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-   -   Somethings (http://forum.shrapnelgames.com/showthread.php?t=7627)

Gryphin October 15th, 2002 07:56 PM

Somethings
 
I'll post some other things later.
Parameters
Solo Game
Simultaneous Movement
Patch 1.78 but I belived it occurred in early Versions

1) Issue: Can’t give launch orders to ships without Satellites to launch even though they can load one from nearby planet.
a. At Planet A with 4 Base Space Yards
i. I Built 3 Miner Deploy ES
1. Escort Hull, (Miner Deployment Escort 0001 – 0003)
2. 1 Large Satellite Launch Bay
3. Speed 9
ii. Built 1 Mineral Miner Satellite on 4th Base Space Yard
b. At Planet B built 3 Mineral Miner Satellites (located 2 sectors from Planet A)
c. Loaded Mineral Miner Satellite onto 1 Miner Deployment Escort 0001
i. Programmed several Move to Asteroid 000X > Launch Satellite > Move to Planet B > Load Satellite > Move to Asteroid 000Y ..sequences
d. Selected Miner Deploy ES 0002
i. Could not issue Launch orders.
ii. My understanding is SEIV won’t let you give orders the ship can’t execute at that time)
2) Solution:
a. Transfer the 1 Sat to Miner Deploy ES 0002
b. Program Load and Launch sequence
c. Transfer the 1 Sat to Miner Deploy ES 0003
d. Program Load and Launch sequence
e. Transfer the sat back to Miner Deploy ES 0001

3) Solution B:
Plan ahead and build enough satellites, (not always a desirable choise)

Conclusion:

Not always an option but a work a round. I have not tested this in other situations.

Move To orders through Un explored Space,

Something else:
Question
Ship Travel Distance / Turn Indicator Numbers
With the blue ship movement lines turned on
Sometimes when I give a Move To order
It counts the sectors starting with Zero
Sometimes
It counts the sectors starting with One
I have not been able to figure this out.
Any ideas?

[ October 15, 2002, 19:18: Message edited by: Gryphin ]

Greybeard October 15th, 2002 09:31 PM

Re: Somethings
 
I have had problems getting a ship to deploy only one satellite when putting out mining satellites during simultaneous movement. Is there a way to set how many are deployed, or do I need to pick up one and deploy it before getting more?

Greybeard

Suicide Junkie October 15th, 2002 09:31 PM

Re: Somethings
 
The movement line/turn indicator is based on the movment points your ship currently has.

If it is completely out of points, the indicator starts at "1" since it will take until next turn before the ship can start to move.

If the ship has movement points this turn, it will start at zero, since the ship can move there now (but it only actually does move "this turn" in sequential turn games).

Gryphin October 15th, 2002 09:56 PM

Re: Somethings
 
Greybeard
The only way to deploy one at a time is to only have 1 on board.
To achieve this I created a
Satellite Deployment Escort,
5 engines
1 Solar Sail, (does nine sectors a month)
1 sat bay
Then when it does a "Load" operation it only picks up one.
Cheap easy and quick, (sorta)

Thanks Suicide Junkie
Ok, so in a simultaneous game even if it shows zero, it will not move more than its allotted max speed.? Yes?

[ October 15, 2002, 21:36: Message edited by: Gryphin ]

Suicide Junkie October 15th, 2002 10:34 PM

Re: Somethings
 
Right. In the simultaneous game, your ship gets its movement points refilled on "day zero", and then begins to move.

You can go faster than your displayed movement only by giving an order to use an Emergency propulsion pod before giving the order to move.

Gryphin October 15th, 2002 10:43 PM

Re: Somethings
 
Writing Speech Text files
Does anyone have:
A blank *_AI_Speech.txt
or a
Program designed to edit one?
Or a suggestion on how to go about it?

Urendi Maleldil October 16th, 2002 04:27 PM

Re: Somethings
 
I think I have a blank AI_speech laying around somewhere. I'll have to look for it.

Gryphin October 16th, 2002 05:33 PM

Re: Somethings
 
Urendi Maleldil
That would be Great!
If you could email it to:
gryphin@windingstream.com
I'd be delighted.
Thanks again.

geoschmo October 16th, 2002 05:48 PM

Re: Somethings
 
I usually just take the default AI speech file and rename it and then change what I want to.

Gryphin October 16th, 2002 07:09 PM

Re: Somethings
 
Re: use of Repulser Beams and Crowded conditons
Mabe when using them:
Us a formaiton where the leader is fairly protected and "Don't Break Formation"
This should keep your ships out of the way and allow for full fields of fire.
(Posted here as to not clog the orginating thread)

Suicide Junkie October 16th, 2002 07:14 PM

Re: Somethings
 
Not quite...

The problem is thus:
Take one enemy ship, the Target.
Place three enemy ships, the Wingmen directly behind, and diagonally behind on either side, to form a "T" shape.

Your ship fires a Heavy-Mount repulsor beam at the Target, for 15 "push" damage.
The enemy Target moves one square backwards, and runs into one of the Wingmen. The remaining 14 push points are lost.

The prblem is the enemy formation, not your own.
The fleet in this situation would have benefited greatly by having wormhole beams instead of repulsors.

[ October 16, 2002, 18:15: Message edited by: Suicide Junkie ]

Gryphin October 16th, 2002 07:52 PM

Re: Somethings
 
I'll have to check the specs at home.
Would it make a differance if they Priortys were set for
Farthest?

Suicide Junkie October 16th, 2002 10:03 PM

Re: Somethings
 
Well, that would drastically reduce the effect of your primary weapons (lost accuracy, some types lose damage at range).

