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-   -   Proportions.... (http://forum.shrapnelgames.com/showthread.php?t=8353)

PvK January 27th, 2003 08:05 PM

Re: Proportions....
 
Ok, I made a quick beta Version for you folks. 2.5.3BETA is available at: THIS LINK. It includes the modded 3rd party races and everything, so it's about 4 megabytes.

Let me know what's broken. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

Suicide Junkie January 28th, 2003 02:30 AM

Re: Proportions....
 
Quote:

Not enough to stop playing Proportions mind, but I do wonder why you can't upgrade smoothly from one type of facility to the next.
<font size="2" face="Verdana, Helvetica, sans-serif">Because you're only allowed to upgrade to the Last Version of the facility you've researched.
His point is that you will not always want to do that in proportions, and it may even be a bad move.

PsychoTechFreak January 28th, 2003 10:40 AM

Re: Proportions....
 
Quote:

Originally posted by PvK:
If I recall correctly, Starliner Modules, and high-tech Cargo Bays are both intentionally more expensive than their counterparts, because they represent attempts to do what some players asked for - the ability to use high technology to stuff as much cargo into a design as possible. The Starliner Modules help for mass exodus in minimum time (reduces build costs by distributing resource types used) and in some cases for more cost-effective population transports (both by spending orgs, and by increasing capacity per ship, which divides down the other non-cargo costs of the ship). The high-tech cargo bays are good when you want a more capacious transport of other types. Cargo Bay I remains the cheapest component for simply transporting some units, when your design has enough space that you don't feel like maximizing capacity with expensive tech.

There's a similar situation with armor - you have to decide whether you want to max out structure or save some resources to buy something else as well.

<font size="2" face="Verdana, Helvetica, sans-serif">Ah, I understand, and that's now ok with me. I often use a mix of higher tech cargos with cargo I to achieve 2kT or 3kT. Maybe my small starliner module problem is because I always do not know (yet) where to spend all of the minerals to not exceed the stock limits. Mostly I start with producing fighters/mines which make up a nice defense barrier in Proportions. But when I am going to max out the ship fleets, I expect to reconsider the sl modules to save minerals from about midgame on.

PTF

[ January 28, 2003, 08:45: Message edited by: PsychoTechFreak ]

Fyron January 28th, 2003 10:55 AM

Re: Proportions....
 
Quote:

SE3 fighters - slow, weak, easy to kill, and unable to move out of the sector they are launched in.
<font size="2" face="Verdana, Helvetica, sans-serif">That doesn't work. Fighters get 1 MP even if they have no strategic movement generating engines. http://forum.shrapnelgames.com/images/icons/icon9.gif

Quote:

dogscoff, your suggestions are mostly in line with my Foundations mod design, and some can appear in 3.0, though not in 2.5.x because folks like Fryon don't want the tech tree to change.
<font size="2" face="Verdana, Helvetica, sans-serif">Its just bad form to force changes like that on games in progress. I really did not relish having to have all of my ship designs suddenly made obselete and having to research a whole lot of new technologies to build them agian in order to get a few bugs fixed.

PvK January 28th, 2003 11:09 AM

Re: Proportions....
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">SE3 fighters - slow, weak, easy to kill, and unable to move out of the sector they are launched in.
<font size="2" face="Verdana, Helvetica, sans-serif">That doesn't work. Fighters get 1 MP even if they have no strategic movement generating engines. http://forum.shrapnelgames.com/images/icons/icon9.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ah right, well that's too bad, but 1 MP is slow enough to make the point, and doubly so if they don't have a lot of supply storage, since fighters use supplies each turn. I might increase that monthly rate of use too, which will also help reduce their efficiency as warp point defenses. It would realistically take a specialized design to allow fighters to deploy without carriers for months, especially if they have biological crews. The suggested drone fighters could offer an alternative to address that particular issue.

Quote:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">dogscoff, your suggestions are mostly in line with my Foundations mod design, and some can appear in 3.0, though not in 2.5.x because folks like Fryon don't want the tech tree to change.
<font size="2" face="Verdana, Helvetica, sans-serif">Its just bad form to force changes like that on games in progress. I really did not relish having to have all of my ship designs suddenly made obselete and having to research a whole lot of new technologies to build them agian in order to get a few bugs fixed.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ya, I remember. http://forum.shrapnelgames.com/images/icons/icon12.gif I hope you enjoy the return of the "legacy techs" in 2.5.2+, and the special 2.5.2 which will refrain from changing remote mining, so the remote mining games in progress can continue to be savage. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

PsychoTechFreak January 28th, 2003 12:52 PM

Re: Proportions....
 
What's that story about fighter supplies, something I might have missed? Fighters use supplies every turn, even without doing anything, like Drones? Or is this just a matter of your Mod?
What I have also seen is, if you put fighters into a fleet together with ships, the ship supplies will get halved with the next turn (just the attempt has to get punished). http://forum.shrapnelgames.com/images/icons/icon9.gif

oleg January 28th, 2003 04:47 PM

Re: Proportions....
 
The new SE patch has an interesting feature that can have a direct effect on Proportions: weapon platform will be destroyed first, before troops. No more brave infantry covering missile silos with their bodies ! http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Krsqk January 28th, 2003 07:48 PM

Re: Proportions....
 
I thought that a previous patch had eliminated supply sharing between fighters and ships. It used to be that you could launch fighters (which started with full supply) and fleet them with your ship; next turn, your fleet's resupplied, and you'd load up your fighters and move on along.

PvK January 28th, 2003 10:16 PM

Re: Proportions....
 
Quote:

Originally posted by PsychoTechFreak:
What's that story about fighter supplies, something I might have missed? Fighters use supplies every turn, even without doing anything, like Drones? Or is this just a matter of your Mod?
What I have also seen is, if you put fighters into a fleet together with ships, the ship supplies will get halved with the next turn (just the attempt has to get punished). http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Krsqk is correct - the fighter fleeting supply effect was removed in the previous Gold patch (1.78). You can fleet fighters with ships (which is great for escorting them) but they will track supplies independently, which is good.

Fighters also now use supplies per turn as of the previous Gold patch (1.78). The default for the unmodded game is:

Fighter Supply Usage Per Turn := 5

(See Settings.txt)

PvK

Phoenix-D January 28th, 2003 11:48 PM

Re: Proportions....
 
You can fleet fighters with ships (which is great for escorting them) but they will track supplies independently, which is good."

Even better would be if bases worked the same way..

Phoenix-D


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