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-   -   Updating Player Guide and Walk Thru (http://forum.shrapnelgames.com/showthread.php?t=12589)

Atrocities August 1st, 2004 07:50 AM

Updating Player Guide and Walk Thru
 
I am working on redoing the Game Guide, and forgot what the DEFUALT Max number of ships and units are.

Please help.

Thanks.

[ August 04, 2004, 21:41: Message edited by: Atrocities ]

Fyron August 1st, 2004 07:52 AM

Re: Updating Player Guide and Walk Thru
 
200 ships, 1000 units.

[ August 01, 2004, 06:53: Message edited by: Imperator Fyron ]

Xentropy August 1st, 2004 07:52 AM

Re: Updating Player Guide and Walk Thru
 
Default Number Of Units Per Player := 1000
Default Number Of Ships Per Player := 200

Fyron August 1st, 2004 07:57 AM

Re: Updating Player Guide and Walk Thru
 
Hmm... both from Portland, Oregon. You two happen to know each other?

Ragnarok-X August 1st, 2004 08:39 AM

Re: Updating Player Guide and Walk Thru
 
hehe just a "minor" difference between the number of Posts http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities August 1st, 2004 08:45 AM

Re: Updating Player Guide and Walk Thru
 
Thanks all.

Atrocities August 1st, 2004 10:18 AM

Re: Updating Player Guide and Walk Thru
 
Damn this is a major arse under taking. All I have been doing for the Last six hours is taking screen caps of everything step by step. (After about an hour I realized that I had made a mistake in paint and was saving the images with part of them missing.)

Writing this new game guide is going to be interesting. I figure that most people will read the MANUAL, and most like likely play the tutorial game, but may still want more info.

A step by step guide with pictures will help them. I will do my best to explain basic player set up and why characteristics and such are important to the game.

At this point any one willing to offer up some standard new game SP or MP strategies for say the first 50 turns, would be much appreciated.

I will try an compile an updated list of good game tactics and strategies and include them with the guide, but no promises.

If my old PC would not have died, the guide would most likely be done by now. I have been putting it off for so long because of the major undertaking it is, and since I had already had the first one about 50% completed when the crash occured, I just didn't have the heart to restart it until now. At least the part of the old guide survived and was used to some small degree. Now I have to reconstruct the whole guide from scratch, and I intend to make it a bit more indepth.

Ragnarok-X August 1st, 2004 04:08 PM

Re: Updating Player Guide and Walk Thru
 
i cant really promise that its a new and good strategy, but my first 4 turns are usually emergency building 4 base space yards. I think it may turn out faster than emergency building 10 colonizers.

Using "my" strategy you will have 4 base space yards by turn 4. Then you start colonizers on homeworld (6). So by turn 10 you will have 4 base yards and 6 colonizers, and in addition 4+ colonizers from the base yards.
It mainly depends on 2 values, primary the build cost of the colonizer (do you need 1 or 2 turns when emergency building from each yard for one colonizers) and your construction appitude (which may provide enough construction output to allow each base yard to build one colonizer each turn with emergency building).

So by turn 12+ you will have outrun the standart "emergency build 10 colonizers" build order.

Atrocities August 2nd, 2004 04:38 AM

Re: Updating Player Guide and Walk Thru
 
I need help in describing the Quadrand Types. This is what I have so far.

Mid-Life – Standard Game Map. Good planets and resources.
Cluster – Good for Play By Web and Hot Seat games.
Galactic Edge – Never played it, I have no clue.
Spiral Arm – Never played it, I have no clue.
Grid – Never played it, I have no clue.
Ancient – Really bad resources, few planets.

Suicide Junkie August 2nd, 2004 04:58 AM

Re: Updating Player Guide and Walk Thru
 
As I recally, all except the ancient quadrant have the same distribution of systems & planets, and merely different warppoint connection patterns.

You could probably generate a few and comment on the relative number of chokepoints, cluster sizes and whatnot, but I think its mostly an aesthetic thing.

Grid - systems are laid out in a square grid pattern. No chokepoints, free roaming. Right angles everywhere.
Spiral - looks pretty. Chains of systems near the outside, cluster near the inside.
Galactic Edge - like midlife. If you have only a small number of systems, the warp connections will be spread more evenly.

[ August 02, 2004, 03:59: Message edited by: Suicide Junkie ]


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