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-   -   tech tree/combat (http://forum.shrapnelgames.com/showthread.php?t=14012)

jars_u August 2nd, 2000 10:58 PM

tech tree/combat
 
I've been playing the old demo for quite a while now and fear that I will soon reach the 100 turn limit http://www.shrapnelgames.com/ubb/images/icons/icon9.gif but that aside I was wondering if anyone knows if the full game will ship with some sort of "map" of the tech tree as I have found there are so many areas you can get lost, not that I am saying that is bad! Also I have notcied in the create menu and some of the technology there seems to be an option to create tanks or robots or some sort of ground based/boarding parties. Is this merely disabled for the demo? If so will combat for ship boarding/planet invading be handled the same way as ship combat? One Last thing will combat remain as it is or will you be able to target specific ship systems, any chance of seeing a "z" axis for the space combat or some other factors in the strategic mode that would influence combat like asteroid fields etc?

Instar August 3rd, 2000 01:08 AM

Re: tech tree/combat
 
A Z axis would be hard to do now I would think. Also that would confuse.

Im going to see about that tech tree map.

Darwin August 3rd, 2000 02:18 AM

Re: tech tree/combat
 
They did in SE3 so I expect they will now.

jars_u August 3rd, 2000 05:41 AM

Re: tech tree/combat
 
After playing the demo for way too many hours again tonight... I thought of something else, when you create your "race" in the begining you can cycle through the pre-created portraits/ships/flags is it possible to mix and match these items? In other words use one portrait and another ship style? Also I noticed somewhere in these forums someone was asking about creating your own from scratch, don't think I would have the time or talent for that but how about just inserting user made flags?

jars_u August 4th, 2000 07:31 AM

Re: tech tree/combat
 
Opps, http://www.shrapnelgames.com/ubb/images/icons/icon7.gif there is a tech tree... in the game. It is an option you have to turn on, it is a little confusing however. Would still like to see some sort of actual printed "tree" in the full game documentation though.

jars_u August 4th, 2000 07:51 AM

Re: tech tree/combat
 
Mines... Can mines only be used during "combat" or can mines be layed on the "map" say at a warp point so that any ships passing though it have the chance to be damaged?

Grumbling Grognard August 4th, 2000 04:13 PM

Re: tech tree/combat
 
Mines are laid on the strategic map and frankly I am not 100% sure how they work because I won't enter a mine square and the AI seems to avoid them also...but if you mine 'your side' of a warp point they won't know they are there until it is too late! http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

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The Grumbling Grognard


jars_u August 4th, 2000 05:27 PM

Re: tech tree/combat
 
Yes, that is what I was trying to figure out as well. On the strategic map the computer AI will shoot at and destroy the mines but will not run into them. When I try to run into them myself just to see what happens the option to move into the space where the mine is does not exist as the cursor automatically turn into the target pointer and then fires on the mine. Now as far as placing them on the galaxy map at planets, worm holes, etc. when ever I try to drop the cargo it just says that the space is full? So I am not certain how there are suppose to work, at least work well anyway.


Grumbling Grognard August 4th, 2000 06:01 PM

Re: tech tree/combat
 
Jars:

Are your ships equipped with the "Mine Layer"? You must have one of these to lay mines. I generally just equip a ship with one mine layer component and a lot of cargo space and it does the trick on the strategic map.



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The Grumbling Grognard


Mark Pavlou August 6th, 2000 04:42 AM

Re: tech tree/combat
 
One thing that does rather jar about the tech tree is that while you can build Frigates from the very start, to build Fighters, Mines, Satellites or Weapons Platforms requires 150-200,000 research points! (100,000 for Construction level 1 to open up all the relevant Tech Areas and then 50-100,000 to pick up 1 level in each area).

Surely given the complexities of ship design versus satellites, weapons platforms and the like it would make more sense to start with the small stuff (eg fighters capable of in-system movement only) and requiring research for anything bigger?

