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-   -   Population and combat (http://forum.shrapnelgames.com/showthread.php?t=6411)

Seik June 20th, 2002 01:12 AM

Population and combat
 
Hi,

there is one little thing in SE4 that really bother me:
The population on planets could be killed to easy.
If there is no defense you can kill 4.0M people in one round with only a couple of (low-tech) ships.

Because of this no one will use "Planetary-Napalm" or some other planetary-weapons.
It is to easy to kill that planet with energy weapons or some missiles.

There is an entry in the Settings.txt
("Damage Points To Kill One Population") - in my privat games I increase it to 100 (normal 10).
So you need ten times the firepower of normal wepons to do the same damage.
Simultaneously I increase the damage for the plantary-Napalm - so that you build bombers.
Maybe troops will be more important(?!)

---------------------------------------------

And now my question:
"What do you think about the
population-kill-ratio?"

Regards
Seik

---------------------------------------------

Fyron June 20th, 2002 01:24 AM

Re: Population and combat
 
Troops are already very important. It is much wiser and more profitable to conquer enemy worlds than it is to glass them.

Wardad June 20th, 2002 02:10 AM

Re: Population and combat
 
Well, WP mounts (firepower and ranges) have been changed in GOLD. It almost makes you want to add a planetary napalm.

In the real world, bombardment with low tech nukes and asteroids would easily kill the ecosystem and it's "top of the food chain" inhabitants.

To bad the kill is not exponential. The fewer there are, the harder to hit.

Baron Munchausen June 20th, 2002 05:12 AM

Re: Population and combat
 
Quote:

Originally posted by Wardad:
Well, WP mounts (firepower and ranges) have been changed in GOLD. It almost makes you want to add a planetary napalm.

In the real world, bombardment with low tech nukes and asteroids would easily kill the ecosystem and it's "top of the food chain" inhabitants.

To bad the kill is not exponential. The fewer there are, the harder to hit.

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, we've requested this in the past. It makes perfect sense that the ratio would go up as the population goes down. Apparently it's too complex to do with this Version of SE.

PDF June 20th, 2002 11:44 AM

Re: Population and combat
 
In some mods (B5)they got an elegant solution : all facilities generate heavy shielding, and bombs are shield skipping ! http://forum.shrapnelgames.com/images/icons/icon7.gif
I don't know if it's phased or not, or if they left out other shield skipping weapons (PPB), but you get the idea ...

Baron Munchausen June 20th, 2002 05:31 PM

Re: Population and combat
 
Apparently both standard shield abilities work the same for ships or planets. So, if you just make a facility with phased shields you'll have phased shields for your planet.

[ June 20, 2002, 16:31: Message edited by: Baron Munchausen ]

Ed Kolis June 20th, 2002 10:24 PM

Re: Population and combat
 
Quote:

Originally posted by Baron Munchausen:
Yes, we've requested this in the past. It makes perfect sense that the ratio would go up as the population goes down. Apparently it's too complex to do with this Version of SE.
<font size="2" face="Verdana, Helvetica, sans-serif">How's that? They did it in MOO2...

Seik June 21st, 2002 01:00 AM

Re: Population and combat
 
Quote:

Originally posted by PDF:
In some mods (B5)they got an elegant solution : all facilities generate heavy shielding, and bombs are shield skipping ! http://forum.shrapnelgames.com/images/icons/icon7.gif
I don't know if it's phased or not, or if they left out other shield skipping weapons (PPB), but you get the idea ...

<font size="2" face="Verdana, Helvetica, sans-serif">Oh, yes - that's fine.
But as far as I know there are no phased-shields for planets or facilities (hard coded).

Seik


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