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-   -   Question: Engines and firing order (http://forum.shrapnelgames.com/showthread.php?t=11076)

Cipher7071 January 9th, 2004 04:53 AM

Question: Engines and firing order
 
I am aware that weapons fire in the order that they are listed in the ship design. Now I'm wondering whether engines behave in the same way. That is, does it make a difference where engines are placed during the design phase?

Slick January 9th, 2004 05:15 AM

Re: Question: Engines and firing order
 
Nope. Just don't mix engine types; they will act as the lowest engine installed.

Slick.

Kamog January 9th, 2004 07:10 AM

Re: Question: Engines and firing order
 
Hmm, I wonder what would happen if, say you have one Ion Engine III and 5 Quantum Engine III's on your ship. Your speed will be only 6 because it takes the lowest Version of engine, so it's the same as having 6 Ion Engines.

Then you get into battle, and your Ion Engine is hit and destroyed. Would your speed suddenly increase?

PvK January 9th, 2004 08:30 AM

Re: Question: Engines and firing order
 
Yes it would.

PvK

narf poit chez BOOM January 9th, 2004 08:36 AM

Re: Question: Engines and firing order
 
is it the same for supply?

Grandpa Kim January 10th, 2004 01:47 AM

Re: Question: Engines and firing order
 
Narf, I gather you mean the supply component. Though I've never tried it, I'm sure mixing levels 1, 2 and 3 will not force them all to act as level 1's. The same would apply for cargo. Each component, no matter what the level will act as it should. Note: supplies for each engine type and level are the same-- 500 units.

oleg January 10th, 2004 02:28 AM

Re: Question: Engines and firing order
 
Are you sure about engines ??? I thought all "ship movement" are add up and then devided by "engines per move". Otherwise how "efficient engines" work in Proportions http://forum.shrapnelgames.com/image...s/confused.gif

Fyron January 10th, 2004 02:32 AM

Re: Question: Engines and firing order
 
Engines use 2 wholely separate abilities. Standard movement is added up and then divided by engines per move. Bonus movement is not. In stock, all engines have 1 standard movement. They just have increasing bonus movement. With bonuse movement, you get the worst bonus from all components on the ship that have the bonus movement ability. So, 5 QE and 1 Ion Engine give you a worst bonus movement of 1, resulting in only 6 movement for the ship, rather than 9 with all 6 QE.

Proportions/AIC (and other mods with QNP type propulsion models) primarily use engines with increasing amounts of standard movement and no bonus movement. Mixing true QNP engines does not result in any loss of movement points, unlike mixing stock engines.

[ January 10, 2004, 00:34: Message edited by: Imperator Fyron ]

PvK January 10th, 2004 02:38 AM

Re: Question: Engines and firing order
 
Exactly what Fryon said. True for unmodded, but not for standard engines in mods with QNP, such as Proportions, AIC, or P&N.

As for components with supply storage, their destruction simply reduces the supply storage capacity of the ship. Supplies are only destroyed when supply capacity is reduced below the current amount of supplies on the ship. I don't know how anyone would think this would be related to the discussions on engines, speed, or firing order.

PvK

oleg January 10th, 2004 02:40 AM

Re: Question: Engines and firing order
 
Ah , thanks ! I see http://forum.shrapnelgames.com/images/icons/icon7.gif

Last time I played unmoded SEIV was more than a year ago. Get used so much to QNP mods that totaly forgot how it works in the stock game http://forum.shrapnelgames.com/images/icons/icon10.gif

Grandpa Kim January 10th, 2004 02:40 AM

Re: Question: Engines and firing order
 
Quite right, Oleg, I was speaking of the stock game. I'm not sure about the supply amount for most mods, but it seems to me the efficiency derives from the amount of supplies used to move one sector. In stock, each engine, no matter type or level, uses 10 units of supply per engine to move one sector. I know in Devnull, that amount decreases as the engine level increases. It starts over when you discover a new type. Therefore you can go farther with Ion III than you can with Ion I. I don't know what would happen if you mixed different levels of Ion engines in this circumstance.

Suicide Junkie January 10th, 2004 04:32 AM

Re: Question: Engines and firing order
 
All engines burn their "supply use" about of supplies when the ship moves a square.

So if your engines take damage, you'll use up less supplies to get where you're going.

In stock, if you have 4 Ion drives, you spend 10+10+10+10 = 40 supplies per sector.
If you have 1 quantum drive, you spend only 10 per sector, and still travel 4 per turn.
If you use 4 quantum drives, you get a speed of 7, and use 40 supplies per sector.

Just add up the supply use of all your surviving engines, and you'll spend that every square you move.

narf poit chez BOOM January 10th, 2004 07:40 AM

Re: Question: Engines and firing order
 
Quote:

is it the same for supply?
<font size="2" face="sans-serif, arial, verdana">what i meant was if the first engine used 10 supply's and the others used 40, would all of them use 10 like it does with engines(but apparently only bonus movement).

if it did it would have some implications for my mod. although nothing insurmountable in PBW. and i don't care if people cheat in SP.

Fyron January 10th, 2004 11:15 AM

Re: Question: Engines and firing order
 
Supplies used by each engine are just simply added together to get total supplies used per sector moved.

narf poit chez BOOM January 10th, 2004 09:28 PM

Re: Question: Engines and firing order
 
well, that's good.


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