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-   -   1st Game Issues: Resupply (http://forum.shrapnelgames.com/showthread.php?t=34127)

jfp3 April 8th, 2007 09:12 AM

1st Game Issues: Resupply
 
I wanted to start this new Thread for a better subject opener.

I'm finding out the hard way that resupply is a major factor in the game. This only adds to the realism of supplying huge forces in distant places and while tedious, is very good IMO. "An Army Marches on it's Stomach" (Napoleon) after all eh?

My question is this: Do Resupply Facilities function without a Spaceport in the system? I'm asking this in the hopes that it gets answered before I actually try it (which will be in a few turns of my current game) -- barring that I'll find out the hard way.

After sending Scouts to my Home System for resupply, I noticed that it's woefully inadequate to manage a serious offensive fleet. Is this how it's meant to be?

se5a April 8th, 2007 09:27 AM

Re: 1st Game Issues: Resupply
 
yes they do work without a spaceport.
yeah, if you have large fleets you may need to have more than one resuply depot in a system, and or reserch resuply.

jfp3 April 8th, 2007 09:41 AM

Re: 1st Game Issues: Resupply
 
My Homeworld took 3 turns to resupply a single scout to full. Granted it has a long range (no weapons), but it seems to me to be a tad extreme for such limits in the Homeworld system. Does it make a difference to actually dock with the planet, or is just passing through enough?

jfp3 April 8th, 2007 10:53 AM

Re: 1st Game Issues: Resupply
 
Q: Does a Pop Transport type with @10 Cargo Holds require more Life Support for the Colonists?

Suicide Junkie April 8th, 2007 03:27 PM

Re: 1st Game Issues: Resupply
 
Colonists are freeze dried when in cargo.

Take a peek at your resupply depot facility; it generates 1000 supplies per turn.
You planet can store up a couple tens of thousands of supplies.

If you move a ship into the sector, the planet will give the ship whatever is available. In addition, the supply depot will remote distribute 500 points to ships elsewhere in the system.

If you are overburdening your homeworld's resupply depot, you may need to build more depots, or move your ships less.

jfp3 April 8th, 2007 06:18 PM

Re: 1st Game Issues: Resupply
 
Ah thanks for that 500 points per turn remotely means the big fleets have to dock...so then I suppose I can build a base near a Warp for docking resupply as well? This is a great addition to the game if so. It would also be great to just turn off supply hassles with a click for some games heh.

PvK April 9th, 2007 08:57 PM

Re: 1st Game Issues: Resupply
 
Just made a very simple mod that adds infinite supplies to the unit control components (or unit hulls) if you want to have a no-supply game.

StarJack April 11th, 2007 10:30 AM

Re: 1st Game Issues: Resupply
 
You can also adjust supply rates to something more "reasonable" via facilities.txt. When a ship takes as long to supply as it does to build, any semblance of "reasonable" is lost. If the basic supply rules of this game were applied to Napolean, the battle of Waterloo might've lasted for months.

se5a April 11th, 2007 04:41 PM

Re: 1st Game Issues: Resupply
 
just take your ships to the bloody planet like you had to in SEIV! the remote supply thing is just so that you can get stationary bases and units supplied without having to run back and forwards all the time with suply ships.

narf poit chez BOOM April 12th, 2007 01:16 AM

Re: 1st Game Issues: Resupply
 
Supply planets. Lots of depots.


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