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-   -   Balance Mod Available for SE:V (http://forum.shrapnelgames.com/showthread.php?t=30863)

neofit November 10th, 2006 02:19 PM

Ship speed calculations
 
The ship speed calculations seem a bit off. I am creating a remote miner in a Destroyer lvl3 hull. With 4x lvl1 Ion Engines he has a speed of 7. I remove an engine, the speed drops to 5. I add a lvl1 Solar Sail that is supposed to add 1 movement point/turn, and still get a speed of 5. There is some rounding somewhere that doesn't seem to work right.

AAshbery76 November 10th, 2006 02:33 PM

Re: Ship speed calculations
 
With the game about 40 turns old,it's still unplayable due to the bloody slow turns.Looks like I'll be playing MTW2 this weekend instead.

Captain Kwok November 10th, 2006 03:03 PM

Re: Ship speed calculations
 
Re: Ship Speeds

It depends on the ship's engines-per-value and the values are always truncated to the whole number. Note that the LC is being shorted 1 movepoint unintentionally - I'll fix that up for v0.97, but you can do it yourself by replacing the EPM value of 3.66 with 3.5 for all LCs.

I'll see how the next few SE:V patches affect combat before making any other speed changes.

I've neglected to give the Solar Sail 5 movepoints (as the standard in the mod is 5 movepoints per engine) which is why it works only some of the time - at least that's my working theory but I can't it test it right now. http://forum.shrapnelgames.com/image...ies/tongue.gif

neofit November 10th, 2006 03:14 PM

Re: Ship speed calculations
 
Quote:

Captain Kwok said:

I'll see how the next few SE:V patches affect combat before making any other speed changes.

I've neglected to give the Solar Sail 5 movepoints (as the standard in the mod is 5 movepoints per engine) which is why it works only some of the time - at least that's my working theory but I can't it test it right now. http://forum.shrapnelgames.com/image...ies/tongue.gif

I've tried changing "Ability 1 Amount 1 Formula" for the solar sail from 1 to 5. I still get no speed increase when I add one. Looks like it's pretty complicated, so I'll refrain from using solar sails until the pro fixes it.

Also I am doing this on a Destroyer, but thanks for the fix for the Light Cruisers.

Phoenix-D November 10th, 2006 03:29 PM

Re: Ship speed calculations
 
Solar sails don't work in stock right now, either.

Raapys November 10th, 2006 03:31 PM

Re: Ship speed calculations
 
Considering raising the # of research facilities for the AI? From what I can see they still don't have nearly enough research points. 7-13k points with 12-15 planets each, not alot to brag about.

Oh, and looks like we're back to the 'No intelligence points' scenario. With up to 15 planets for some, surely they should have a few thousand points.

Captain Kwok November 10th, 2006 03:52 PM

Re: Colony Types
 
That observation is probably being caused by the AI encountering too many good resource planets in its territory as they are preferred over anything else... but the AI in general will designate ~20% of their colonies as Research and ~10% as Intel. There are instructions on certain colony types to build a mixed research-intel colony, or add intel centers on military colonies - but they really needs a breathable to be designated as such for them to get built.

neofit November 10th, 2006 04:05 PM

Re: Colony Types
 
When we click on 'Autocomplete' in the Ship Design window, do the components that are being automatically assigned to the ship depend on the mod, or is the feature hardcoded? Because I've just tried 'auto-completing' a small satellite, the first one we get , non-researched, chose the "Satellite" ship type, and got among others a Solar Sail assigned to it. The listed speed was still 0, but hey http://forum.shrapnelgames.com/images/smilies/wink.gif.

Edit: Solar sails are also getting assigned to bases.

Captain Kwok November 10th, 2006 04:16 PM

Re: Colony Types
 
It will depend on the design type and if you selected an appropriate vehicle for that design type. Anyhow are sats not auto-completing correctly? Last time I checked a level-1 small sat should have a core, 1 weapon, an armor, supply and ordnance storage.

I haven't really restricted what extra components go on what, so you may see a few weird things from time to time.

neofit November 10th, 2006 04:37 PM

Re: Colony Types
 
Quote:

Captain Kwok said:
Anyhow are sats not auto-completing correctly? Last time I checked a level-1 small sat should have a core, 1 weapon, an armor, supply and ordnance storage.

... plus a Solar Sail for a small satellite using the "Satellite" design type http://forum.shrapnelgames.com/images/smilies/wink.gif. Same for a Defense Base. I can't add it manually though, it's not listed in the left pane.

Since no restrictions have been put in place I suppose it would be a lot of work to add them to every possible design. It's no big deal, I just thought that maybe the Solar Sails were somehow mislabelled, which may lead to other bugs, like them not adding any movement points, etc.


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