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-   -   Repair ships, supply ships, n' such (http://forum.shrapnelgames.com/showthread.php?t=11185)

Litcube January 26th, 2004 12:14 AM

Repair ships, supply ships, n\' such
 
These ships that repair components, and these ships that create supply from solar energy.. Do they have to be in the same fleet as the ships they are to affect? I have a few sitting in the same sector as a fleet. They don't seem to be doing much.

Suicide Junkie January 26th, 2004 12:36 AM

Re: Repair ships, supply ships, n\' such
 
Repair points apply to everything in the sector.

The supply ships, however, only generate supplies for themselves.

Fleets share supplies, so a supply ship in a fleet will, each turn, fill its tanks using the solar panels (not above max), then share with the fleet.
Sharing is on an absolute supply point basis, not percentage.
AKA the "one for you, one for me, repeat till done" system.

Captain Kwok January 26th, 2004 12:37 AM

Re: Repair ships, supply ships, n\' such
 
Quote:

Originally posted by Litcube:
These ships that repair components, and these ships that create supply from solar energy.. Do they have to be in the same fleet as the ships they are to affect? I have a few sitting in the same sector as a fleet. They don't seem to be doing much.
<font size="2" face="sans-serif, arial, verdana">The repair ships will repair any ships in the same sector. The supply ships will only share supplies if they are in the same fleet.

Captain Kwok January 26th, 2004 12:38 AM

Re: Repair ships, supply ships, n\' such
 
Beat me by a minute!

Litcube January 26th, 2004 12:47 AM

Re: Repair ships, supply ships, n\' such
 
Sweet action.

Is there any way to set a "repeat order" for a fuel truck to take supplies back and forth from the nearest supply depot?

Fyron January 26th, 2004 12:53 AM

Re: Repair ships, supply ships, n\' such
 
No. The best you can do is have it repeatedly move between 2 sectors. You can not have it move to resupply depot, move back to fleet, fleet up, share supplies, unfleet, move to resupply depot, etc. with repeat orders.

PvK January 26th, 2004 12:58 AM

Re: Repair ships, supply ships, n\' such
 
Something about SE4 I actually don't know:

If a ship with solar collectors has less supply capacity than the other ships in its fleet, and the collector ship fills its supplies, with the fleet stop gaining supplies? From the description below, I would expect so.

PvK

Litcube January 26th, 2004 01:12 AM

Re: Repair ships, supply ships, n\' such
 
That would really suck. Say it ain't so.

oleg January 26th, 2004 02:05 AM

Re: Repair ships, supply ships, n\' such
 
Unfortunately, PvK is right. During the turn, solar panels add to the ship supplies and only after that ships in the fleet redestribute the supplies. It is a good idea have a specialized ships with a lot of supply bays and solar panels.

Litcube January 26th, 2004 02:47 AM

Re: Repair ships, supply ships, n\' such
 
So just make sure that those supply generating ships have larger supply capacities than anything else?

Captain Kwok January 26th, 2004 03:19 AM

Re: Repair ships, supply ships, n\' such
 
Quote:

Originally posted by Litcube:
So just make sure that those supply generating ships have larger supply capacities than anything else?
<font size="2" face="sans-serif, arial, verdana">Exactly!

Sivran January 26th, 2004 04:15 AM

Re: Repair ships, supply ships, n\' such
 
Or when you get it, you could make sure each fleet has a ship with a quantum reactor in it http://forum.shrapnelgames.com/images/icons/icon7.gif

Karibu January 26th, 2004 01:58 PM

Re: Repair ships, supply ships, n\' such
 
If the fleet is going to have multiple battles in one turn, it is best to put quantum reactor for every ship. This is because when in a battle, a ship have to survive with the supplies stored in its engines. Many battles in one turn, will drain them empty. I usually put Quantum reactor to every ship.

dogscoff January 26th, 2004 03:16 PM

Re: Repair ships, supply ships, n\' such
 
watch out for engine-killing weapons as well. If you have no supply storage on a ship other than your engines those engine killers can really ruin your day. Movement reduced to one and (in later patches of Gold) your weapons become inoperable.

Fyron January 26th, 2004 06:08 PM

Re: Repair ships, supply ships, n\' such
 
Another reason to use quantum reactors on every ship. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ January 26, 2004, 16:39: Message edited by: Imperator Fyron ]

narf poit chez BOOM January 26th, 2004 10:13 PM

Re: Repair ships, supply ships, n\' such
 
but...how do you know there working? http://forum.shrapnelgames.com/image...s/confused.gif

i just love all the double meanings you can have with the word quantum.

oleg January 26th, 2004 10:21 PM

Re: Repair ships, supply ships, n\' such
 
Quote:

Originally posted by narf poit chez BOOM:
but...how do you know there working? http://forum.shrapnelgames.com/image...s/confused.gif

i just love all the double meanings you can have with the word quantum.

