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BUG:Quick supplies from fighters
Since fighters get full supplies whenever they are launched and can be grouped into a fleet, a carrier that is running short on supplies can launch it's fighters into space and fleet with them. After 1 turn the supplies are shared by the fleet and when
the fighters are recaptured the carrier's supply storage is full again. Fixing this will probably require re-doing the whole fighter supplies rules. E.g. have fighters get their supplies from the carrier, rather then from thin vacuum, but then probably one should add to fighter bays a supply capacity on top of their cargo capacity. |
Re: BUG:Quick supplies from fighters
this could be toned down by reducing the supply storage and useage of fighters, so its not as handy. if it was hard to get a benefit from it, people would probably just build solar collectors instead.
also, if you take a construction ship with you, you can just plop down empty bases to fleet with, and they give you endless supply. ------------------ "...the green, sticky spawn of the stars" (with apologies to H.P.L.) |
Re: BUG:Quick supplies from fighters
Wow, that's clever! Take note, all you futurists out there -- it'll be a LONG time before an AI thinks of something like that.
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Re: BUG:Quick supplies from fighters
IMO the spirit of the game is that Supply Depots and Quantum reactors generate unlimited supplies, solar collectors and emergency supply pods generate limited supplies and that's it. Any other way to generate supplies is a bug and needs to be fixed.
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Re: BUG:Quick supplies from fighters
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by john:
IMO the spirit of the game is that Supply Depots and Quantum reactors generate unlimited supplies, solar collectors and emergency supply pods generate limited supplies and that's it. Any other way to generate supplies is a bug and needs to be fixed.<HR></BLOCKQUOTE> i agree. |
Re: BUG:Quick supplies from fighters
Well, obviously you've discovered a bug. But it makes me think: in the old days, cavalry were often used as foragers to keep an army supplied in the field. Of course, this didn't make the locals feel very welcoming. In fact, from the peasants' point of view, one of the scourges of war was that NO armies were friendly.
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Re: BUG:Quick supplies from fighters
The fighter/carrier fix suggested below is a good idea. As for bases, IMO, they should not have unlimited supplies, but rather be given a built-in supply storage and solar generation ability of 5000/500 or so.
This could be done now, and would only mess up the player stats and AI designs. Just: 1) Change the vehicle type of "bases" to "ships" 2) (optional) add built-in supply storage 3) Tweak all AIs to use ship hulls versus base hulls properly. This may require adjusting the size of the bases so they are different from any ship hull, and could be a lot of AI design_creation work. 4) Suggest to players that they include extra supply bays and solar panels on all defense bases. For Humans-only games, this could be modded in 5 minutes. For humans only, another trick you could use is to remove resupply facilities and quantum reactors, forcing the construction of SolarPowerStations, and essentially adding another resource to the game. |
Re: BUG:Quick supplies from fighters
Good idea, but how would you keep human players from putting engines on these hulls?
Could you put a negative bonus movement on, to negate any engines? ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: BUG:Quick supplies from fighters
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by dogscoff:
Good idea, but how would you keep human players from putting engines on these hulls? Could you put a negative bonus movement on, to negate any engines? <HR></BLOCKQUOTE> with an engine limit of zero? just like baseships are limited to 2, DNs 4, BBs 5, and everything else 6. ------------------ "...the green, sticky spawn of the stars" (with apologies to H.P.L.) |
Re: BUG:Quick supplies from fighters
Oh yeah, I knew that.
*Dogscoff slaps forehead... ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: BUG:Quick supplies from fighters
I think bases should behave like big satellites in regard to supplies. I.e. neither produce nor consume them.
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Re: BUG:Quick supplies from fighters
QUOTE:
with an engine limit of zero? just like baseships are limited to 2, DNs 4, BBs 5, and everything else 6. /QUOTE What about solar sails, emergency propulsion etc? ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: BUG:Quick supplies from fighters
Those can be modded to be ship only, rather than "Ship/Base" as they currently are.
Solar sails are useless if the ship has zero standard movement. On fighters, solar sails will provide movement even with out engines, but SE4 has a quirk with ships that if they have no engines, sails don't help. Emergency propulsion could be modded to be an engine with a "pulse" mode, whereby you get a burst of speed, then travel slower until it is repaired. In this way, the base would not be allowed to have E.P., since they count as engines. |
Re: BUG:Quick supplies from fighters
That would essentially be making a base non-fleet-able. If its not in a fleet it can't share supplies.
But, if you got that route, it requires a tiny bit of hardcode, and disallows the "power station" idea. Having a limited supply storage on bases, and using solar panels, you could resupply ships, but only so many, so fast before your base runs dry. |
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