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-   -   Realistic unit building (http://forum.shrapnelgames.com/showthread.php?t=2007)

Mako February 22nd, 2001 04:56 PM

Realistic unit building
 
Someone has probably already posted this, put can the speed at which units are built be increased. It's not very realistic that you have to wait a year to built 200 fighters or troops, since they are so much smaller and cheaper than capital ships. Three turns to build a battleship and one year for a hundred fighters is just not right.

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Mako the Space Shark

Nitram Draw February 22nd, 2001 06:45 PM

Re: Realistic unit building
 
The only way I know is to change the resource cost or the shipyard build rate but that affects everything.
I think some things build to fast and others build to slow. I wish there was an easy way to change only selected items.

Jubala February 22nd, 2001 09:01 PM

Re: Realistic unit building
 
Just edit the cost of the basic troop anf fighter hulls. If that doesn't make it cheap enough for you, lower the cost of small components as well.

Aussie Gamer February 22nd, 2001 11:21 PM

Re: Realistic unit building
 
I agree that the overall caost of non-ships cost way to much, but considering that 30 fighters can destroy easily a cruiser, but in real life that is true as well any way.

It should be cheaper to produce the units, I wrote to Aaron about that problem and ask him if there was a way to put in a building that that speed up prduction, such as a fighter base etc, he said that it was a good idea. So hopefully it might get in the game some day.

Triumvir Emphy February 22nd, 2001 11:32 PM

Re: Realistic unit building
 
what is up with this realistic thing, there is no such thing as a real "space fighter" so we really don't know what it would look like or how big it is.

The size in kt's of a fighter is 15 to start. So the fighter is 1/10 of a small ship, hence you get to build 1 ship a year or 10 fighters,...

to hell with realism, how about keeping game balance,...

JDC February 22nd, 2001 11:40 PM

Re: Realistic unit building
 
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.

Jim Cibb

JDC February 22nd, 2001 11:40 PM

Re: Realistic unit building
 
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.

Jim Cibb

Sinapus February 22nd, 2001 11:59 PM

Re: Realistic unit building
 
If you save your empire, it will record whatever designs you have that are not obsolete, IIRC.

I found it handy to start a game at high level, then design some ships I tend to use (like colony ships) and save the empire. Then when I start a game with that empire it will be in there, just unbuildable until I get the right tech for it.

Pre 1.27, though, it had a nasty habit of making your ship designs vanish if you added other players into the game. Hopefully, something mentioned in the history files has fixed that problem.


Instar February 23rd, 2001 02:35 AM

Re: Realistic unit building
 
JDC: Save your empire file. Its in the menu.

raynor February 23rd, 2001 02:59 AM

Re: Realistic unit building
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by JDC:
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.
<HR></BLOCKQUOTE>

Me too! !! !!!

On the issue of fighters, I tend to build them at all my colonies instead of building as many mineral storage facilities. In my current game, I think I'm building 70 or 80 per turn right now. Every once in a while, I'll look up and notice I've accumulated a couple of hundred fighters in orbit around a planet and remember to pop a light carrier into queue somewhere.

If they introduce a fighter base which produces fighters more quickly, I sincerely hope they remove the ability to produce fighters at planets without such a base. Oh... and auto-launch would be nice too...

I think 1 battleship in 3 turns or 100 fighters in a year is reasonable. Unless the battleship is decked out with PD V cannons, it might take just three turns production of fighters to destroy the battleship.

Keep in mind that these opinions are coming from someone who is going to be hurting when I hit the 2000 unit limit well before turn 100.

Puke February 23rd, 2001 03:29 AM

Re: Realistic unit building
 
as for a library of ship designs, you can save a race after having played it for a while, and have all your designs and settings saved with it. if you want that to work with any race, you can enable your ship design minister or turn on the auto-ship-design-whatever and have the AI design them for you. you can then edit the AI design file for your race, or make a 'player design file' and associate it with any races you create.

Taqwus February 23rd, 2001 08:37 PM

Re: Realistic unit building
 
Regarding re-using ship designs, it'd be nice to see a "Downgrade" button that, for every currently unavailable component, would downgrade it to the most advanced Version available, or list a Warning about that specific component if no such Version at all was available. That way, one could keep the hi-tech Versions from finished game, ditch the obsolete ones, and then in the next downgrade followed by periodic upgrades when new tech is found.

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-- The thing that goes bump in the night


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