![]() |
A wishlist for SEIV 1.42
I'd like to see a new component called "Quick Refuel Kit" or something like that. Right now if you want to refuel a ship from another ship you have to add them into a fleet and wait a turn, which is quite troublesome (those lazy ship crews take ONE WHOLE MONTH to refuel a ship?!?). This Quick Refuel Kit acts like a planetary resupply depot, very useful if you are far out to the front with no nearby colonies. Of cause there must be an on/off switch for the component (like the stealth armour) just in case you don't have a quantum reactor.
|
Re: A wishlist for SEIV 1.42
You're right, this is annoying. I'd like to see supplies handled in the same way as cargo (ie transfer as much as you want from one location to another) but I doubt that will happen soon.
Ah well, we can post and dream... -- Dogscoff: hungry. |
Re: A wishlist for SEIV 1.42
Oh yea! Handling supply like cargo is even better, I've never thought of that.
|
Re: A wishlist for SEIV 1.42
Regarding 1.42 Patch
I would like to see more / different options of replaying ships movement/combat. I even think the present replay is bugged, since it keep playing in an endless loop. It could be options for replay only on one system, or only your ships, or only alien ships... I dont know... ------------------ "Never argue with an idiot. They drag you down tho their level, then beat you with experience". |
Re: A wishlist for SEIV 1.42
Here's something I've just noticed recently that could use improvement, but I don't know how hard it would be to implement:
When an empire is eliminated from the game, all of its designs disappear from the Enemy Ship Designs list (of course). If that empire surrendered to another player, the new empire inherits all the surviving ships, but they never show up on the enemy list again, even if you go into combat against them.As a result, you can't use the simulator to plan for battles, because you can't select these designs. It would be good if captured ship designs were added to the list of the capturing empire's designs, as long as they were still in service. ------------------ Cap'n Q The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
Re: A wishlist for SEIV 1.42
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by CW:
[b]I'd like to see a new component called "Quick Refuel Kit" or something like that. Right now if you want to refuel a ship from another ship you have to add them into a fleet and wait a turn, ...{/B]<HR></BLOCKQUOTE> I think that is what the Emergency Supply Pod is for. Then you just need a Repair Bay / Space Yard component in the sector. If you didn't need to use the ESP or wait a turn, it would drastically reduce the importance / value of the QR IMHO.... |
Re: A wishlist for SEIV 1.42
I modded in a Fuel Efficency Tech tree and I have the engines from that tech have reduced supply usage and as a bonus as they go up in level they generate supplies each turn.
I made them hard to get. But they work great. Name := Fuel Efficency Group := Applied Science Description := The use of ions to propel a starship through space while reducing supply usage. Maximum Level := 6 Level Cost := 100000 Start Level := 0 Raise Level := 0 Racial Area := 0 Unique Area := 0 Can Be Removed := True Number of Tech Req := 2 Tech Area Req 1 := Chemistry Tech Level Req 1 := 2 Tech Area Req 2 := Astrophysics Tech Level Req 2 := 1 and here is the components Name := Ram Scoop I Description := Standard Ram Scoop for sub-light inter-system travel. Pic Num := 74 Tonnage Space Taken := 10 Tonnage Structure := 20 Cost Minerals := 160 Cost Organics := 50 Cost Radioactives := 50 Vehicle Type := Ship\Base Supply Amount Used := 10 Restrictions := None General Group := Engines Family := 888 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 3 Tech Area Req 1 := Fuel Efficency Tech Level Req 1 := 1 Tech Area Req 2 := Stellar Harnessing Tech Level Req 2 := 1 Tech Area Req 3 := Propulsion Tech Level Req 3 := 3 Number of Abilities := 4 Ability 1 Type := Standard Ship Movement Ability 1 Descr := Generates 1 standard movement. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Type := Supply Storage Ability 2 Descr := Can store 500 units of supply. Ability 2 Val 1 := 500 Ability 2 Val 2 := 0 Ability 3 Type := Movement Bonus Ability 3 Descr := Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Ability 4 Type := Solar Supply Generation Ability 4 Descr := Generates 2 supplies for each star in a system per turn Ability 4 Val 1 := 2 Ability 4 Val 2 := 0 Weapon Type := None Name := Ram Scoop II Description := Anti-Matter Ram Scoop engine suitable for sub-light inter-system travel. Pic Num := 74 Tonnage Space Taken := 10 Tonnage Structure := 20 Cost Minerals := 260 Cost Organics := 60 Cost Radioactives := 60 Vehicle Type := Ship\Base Supply Amount Used := 10 Restrictions := None General Group := Engines Family := 888 Roman Numeral := 2 Custom Group := 0 Number of Tech Req := 4 Tech Area Req 1 := Fuel Efficency Tech Level Req 1 := 2 Tech Area Req 2 := Stellar Harnessing Tech Level Req 2 := 3 Tech Area Req 3 := Propulsion Tech Level Req 3 := 6 Tech Area Req 4 := Cargo Tech Level Req 4 := 3 Number of Abilities := 4 Ability 1 Type := Standard Ship Movement Ability 1 Descr := Generates 1 standard movement. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Type := Supply Storage Ability 2 Descr := Can store 600 units of supply. Ability 2 Val 1 := 600 Ability 2 Val 2 := 0 Ability 3 Type := Movement Bonus Ability 3 Descr := Generates 1 bonus movement point. Ability 3 Val 1 := 1 Ability 3 Val 2 := 0 Ability 4 Type := Solar Supply Generation Ability 4 Descr := Generates 4 supplies for each star in a system per turn Ability 4 Val 1 := 4 Ability 4 Val 2 := 0 Weapon Type := None Name := Ram Scoop III Description := Standard Ram Scoop for sub-light inter-system travel. Pic Num := 74 Tonnage Space Taken := 10 Tonnage Structure := 20 Cost Minerals := 360 Cost Organics := 70 Cost Radioactives := 70 Vehicle Type := Ship\Base Supply Amount Used := 10 Restrictions := None General Group := Engines Family := 888 Roman Numeral := 3 Custom Group := 0 Number of Tech Req := 4 Tech Area Req 1 := Fuel Efficency Tech Level Req 1 := 3 Tech Area Req 2 := Stellar Harnessing Tech Level Req 2 := 5 Tech Area Req 3 := Propulsion Tech Level Req 3 := 9 Tech Area Req 4 := Cargo Tech Level Req 4 := 3 Number of Abilities := 4 Ability 1 Type := Standard Ship Movement Ability 1 Descr := Generates 1 standard movement. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Type := Supply Storage Ability 2 Descr := Can store 700 units of supply. Ability 2 Val 1 := 700 Ability 2 Val 2 := 0 Ability 3 Type := Movement Bonus Ability 3 Descr := Generates 2 bonus movement point. Ability 3 Val 1 := 2 Ability 3 Val 2 := 0 Ability 4 Type := Solar Supply Generation Ability 4 Descr := Generates 6 supplies for each star in a system per turn Ability 4 Val 1 := 6 Ability 4 Val 2 := 0 Weapon Type := None Name := Ram Scoop IV Description := Harnessed Ram Scoop engine suitable for sub-light inter-system travel. Pic Num := 74 Tonnage Space Taken := 10 Tonnage Structure := 20 Cost Minerals := 460 Cost Organics := 80 Cost Radioactives := 80 Vehicle Type := Ship\Base Supply Amount Used := 10 Restrictions := None General Group := Engines Family := 888 Roman Numeral := 3 Custom Group := 0 Number of Tech Req := 4 Tech Area Req 1 := Fuel Efficency Tech Level Req 1 := 4 Tech Area Req 2 := Stellar Harnessing Tech Level Req 2 := 6 Tech Area Req 3 := Propulsion Tech Level Req 3 := 12 Tech Area Req 4 := Cargo Tech Level Req 4 := 4 Number of Abilities := 4 Ability 1 Type := Standard Ship Movement Ability 1 Descr := Generates 1 standard movement. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Type := Supply Storage Ability 2 Descr := Can store 800 units of supply. Ability 2 Val 1 := 800 Ability 2 Val 2 := 0 Ability 3 Type := Movement Bonus Ability 3 Descr := Generates 3 bonus movement point. Ability 3 Val 1 := 3 Ability 3 Val 2 := 0 Ability 4 Type := Solar Supply Generation Ability 4 Descr := Generates 8 supplies for each star in a system per turn Ability 4 Val 1 := 8 Ability 4 Val 2 := 0 Weapon Type := None Name := Ram Scoop V Description := Harnessed Ram Scoop engine suitable for sub-light inter-system travel. Pic Num := 74 Tonnage Space Taken := 10 Tonnage Structure := 20 Cost Minerals := 560 Cost Organics := 90 Cost Radioactives := 90 Vehicle Type := Ship\Base Supply Amount Used := 10 Restrictions := None General Group := Engines Family := 888 Roman Numeral := 5 Custom Group := 0 Number of Tech Req := 4 Tech Area Req 1 := Fuel Efficency Tech Level Req 1 := 5 Tech Area Req 2 := Stellar Harnessing Tech Level Req 2 := 6 Tech Area Req 3 := Propulsion Tech Level Req 3 := 12 Tech Area Req 4 := Cargo Tech Level Req 4 := 5 Number of Abilities := 4 Ability 1 Type := Standard Ship Movement Ability 1 Descr := Generates 1 standard movement. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Type := Supply Storage Ability 2 Descr := Can store 900 units of supply. Ability 2 Val 1 := 900 Ability 2 Val 2 := 0 Ability 3 Type := Movement Bonus Ability 3 Descr := Generates 3 bonus movement point. Ability 3 Val 1 := 3 Ability 3 Val 2 := 0 Ability 4 Type := Solar Supply Generation Ability 4 Descr := Generates 10 supplies for each star in a system per turn Ability 4 Val 1 := 10 Ability 4 Val 2 := 0 Weapon Type := None Name := Ram Scoop VI Description := Harnessed Ram Scoop engine suitable for sub-light inter-system travel that use no supplies. Pic Num := 74 Tonnage Space Taken := 10 Tonnage Structure := 20 Cost Minerals := 560 Cost Organics := 0 Cost Radioactives := 50 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Engines Family := 888 Roman Numeral := 6 Custom Group := 0 Number of Tech Req := 4 Tech Area Req 1 := Fuel Efficency Tech Level Req 1 := 6 Tech Area Req 2 := Stellar Harnessing Tech Level Req 2 := 6 Tech Area Req 3 := Propulsion Tech Level Req 3 := 12 Tech Area Req 4 := Cargo Tech Level Req 4 := 5 Number of Abilities := 4 Ability 1 Type := Standard Ship Movement Ability 1 Descr := Generates 1 standard movement. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Type := Supply Storage Ability 2 Descr := Can store 1000 units of supply. Ability 2 Val 1 := 1000 Ability 2 Val 2 := 0 Ability 3 Type := Movement Bonus Ability 3 Descr := Generates 3 bonus movement point. Ability 3 Val 1 := 3 Ability 3 Val 2 := 0 Ability 4 Type := Solar Supply Generation Ability 4 Descr := Generates 15 supplies for each star in a system per turn Ability 4 Val 1 := 15 Ability 4 Val 2 := 0 Weapon Type := None ------------------ L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+ |
Re: A wishlist for SEIV 1.42
How about a Space Station/Battle Station with the ability to re-fuel ships? Transfer of supply, is what it would be called, I believe.
|
Re: A wishlist for SEIV 1.42
That's easy. Just stick the base in a fleet with the other ships.
Phoenix-D |
Re: A wishlist for SEIV 1.42
If you have a SpaceYard in your fleet, you can stop for two turns, build a base, fleet with it, get supplied, then scrap it and continue on.
|
All times are GMT -4. The time now is 11:44 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.