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-   -   A wishlist for SEIV 1.42 (http://forum.shrapnelgames.com/showthread.php?t=4082)

CW September 7th, 2001 03:49 PM

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.

dogscoff September 7th, 2001 04:31 PM

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.

CW September 7th, 2001 05:04 PM

Re: A wishlist for SEIV 1.42
 
Oh yea! Handling supply like cargo is even better, I've never thought of that.

Joss21 September 7th, 2001 05:51 PM

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".

capnq September 7th, 2001 06:01 PM

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"

rdouglass September 7th, 2001 07:31 PM

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....

tesco samoa September 7th, 2001 08:03 PM

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



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Sean92 September 7th, 2001 11:15 PM

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.

Phoenix-D September 7th, 2001 11:50 PM

Re: A wishlist for SEIV 1.42
 
That's easy. Just stick the base in a fleet with the other ships.

Phoenix-D

Suicide Junkie September 7th, 2001 11:56 PM

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.


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