<font size="2" face="sans-serif, arial, verdana">They work for me and don't work for you http://forum.shrapnelgames.com/images/icons/icon10.gif
Einstein was wrong, God does play dice, but they are loaded http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron January 27th, 2004 12:24 AM

Re: Repair ships, supply ships, n\' such
 
Quote:

Originally posted by narf poit chez BOOM:
but...how do you know there working? http://forum.shrapnelgames.com/image...s/confused.gif

i just love all the double meanings you can have with the word quantum.

<font size="2" face="sans-serif, arial, verdana">They work as long as they are not destroyed...

narf poit chez BOOM January 27th, 2004 12:29 AM

Re: Repair ships, supply ships, n\' such
 
i think Fyron missed the point.

and the point is? they are destroyed, wether the're working or not! http://forum.shrapnelgames.com/images/icons/icon10.gif

Asmala January 27th, 2004 05:44 PM

Re: Repair ships, supply ships, n\' such
 
Quote:

Originally posted by oleg:
Unfortunately, PvK is right. During the turn, solar panels add to the ship supplies and only after that ships in the fleet redestribute the supplies. It is a good idea have a specialized ships with a lot of supply bays and solar panels.
<font size="2" face="sans-serif, arial, verdana">Actually it's vice versa. Supplies are distributed first and after that supplies from solar panels are added.

oleg January 27th, 2004 06:24 PM

Re: Repair ships, supply ships, n\' such
 
Quote:

Originally posted by Asmala:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by oleg:
Unfortunately, PvK is right. During the turn, solar panels add to the ship supplies and only after that ships in the fleet redestribute the supplies. It is a good idea have a specialized ships with a lot of supply bays and solar panels.

<font size="2" face="sans-serif, arial, verdana">Actually it's vice versa. Supplies are distributed first and after that supplies from solar panels are added. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Are you sure ? It would mean that in a fleet with ships not fully full yet, ship with with solar panels will have more supply. AFAIK, that's not the case, ships have same supplies in this scenario. I might be wrong of course.

TurinTurambar January 27th, 2004 07:49 PM

Re: Repair ships, supply ships, n\' such
 
Quite simply what I have discovered is to agressively research Resupply and Stellar Harnessing as quickly as possible to attain mobility. While impatiently waiting for Quantum tech, I will apply a few upgrades (Solar) to existing ship types to gain range and stamina in active combat sectors, but, if I've got a few fleets hanging out in Cretirk "just in case," I'll let them sit and wait for a "Tanker."
My Tanker is a destroyer chasis with 6 of my latest engines, my latest Mstr.Computer, and a Quantum Reactor. When this inexpensive ship is attached to an obsolete fleet of 18 Missile Cruisers I saw no reason to scrap, it refuels the whole lot every turn to max. As new ship types are developed with high-usage components (like Cloaking) I will fit each ship with its own Reactor.
The Tanker is a good transitional vessel for the aging Fwandreian Interceptors who have been staving off the Drushocka since 2102.6.

gregebowman January 27th, 2004 08:15 PM

Re: Repair ships, supply ships, n\' such
 
I've deployed a similar strategy when using a fleet. If I don't have a quantum reactor yet, I'll get hte biggest hull I have and put in solar collectors and supply and send that out.

Asmala January 27th, 2004 08:24 PM

Re: Repair ships, supply ships, n\' such
 
Quote:

Originally posted by oleg:
Are you sure ? It would mean that in a fleet with ships not fully full yet, ship with with solar panels will have more supply. AFAIK, that's not the case, ships have same supplies in this scenario. I might be wrong of course.
<font size="2" face="sans-serif, arial, verdana">Yes I'm quite sure. Ships with solar panels have more supply than others even if they are in the same fleet.

Grandpa Kim January 27th, 2004 08:52 PM

Re: Repair ships, supply ships, n\' such
 
Quote:

Originally posted by Asmala:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by oleg:
Are you sure ? It would mean that in a fleet with ships not fully full yet, ship with with solar panels will have more supply. AFAIK, that's not the case, ships have same supplies in this scenario. I might be wrong of course.

<font size="2" face="sans-serif, arial, verdana">Yes I'm quite sure. Ships with solar panels have more supply than others even if they are in the same fleet. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, just check each ship individually and you will see the differences. They would all be the same (or maxed out) if it was collect supplies then share.


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