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-   -   Reload time. (http://forum.shrapnelgames.com/showthread.php?t=21161)

Timstone October 5th, 2004 09:30 AM

Reload time.
 
I've found two abilities for the weapons and I want to know the difference between them.
- Dirupt Reload Time
- Increase Reload Time

Alneyan October 5th, 2004 09:43 AM

Re: Reload time.
 
One of them (the one for the Energy Dampener) is not countered by the Master Computer. As the history.txt file puts it:

"Added a new damage type "Disrupt Reload Times" so that the Energy Dampner weapon would not be stopped by a Master Computer. "

Timstone October 5th, 2004 10:11 AM

Re: Reload time.
 
Alrighty then! Thanks Alneyan!
I think I'll post some more questions in this thread when I have them.

*Timstone goes back to his Mod*

Timstone October 5th, 2004 03:13 PM

Re: Reload time.
 
How many kT of cargo can a sphereworld harbor?

Aiken October 5th, 2004 03:18 PM

Re: Reload time.
 
As many as you wish. In stock:
Max Cargo Spaces := 128000 {kt}

Ragnarok October 5th, 2004 03:24 PM

Re: Reload time.
 
Could you imagine filling a sphere up with cargo facilities? http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

Timstone October 5th, 2004 03:33 PM

Re: Reload time.
 
Quote:

aiken said:
As many as you wish. In stock:
Max Cargo Spaces := 128000 {kt}

Oh my goodness! http://forum.shrapnelgames.com/images/smilies/eek.gif
Now that's some parkingspace.
Thanks for the answer.

Aiken October 5th, 2004 04:06 PM

Re: Reload time.
 
Sure. And then filling this sphere with small troops! http://forum.shrapnelgames.com/image...ies/stupid.gif http://forum.shrapnelgames.com/image...ies/stupid.gif http://forum.shrapnelgames.com/image...ies/stupid.gif

narf poit chez BOOM October 5th, 2004 04:21 PM

Re: Reload time.
 
No, no, Weapon Platforms. And then making a wormhole to your enemy from the sphereworld.

geoschmo October 5th, 2004 04:47 PM

Re: Reload time.
 
Quote:

narf poit chez BOOM said:
No, no, Weapon Platforms. And then making a wormhole to your enemy from the sphereworld.

This might be counter productive. Isn't there a limit to how many weapons platforms can fire in any one turn? Although, I suppose if you had them loaded with shields and armor it would make the planet a pretty tough nut to crack.

Alneyan October 5th, 2004 05:14 PM

Re: Reload time.
 
Aren't planets supposed to be able to target only ten ships per turn? (The game says so, but I have never seen this kind of situation)

Ragnarok October 5th, 2004 05:53 PM

Re: Reload time.
 
Yes, planets can only target 10 ships per turn.

narf poit chez BOOM October 6th, 2004 01:31 AM

Re: Reload time.
 
So, enough WP to totally destroy 10 ships per turn and the rest shield or armor.

PvK October 6th, 2004 03:17 AM

Re: Reload time.
 
Can it target 10 with DF, and then more with seekers?

You could also put on some drones and fighters. During beta I ran a test of how many fighters would crash the program, and there didn't seem to be a limit. The zoom map looked pretty scary when almost the entire tactical map was filling with fighters spreading from planets (this was using the simulator and Proportions mod where there is plenty of room on planets).

PvK

Timstone October 6th, 2004 08:56 AM

Re: Reload time.
 
If a ship has no bridge, no lifesupport and no crewquarters (and they are not a requirement), can it go faster then 1 move per turn?
Which of the mentioned three are exactly needed to let a ship go faster then 1 move per turn?

Timstone October 6th, 2004 09:54 AM

Re: Reload time.
 
Never mind my question below, I figured it out myself.

Q October 6th, 2004 01:52 PM

Re: Reload time.
 
Quote:

PvK said:
Can it target 10 with DF, and then more with seekers?

You could also put on some drones and fighters. During beta I ran a test of how many fighters would crash the program, and there didn't seem to be a limit. The zoom map looked pretty scary when almost the entire tactical map was filling with fighters spreading from planets (this was using the simulator and Proportions mod where there is plenty of room on planets).

PvK

But you can't launch more than 1000 fighters from a planet during a combat AFAIK. And I still get game crashes with large numbers of fighters at the end of the combat (more than 1000). Recovering a lot of fighters seems still to have a bug.


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