Plus, by knocking back the farthest ships first, you leave the close ones to rip your ships to shreds. I imagine your ships would also turn and fly into the enemy fleet in order to attack the farthest ship away from you, and getting themselves killed.

capnq October 16th, 2002 11:20 PM

Re: Somethings
 
For editing Speech files, I make a copy of one of the existing files and edit that.

Since the file is so long, I only edit a few of the entries at one sitting, and put in some kind of marker (e.g. "-->") that I can search for to find where I left off.

Gryphin October 16th, 2002 11:56 PM

Re: Somethings
 
Suicide Junkie
I'll have to start a Full Tech game an try some things. Maybe a combonation of
Multitplex Tracking
Repulser Beams > Put in the design first > Push farthest ships away
Main Weapons have only closer ships to fire at?

capnq
Too easy, I mean, really why would I do it the easy way. Sheesh, Hmm, think anyone will figure out I used that method. := )

Gryphin October 17th, 2002 05:12 PM

Re: Somethings
 
Sneaky Gryphin Thinking
Goal: Planetary Self Destruct Device
Work A Round: Cloaked with Star Destroyer sitting over your star.
Downside: A bit expensive and can be detected

Suicide Junkie October 17th, 2002 05:45 PM

Re: Somethings
 
Suggestion: Mine-Class cloaking built into a vehicle, with room for only: 1) A micromounted Star/planet killer, and 2) A micromounted one-mp emergency propulsion pod.

The mounts will allow you to restrict the components to that particular hull only, and you can add "one-per-vehicle" restrictions as well.

If it works, use a base hull. The emergency propulsion pod should allow you to use your device while not allowing movement.
Otherwise, just use a ship hull, and accept that it can be towed around by a repair ship.

Suicide Junkie October 18th, 2002 04:04 PM

Re: Somethings
 
Quote:

Should a modded component cost more than the Fractional reduction in space?
IE if the 20kt Version cost 200 mineral, should the 10kt Version cost 100 or 125?
<font size="2" face="Verdana, Helvetica, sans-serif">IMO, the smaller component should cost slightly more (125), but should certainly be less efficient.
IE: 20kt cargo that gives 750 storage VS 10kt cargo that gives 300 storage.
Quote:

Should a "Swiss Army Knife" component cost more than the sum of its parts?
IE: 20kt ECM + Combat Sensors + Aux Bridge cost more than the sum of each of them separately?
<font size="2" face="Verdana, Helvetica, sans-serif">Definitely. It has the added value of saving 10kt of space, and reduced repair time.

Gryphin October 18th, 2002 05:49 PM

Re: Somethings
 
SJ,
Thanks. This will get me on my way for the
Gryphin_AI*

Wardad October 18th, 2002 06:26 PM

Re: Somethings
 
[:] AI

capnq October 18th, 2002 09:09 PM

Re: Somethings
 
Pirates & Nomads has 10kt and 5kt Versions of Supply Storage, among other things.

Gryphin October 19th, 2002 01:59 AM

Re: Somethings
 
SJ, Hmm, evil and if it works seemingly unstoppable.
I'll try to mod / build / test that for grins and the experiance.

Speaking of mods:
I hate loosing 10kt of space on my ships.
I'm guessing I can
Give a 10kt size to any component
I can see a reduced capacity 10kt:
Cargo Bay, PDC, Armor, ECM?, Combat Sensors?,
Any suggestions?
Questions:
Should a modded component cost more than the Fractional reduction in space?
IE if the 20kt Version cost 200 mineral, should the 10kt Version cost 100 or 125?

Should a "Swiss Army Knife" component cost more than the sum of its parts?
IE: 20kt ECM + Combat Sensors + Aux Bridge cost more than the sum of each of them separately?

Gryphin October 21st, 2002 07:05 PM

Re: Somethings
 
Armored Weapons Platforms
Situation:
Large Weapons Platform with 10 Scattering Armor III on it
Attacked by a Weapon that does 100 points per hit
How many hits will it take befor it starts to hit the planet?
On a ship it would have to account for 10 x 150 of armor.
My impression is on the planet it is only accountng for the kT of the platform.
Am I reading this wrong?
Thanks

Suicide Junkie October 21st, 2002 07:14 PM

Re: Somethings
 
Ignoring the fact that Scattering armor is a really bad choice for armor on any unit (Standard armor is much better; even Stealth is a bit better than scattering)
The amount of damage required to kill the platform and start hurting the planet is the Armor hitpoints + Internal hitpoints + shield points on the platform. All three are combined to get a single value for the strength of the platform.

Gryphin October 21st, 2002 07:42 PM

Re: Somethings
 
Let me guess:
The reason Standard Armor III is better than Scattering or Stealth Armor is Hit points per Kt?
The advantage of Scattering and Stealth on a ship is the ECM provided. On a planet the ECM is pointless.
:: Slaps For head :: Wish I had analyzed this long ago.
:: Note to self, Ask more questions. Don’t be so *amned determined to figure it out on my own. ::

Phoenix-D October 21st, 2002 10:22 PM

Re: Somethings
 
For that matter even on a ship there's no reason to mount more than one Stealth and one Scattering armor. One piece gives you the bonus, then you can switch to something more effective.

Phoenix-D

Gryphin October 26th, 2002 01:36 AM

Re: Somethings
 
:: Galactic Bash Turn ::
Home system down, Turn will be in by Saterday Noon :: Sorry abot the delay.
< Insert strong vulgar language expressing huge amounts of frustration >


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