What would seem a better use for Construction in this case would be for increased levels to provide minaturisation, allowing you to build components that take up less space (as in MOO2 where increasing a tech level causes all older items to shrink in size). As well as increasing ship capability, this could also be extended indefinitely (looking forward to a game with an infinite research model).

jars_u August 7th, 2000 06:17 AM

Re: tech tree/combat
 
Yes, the ships have mine layers. Getting them to deploy the mines is not a problem - however I wish there was some way (is there?) to deploy them into the "Square" you want them to go. But, my real question is can mines be used outsdie of combat? Meaning can you mine a warp point, planet etc. BEFORE you enter into the same "space" as another race and before combat begins so that any ships that attempt to pass though that mined area risk being damaged. Say like - when your ships enter into the same sector that has a black hole. Your ships always get damaged when moving through a system with a black hole - I want to be able to mine a square and any enemy ships that pass though it face some % of hitting them and taking damge and I guess that % can be less if a ship or ship in that fleet has a mine sweeper.

jars_u August 7th, 2000 06:19 AM

Re: tech tree/combat
 
Yes I know I mentioned this before. But, I just want to state again that I would REALLY like to see a tech/tree map that is easier to understand and find specific items of technology on then the one included in the original demo. Anyway... thanks for listening to my .02

Grumbling Grognard August 7th, 2000 08:12 AM

Re: tech tree/combat
 
I am not sure exactly what you are asking...

But the ONLY way I have been using mines is strategically. Basically mining the hell out of warp points into my systems.

It appears like mines will explode/work until either all the mines are gone or all the offending ships are gone. I don't think you are assured a hit with each mine though (I supposed it is like in tactical combat where the enemy ships are assumed to fire on the mines and get some of them).

I have found mines next to useless in tactical combat. IMHO, they are a strategic weapons.

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The Grumbling Grognard


Machetti August 10th, 2000 12:02 PM

Re: tech tree/combat
 
hm. i haven't toyed with mines yet, but i might be able to help clarify the question. what command (interface button, whatever) do you use to lay the mines? 'drop cargo' didn't seem to work. is there a 'lay minefield' or do you need to use a launch button or something?

to answer one or two of your other questions, yeah, there are boarding parties and fighters in the demo. i've researched them and fiddled with the construction of them, though i've never used them. (i whip up on the computer too hard, so by that time i'm just researching to pump my score. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

when you start a new game, one of the options somewhere about new races is 'tech level' if you set that to the top, then you start with all the tech available in the demo, and can at least look at all the stuff you've been missing. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Baron Munchausen August 10th, 2000 02:07 PM

Re: tech tree/combat
 
Mines are deployed the same way that satellites or fighters are deployed: The "launch/recover units" button. Mines cannot be recovered, though, only self-destructed. I agree that mines are really a strategic map weapon. You can drop them in combat but they are vulnerable targets. They just sit there and anyone can see them, and so shoot at them. You have to "run into" them to get damaged. Maybe in the full Version there will be more options for mines that make them more practical on the combat map.

[This message has been edited by Baron Munchausen (edited 10 August 2000).]

jars_u August 11th, 2000 04:58 AM

Re: tech tree/combat
 
Yeah, thats what I did finally just started the game with the tech tree turned on with all the levels maxed out. It is a good way to see everything that is in the game or at least the demo, although it could be structured a little better. I finally did figure out that you had to deploy the mines to get them to work but was still wondering about recovering them but, now I know they can only be destoryed.

Machetti August 11th, 2000 11:10 AM

Re: tech tree/combat
 
hm.
what about mine sweepers? can they pick them back up? or do they effectively detonate the mines?

guess i could go try myself...

Grumbling Grognard August 11th, 2000 04:37 PM

Re: tech tree/combat
 
Mine sweepers are just more effective at destorying mines.

I have been using mines quite a bit and I just put'em and leave'em. I have never really wanted to pick them up yet.

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The Grumbling Grognard



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