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-   -   *** Star Trek Mod Discussion *** (http://forum.shrapnelgames.com/showthread.php?t=6130)

Captain Kwok November 27th, 2002 07:23 AM

Re: *** Star Trek Mod Discussion ***
 
Thanks Phoenix!

For now, I'm going to stick with the original TNG propulsion model.

Captain Kwok November 27th, 2002 07:25 AM

Re: *** Star Trek Mod Discussion ***
 
SJ:

In regards to supplies, it's expected that larger ships will expend more fuel to move than the smaller ones, so I suppose they'll just have to tack on a few anti-matter pods.

Phoenix-D November 27th, 2002 07:28 AM

Re: *** Star Trek Mod Discussion ***
 
"Thanks Phoenix!

For now, I'm going to stick with the original TNG propulsion model."

No problem. As I said, just an FYI.

Oh, here's another one. If at any time the standard movement given by the engines goes over 255, SE4 does one of two things:
1- Range Check Error
2- Sets the standard move to 0.

This only really comes into play if you've got REALLY big ships in QNP. Ex I have a ship that takes 50 move to get going one space (hey, the thing is 8000kt). It cannot go more than 5 spaces per turn because of the 255 cap.

Phoenix-D

CombatSquirrel November 27th, 2002 07:42 AM

Re: *** Star Trek Mod Discussion ***
 
Also, I believe that Extra Movement, and Bonus Movement do make your engines spend supply for the additional spaces moved, and that Extra Movement will only add to standard movement if standard movement propels your vessel at least one space per turn already... no free rides.

CombatSquirrel

CombatSquirrel November 27th, 2002 07:46 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Suicide Junkie:
The current / planned Kwok-Coil system does have its own advantages.

For one, damage to the engines will slowly reduce your speed, until they get down to a critical point, whereupon they go offline.
At higher tech, you still get a decent speed while the engines are starting to break up.

...you could give the WarpCore 1 standard movement point, and a large supply usage.
That way, the core would not provide any speed without having intact engines, and the power used to travel would not decrease as you take damage to the engines!

<font size="2" face="Verdana, Helvetica, sans-serif">Oh, I like that... clever and Trekkie at the same time.

CombatSquirrel

Captain Kwok December 1st, 2002 01:13 AM

Re: *** Star Trek Mod Discussion ***
 
Greetings!

I have made a minor update to the site including more race descriptions and some new entries on the tech list. Plus a new spiffy browsing effect.

That's All for now.

Timstone December 1st, 2002 12:34 PM

Re: *** Star Trek Mod Discussion ***
 
Very nice browsing effect! Thumbs up!

Captain Kwok December 1st, 2002 07:30 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Timstone:
Very nice browsing effect! Thumbs up!
<font size="2" face="Verdana, Helvetica, sans-serif">See Fyron - I told you!

Fyron December 1st, 2002 08:59 PM

Re: *** Star Trek Mod Discussion ***
 
Different people like different things. I still think it is annoying enough to stop going to the site. http://forum.shrapnelgames.com/images/icons/icon9.gif If you like it that much, maybe you should make 2 Versions of the site: one with the annoying fade effect, and one without. You don't have to duplicate the images, just the html files. So, it wouldn't increase disk space usage by too much.

Phoenix-D December 1st, 2002 09:14 PM

Re: *** Star Trek Mod Discussion ***
 
FYI Fyron if you're using IE you can turn page transitions off.

Tools-Internet Options-Advanced tab-Browsing-uncheck enable page transitions.

Phoenix-D


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