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-   -   Star Wars Mod - II (Sci-Fi Xover Mod) (http://forum.shrapnelgames.com/showthread.php?t=4655)

Andrés May 24th, 2004 01:56 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I might have found the same problem. But in his emails Zaracyn seems to have suggested that his ones were working so I thought it was just me.
We must also remember that cultures also affect repair rate. In the "balanced" culture file copied from Highliner Mod there are a couple of cultures with high repair penalties

I think it's very unlikely that the Motivator, a non-building SY + repair 1 that has been tested to work in single player games would not work in simultaneous.

Fyron May 24th, 2004 07:33 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Quote:

Originally posted by bearclaw:
Has anyone else come across the Hyperdrive Motivator not working? My first thought was that I might have reduced my repair rate for my race, which would make anything with a repair rate of 1 become completely useless, but that wasn't the case. Hyperdrives do repair just fine at a planet shipyard though.
<font size="2" face="sans-serif, arial, verdana">Racial repair rate affects total sector repair levels, not individual components.

Atrocities May 24th, 2004 07:36 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
EDIT, Ya what Fyron said. http://forum.shrapnelgames.com/images/icons/shock.gif

[ May 24, 2004, 06:36: Message edited by: Atrocities ]

bearclaw May 24th, 2004 09:21 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Quote:

Originally posted by Imperator Fyron:
Racial repair rate affects total sector repair levels, not individual components.
<font size="2" face="sans-serif, arial, verdana">I just checked and I've got the Balkanized Cultural trait (-3% repair), which would explain why my Hyperdrive Modivators won't repair my Hyperdrives. Wow. That really makes a change for my ship designs.

Suicide Junkie May 24th, 2004 09:34 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Just keep your ships together in fleets. Together, they will all finish the repairs in two turns, or you could leave behind 3% of the fleet after each use of the hyperdrives.

If you are allowed to design it, you could also include to motivator components on your ships, or perhaps on a few support ships, in order to get enough repair for everybody.

bearclaw May 25th, 2004 03:10 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
What if I were to have 2 Modivators on each ship?

Andrés May 25th, 2004 04:36 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
You can't. Even if they had no explicit restriction as they do, components with SY ability have a hardcoded only one restriction.
I guess there is no way to include a hyperdrive backup.

[ May 25, 2004, 03:40: Message edited by: Andres ]

bearclaw May 25th, 2004 08:15 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
next question: If a ship has a repair bay AND a Hyperdrive Modivator, will that fullfill the requirement for a SY to repair the hyperdrive, and will the combined repair rate (minus the 3% modifire) repair normal?

Fyron May 25th, 2004 09:33 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Yes. You just have to have a component with SY ability in the sector. Any repair component can still repair it if this condition is met.

Intimidator May 28th, 2004 10:40 PM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
I lost my Star Wars - II mod, when my computer crashed a few weeks ago. But can't find the mod anymore.

Can somebody help me ??

Inti,


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