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-   -   New with SEV....Q: Sensors (http://forum.shrapnelgames.com/showthread.php?t=34111)

jfp3 April 6th, 2007 11:43 PM

New with SEV....Q: Sensors
 
...and to long since I played SEIV.

Q: Are the effects of several "Basic Sensors" on a scout ship cummulative?

1st of many questions this weekend I'm sure. Thanks for any help.

jfp3 April 7th, 2007 12:02 AM

Re: New with SEV....Q: Sensors
 
In addition, I don't see how to find out what # of structures I can build on each planet. For instance, I see the icons for the structures on my homeworld, but don't know if I have any additional slots or if it's maxxed out.

jfp3 April 7th, 2007 12:29 AM

Re: New with SEV....Q: Sensors
 
Do Cargo Components allow a Colonizer to carry more colonists?

Suicide Junkie April 7th, 2007 01:01 AM

Re: New with SEV....Q: Sensors
 
Firstly, you can edit, rather than triple-post.

Only the best sensor is used. Range 3 + range 3 does not mean range 6, or everybody would see the the entire system all the time.

Facility space should be listed top left of the queue window.
It is in kt now, but generally it is the same as SE4, just with all the numbers x1000. Good for mods tho.

And yes, civilians can be stuffed into cargo by the millions.

jfp3 April 7th, 2007 01:20 AM

Re: New with SEV....Q: Sensors
 
Thanks SJ and sorry about the multiples.

Q: Is the "auto-survey" efficient in SEV or should I pretty much manually move my starter scouts around?

se5a April 7th, 2007 01:58 AM

Re: New with SEV....Q: Sensors
 
auto servey just aims for the biggest amount of un serveyed space.

Raapys April 7th, 2007 09:00 AM

Re: New with SEV....Q: Sensors
 
Auto-survey used to eventually move the ships that had the order into the sun(s) in the system, stopping the ships, then you had to manually move them away. At least that's how it was a few patches ago. Haven't used the order in a while, so don't know if it still is thus or if it's been fixed.

Arkcon April 7th, 2007 12:07 PM

Re: New with SEV....Q: Sensors
 
jfp3 said:
Thanks SJ and sorry about the multiples.

Q: Is the "auto-survey" efficient in SEV or should I pretty much manually move my starter scouts around?


It really depends. With 3 or 4 levels of sensors, it will do a pretty good job in one pass, and it's a nice level of automation. But, getting every last hex on the edges, when you've already found all warp points, and searching every hex around the stars for planets and warp points, is a little wasteful, especially with low sensor level. Unless you have warp points everywhere on (I like surprises), and are using Fyron's latest quadrant mod ...

Long story short, the new "invisible planets and warp points on entry" mode of SE5 will make you want to rapidly get a few levels of sensors, resupply storage, engines, and hull sizes to hold them all early on. 'Tho you'll want some defenses and weapons too, least you end up eaten up by an aggressive race. Heh. http://forum.shrapnelgames.com/image...ies/tongue.gif

God, SEV is a lot of fun.

Raapys said:
Auto-survey used to eventually move the ships that had the order into the sun(s) in the system, stopping the ships, then you had to manually move them away.


I only saw that rarely, and it's been fixed. 'Tho I do see ships plot a course straight to the star, then have to drive around up. Hey, maybe the sunspots were real interesting to the captain, or something. B}

Ed Kolis April 7th, 2007 12:50 PM

Re: New with SEV....Q: Sensors
 
Quote:

Suicide Junkie said:
And yes, civilians can be stuffed into cargo by the millions.

They can, yes, but I would not recommend it - there are more useful things for putting on your colony ships, such as supply storage or even weapons. Keep in mind that population in SE5, unlike in SE4, can migrate on its own, so unless you have cultural, social, or racial traits that reduce migration (the more authoritarian governments tend to have less migration than the more liberal ones), your populations will spread out automatically without need of ships ferrying them around. Much safer that way too - ships can be intercepted http://forum.shrapnelgames.com/images/smilies/wink.gif

Raapys April 7th, 2007 01:01 PM

Re: New with SEV....Q: Sensors
 
I've to admit, I find population to be a nearly useless consideration in SE V( with BM ). While they do increase production a bit on the planets, I can keep up with what my maintenance budget can handle anyway, without the need of transporting people around( and there's always migration ). And after some amount of turns I'm mostly just using construction ships anyway, which renders population even more useless.

Then again, I don't play PBW, so perhaps a more aggresive approach is needed when playing against non-harmless opponents.

Anyone got some good arguements for actually transporting population( beyond the ones following the transport ship, obviously )?

aegisx April 7th, 2007 03:00 PM

Re: New with SEV....Q: Sensors
 
I thought the population would only migrate if it was to a place with a breathable atmosphere. So they will not migrate to domes... I could be wrong though.

Baron Munchausen April 7th, 2007 03:46 PM

Re: New with SEV....Q: Sensors
 
Yes, MM claims to have fixed migration so that they will only move to breathable atmosphere planets. There is still the possibility of bugs of course. http://forum.shrapnelgames.com/images/smilies/happy.gif

Siirenias April 16th, 2007 02:58 AM

Re: New with SEV....Q: Sensors
 
They DO migrate to domes, and it is incredibly frustrating. It's the only reason I have any population transports at all, because people migrate to a conquered world the moment it is conquered, and I have to shuttle off all the additional non-breathers off the planet, in addition to the population that originally made it a domed city.

PvK April 16th, 2007 04:41 PM

Re: New with SEV....Q: Sensors
 
LOL...

