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-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

CovertJaguar November 30th, 2004 04:46 AM

Re: Adamant Mod Discussion Thread
 
Remote miners count as cargo. Why is that? They are not related to cargo or supplies, infact they are closer related to the research teams as resource producers.

Aiken November 30th, 2004 05:12 AM

Re: Adamant Mod Discussion Thread
 
To allow remote mining with transport hulls early in the game, I think. It's the only logic I can see here.

Fyron November 30th, 2004 12:33 PM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:
Remote miners count as cargo. Why is that? They are not related to cargo or supplies, infact they are closer related to the research teams as resource producers.

Sure they do. They have to have massive cargo storage areas to store all of those resources mined... http://forum.shrapnelgames.com/images/smilies/wink.gif Research teams, not so much. Also, to allow them to be used on ships earlier in the game, as Aiken mentioned...

CovertJaguar November 30th, 2004 07:30 PM

Re: Adamant Mod Discussion Thread
 
lol, http://forum.shrapnelgames.com/image...ies/tongue.gif you have a point there.

CovertJaguar November 30th, 2004 11:52 PM

Re: Adamant Mod Discussion Thread
 
I have numbers this time. A 10 research team corvette (310kt) costs 3035, 5790, 3675 to build. It costs 103, 196, 124 to maintain. A 7 research team small transport (300kt) costs 3425, 4150, 3825 to build, but it only costs 23, 37, 24 to maintain. I can maintain at least 28 research labs using transports for a similar cost of maintaining 10 research labs with a combat hull. This is why I use transport hulls for research vessels. http://forum.shrapnelgames.com/images/smilies/cool.gif

CovertJaguar December 5th, 2004 08:21 AM

Re: Adamant Mod Discussion Thread
 
I have another suggestion for the nomads. They have no real access to training facilities. Would it be possible to get space-based training facilities to put in starbases. http://forum.shrapnelgames.com/images/smilies/cool.gif

P.S. I'm still working on the pics if you were wondeing. I am working on a memphit model and it is taking a while. http://forum.shrapnelgames.com/images/smilies/smirk.gif

XenoTheMorph December 5th, 2004 10:17 AM

Re: Adamant Mod Discussion Thread
 
Lovely Jubly! New piccys http://forum.shrapnelgames.com/images/smilies/cool.gif

Your & Fyrons 'upgrade' to the Magic Paradigm is much looked forward to!

Aiken December 5th, 2004 10:19 AM

Re: Adamant Mod Discussion Thread
 
Both pirates and nomads need some serious support in intel area. Intel points from bridges are not enough to resist severe intel attack.

Atrocities December 5th, 2004 10:53 AM

Re: Adamant Mod Discussion Thread
 
A counter intel facility.

Fyron December 5th, 2004 03:54 PM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:
I have numbers this time. A 10 research team corvette (310kt) costs 3035, 5790, 3675 to build. It costs 103, 196, 124 to maintain. A 7 research team small transport (300kt) costs 3425, 4150, 3825 to build, but it only costs 23, 37, 24 to maintain. I can maintain at least 28 research labs using transports for a similar cost of maintaining 10 research labs with a combat hull. This is why I use transport hulls for research vessels. http://forum.shrapnelgames.com/images/smilies/cool.gif

Note that I have fixed a number of issues regarding hull sizes and maintenance values for 0.16.00... http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:

aiken said:
Both pirates and nomads need some serious support in intel area. Intel points from bridges are not enough to resist severe intel attack.

Nomads have intelligence components that can be placed on ships and bases. Perhaps 10x counter intel projects for the pirates or something...

Quote:

Atrocities said:
A counter intel facility.

There is no such thing. The Fate Shrine ability is largely useless. If it succeeds, all it does is shift the project to a target in a different system of your empire. If you only have a single planet in your empire, it effectively does nothing at all against planet-based projects...


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