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-   -   SE5 - Strategies (http://forum.shrapnelgames.com/showthread.php?t=20252)

Caduceus August 14th, 2004 11:39 PM

Re: SE5 - Strategies
 
I'm sure others have noticed, but there is a new teaser page on the malfador website.

Here

For the Amon'krie. Wonder if we'll get one for each race, if they're going alphabetically...

Wildcard

Baron Munchausen August 15th, 2004 12:10 AM

Re: SE5 - Strategies
 
Wow! If that's a sample of how the in-game models will look I'm impressed. The Amon'Krie ships are fairly cool looking in SE IV. It's one of my favorite sets. But even if the detail won't be as high as this banner, the re-interpretation of that style is very slick.

Ed Kolis August 15th, 2004 01:56 AM

Re: SE5 - Strategies
 
Ah, I see they got their classic look back... and their apostrophe http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie August 15th, 2004 12:38 PM

Re: SE5 - Strategies
 
It also looks like the Amon'krie go to bed early and consistently...
There are no lights on the night side of the colony http://forum.shrapnelgames.com/images/smilies/happy.gif

Raging Deadstar August 15th, 2004 12:51 PM

Re: SE5 - Strategies
 
Quote:

Suicide Junkie said:
It also looks like the Amon'krie go to bed early and consistently...
There are no lights on the night side of the colony http://forum.shrapnelgames.com/images/smilies/happy.gif

From the way the planets are done i think he's using a filter called lunarcell. I'm using it with photoshop and it really ruins the planet when you add city lights on the dark side of the planet http://forum.shrapnelgames.com/image...ies/tongue.gif

spoon August 15th, 2004 02:07 PM

Re: SE5 - Strategies
 
Quote:

Suicide Junkie said:
It also looks like the Amon'krie go to bed early and consistently...
There are no lights on the night side of the colony http://forum.shrapnelgames.com/images/smilies/happy.gif

They're giant worms. They live underground. http://forum.shrapnelgames.com/images/smilies/happy.gif

Baron Munchausen August 15th, 2004 05:07 PM

Re: SE5 - Strategies
 
They don't necessarily see in the same part of the spectrum that we do, either. If they are underground dwellers they might see in infra-red.

ZeroAdunn August 18th, 2004 03:45 PM

Re: SE5 - Strategies
 
Why won't this work

Fyron August 18th, 2004 04:15 PM

Re: SE5 - Strategies
 
Quote:

ZeroAdunn said:
Why won't this work

There were some problems with the forum upgrade in regards to sigs. Just edit your sig, don't change anything, and hit ok. It should fix it.

ZeroAdunn August 18th, 2004 07:06 PM

Re: SE5 - Strategies
 
Fyron: I was actually having trouble getting anything to post on my sidekick.

Anyways, what I was going to say:

I would like a system of defense and offense rating.

Offense rating would be the total amount of damage a ship can soak and pd rating.

Offensive rating is an equation of scanning/damage/rate of fire.

When setting strategies you can choose attack priorities based on these values.

I definately think battleGroups within a fleet are a great idea. However, I owuld prefer to se formations unique to each fleet. Oh sure, you could load up defaults, but each default could be customized.

The way I would like to see formations handled is:
You bring up the formations window, and select the fleet you wish to modify. Each ship would fill a slot and when added into the fleet this identifier would display in the ship display window. When creating formations you first creat the battlegroup formation by placing the ship identifiers on a grid. Once done you can assign these same formations to other battleGroups or design new ones. Then you go up to the fleet window and place the various battleGroups into a larger arrangement. When a ship is destroyed or if you plan a battlegroup to have more ships then currently available this is displayed by an empty slot in the ship/battlegroup/fleet display, and when you go to add new ships to the fleet, you fill slots rather then randomly addung ships to the formation. If you want to add more ships then you have slots for, simply make another battlegroup. If all the ships of a battlegroup are destroyed, the battlegroup doesn't just dissapear, it must be physicly removed from the fleet arrangement.

Sure it is a little more complex, and maybe even a little hard to understand, but in later game when fleets have hundreds of ships in them it will make planning of ship construction and fleet arrangement far easier.

I've got tons more to expand on this idea, but now I must go home.


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