BlueTemplar April 23rd, 2007 02:44 AM

Re: New with SEV....Q: Sensors
 
Quote:

the more authoritarian governments tend to have less migration than the more liberal ones

Are you certain about that? Is it linked to population loyalty or foreign popoulation assimilation?

So, they will migrate to a non-breathable colony if it's already domed?

Arkcon April 23rd, 2007 07:14 AM

Re: New with SEV....Q: Sensors
 
I noticed something weird in my latest game. Captured population are migrating to domed breathables (for them.) Yet, when the atmosphere modification plant actually completes its task, the alien population is gone -- just vanished.

Ed Kolis April 23rd, 2007 01:19 PM

Re: New with SEV....Q: Sensors
 
Quote:

BlueTemplar said:
Quote:

the more authoritarian governments tend to have less migration than the more liberal ones

Are you certain about that? Is it linked to population loyalty or foreign popoulation assimilation?

Look on the list of abilities for the governments - there should be one that says "population migration increased or decreased by +-X%"... I don't think it has anything to do with loyalty or assimilation... are those even implemented?

PvK April 23rd, 2007 05:10 PM

Re: New with SEV....Q: Sensors
 
Quote:

Arkcon said:
I noticed something weird in my latest game. Captured population are migrating to domed breathables (for them.) Yet, when the atmosphere modification plant actually completes its task, the alien population is gone -- just vanished.

LOL! Well, they were just troublesome anyway, weren't they? http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie April 23rd, 2007 06:50 PM

Re: New with SEV....Q: Sensors
 
Perhaps the domed colonies simply have 0% migration as a base, and then +2% for society?

BlueTemplar April 24th, 2007 03:02 AM

Re: New with SEV....Q: Sensors
 
Quote:

Ed Kolis said:
Quote:

BlueTemplar said:
Quote:

the more authoritarian governments tend to have less migration than the more liberal ones

Are you certain about that? Is it linked to population loyalty or foreign popoulation assimilation?

Look on the list of abilities for the governments - there should be one that says "population migration increased or decreased by +-X%"... I don't think it has anything to do with loyalty or assimilation... are those even implemented?

I don't see anythig like that...

Ed Kolis April 24th, 2007 02:13 PM

Re: New with SEV....Q: Sensors
 
Odd... could have sworn it was there... of course I play Balance Mod, not stock, maybe that makes a difference... :?

Makinus April 24th, 2007 04:21 PM

Re: New with SEV....Q: Sensors
 
Quote:

Siirenias said:
They DO migrate to domes, and it is incredibly frustrating. It's the only reason I have any population transports at all, because people migrate to a conquered world the moment it is conquered, and I have to shuttle off all the additional non-breathers off the planet, in addition to the population that originally made it a domed city.

This is the single reason i didnīt bought the game yet... iīm waiting until MM fix this bug (donīt tell me itīs not a bug) then iīll buy the game...

Captain Kwok April 24th, 2007 04:29 PM

Re: New with SEV....Q: Sensors
 
I haven't seen any cases of migration where the population is moving to non-breathable planets in months.

GuyOfDoom April 24th, 2007 05:03 PM

Re: New with SEV....Q: Sensors
 
I'm still amused at how upset people keep getting over MINOR issues.

I haven't witnessed any strange migration patterns.

Spectarofdeath April 24th, 2007 08:07 PM

Re: New with SEV....Q: Sensors
 
I don't even care about it lol

arthurtuxedo April 25th, 2007 01:08 AM

Re: New with SEV....Q: Sensors
 
I refuse to buy this game until 'pancreas' is added as one of the system names. Well, I already bought it, but I can always take it back, so there! Well not physically take it back because it's way out of warranty, but... you know... in spirit.

narf poit chez BOOM April 25th, 2007 06:28 AM

Re: New with SEV....Q: Sensors
 
You can do that yourself. SystemNames.txt, probably.

Makinus April 25th, 2007 09:21 AM

Re: New with SEV....Q: Sensors
 
Quote:

Captain Kwok said:
I haven't seen any cases of migration where the population is moving to non-breathable planets in months.

So itīs already fixed? Cool! Next week iīll travel to a nearby city where i saw SEV for sale (at about $100) and iīll buy it!

RCCCL April 26th, 2007 10:36 AM

Re: New with SEV....Q: Sensors
 
Quote:

Makinus said:
So itīs already fixed? Cool! Next week iīll travel to a nearby city where i saw SEV for sale (at about $100) and iīll buy it!

$100 at a nearby city, wow. You obviously have the internet, can't you purcahse it online and have it shipped?

Even with shipping rates it would have to be less than 100.

Fyron April 26th, 2007 03:15 PM

Re: New with SEV....Q: Sensors
 
In the US, maybe... imports can be a bear.

narf poit chez BOOM April 26th, 2007 07:03 PM

Re: New with SEV....Q: Sensors
 
I would guess it's the exchange rate.

Makinus May 4th, 2007 11:14 AM

Re: New with SEV....Q: Sensors
 
The problem is that Brazil have an 50% tax in "technology importation" and this tax applies to games, unless you are a registered import/export bussiness, since shipping costs is around $ 62.00, the $100.00 would be a reasonable price for me...

Iīm trying to buy the downloadable copy from StrategyFirst but their site keeps giving errors and donīt conclude my buy... anyone know othe rplace where i can buy a downloadable copy?

FaultyAirlock May 23rd, 2007 03:56 AM

Re: New with SEV....Q: Sensors
 
Steam has it for like, 20 bucks.


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