 
Quote:

Originally posted by Asmala:
No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">This was a design decision.

Asmala December 19th, 2003 01:02 PM

Re: New PBEM/PBW Game: Adamant 011
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Asmala:
No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">This was a design decision. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You mean the fact that colony ships are slow was a design decision? What else it could be? http://forum.shrapnelgames.com/images/icons/icon12.gif

Asmala December 27th, 2003 09:24 AM

Re: New PBEM/PBW Game: Adamant 011
 
Has this game gone to Christmas break?

Fyron December 27th, 2003 09:42 AM

Re: New PBEM/PBW Game: Adamant 011
 
I was working on a new Version of the mod, then got siderailed by family... http://forum.shrapnelgames.com/images/icons/icon12.gif Tomorrow hopefully. Now is time to sleep. http://forum.shrapnelgames.com/images/icons/icon12.gif

Asmala December 27th, 2003 10:16 AM

Re: New PBEM/PBW Game: Adamant 011
 
OK. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis December 27th, 2003 07:36 PM

Re: New PBEM/PBW Game: Adamant 011
 
Say, this game's beta testers haven't made it into the credits yet... I'm also in Adamant 010 but not everyone else is http://forum.shrapnelgames.com/images/icons/icon12.gif

edit: oh yeah, if you're making a new Version, I might want to report this "bug" I found when creating the QNP helper program - Magical races don't seem to have any equivalent to the Inertial Flux Engine series. Or was that intentional?

[ December 27, 2003, 17:43: Message edited by: Ed Kolis ]

Fyron December 27th, 2003 08:42 PM

Re: New PBEM/PBW Game: Adamant 011
 
It was intentional. Note the progression of the defense bonuses of their engines compared to other races'. Also, note that the tech area costs for other races goes 3000 (6 levels), 7500 (6 levels), 10000 (6 levels), 20000 (6 levels), 30000 (6 levels). For magic races, it goes 3000 (6 levels), 7500 (6 levels), 10000 (6 levels), 30000 (3 levels), 30000 (6 levels). Just trying to make stuff different. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 27, 2003, 18:45: Message edited by: Imperator Fyron ]


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