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-   -   Quantum reactor (http://forum.shrapnelgames.com/showthread.php?t=7368)

Elowan September 15th, 2002 07:02 AM

Quantum reactor
 
If you have the QR - and you have a refueling ship equipped with one - does that ship need any supply containers at all to refuel all ships in a fleet? In short - does one QR take the place of all supply containers?

I would think that it would given that it's supposed to supply an infinite amount of supplies but SE is quirky so I'm checking. http://forum.shrapnelgames.com/images/icons/icon12.gif

Phoenix-D September 15th, 2002 07:09 AM

Re: Quantum reactor
 
"In short - does one QR take the place of all supply containers?"

Yes, if the ships are fleeted.

Elowan September 15th, 2002 07:18 AM

Re: Quantum reactor
 
Quote:

Originally posted by Phoenix-D:
"In short - does one QR take the place of all supply containers?"

Yes, if the ships are fleeted.

<font size="2" face="Verdana, Helvetica, sans-serif">grassy-*** http://forum.shrapnelgames.com/images/icons/tongue.gif

dumbluck September 15th, 2002 07:30 AM

Re: Quantum reactor
 
Really? I thought that the QR just topped off the tanks of the ship it was on. For Example:

3 ships in a fleet, one with a QR.

A = can hold 4000 supplies and has the QR.
B = 3000 supplies.
C = 3000 supplies.

Therefore, the fleet total is 10000 supplies.

Combat drains the fleet down to, say, 3000 supplies combined (1000 per ship). Ship A's QR kicks in, and now:

A = 4000 supplies
B = 1000 supplies
C = 1000 supplies

Which, gives a fleet total of 7000 supplies. Spread evenly over the fleet, the next turn (assuming no new supply usage), each ship will have 2333 supplies. Then the QR would kick in, and now:

A = 4000 supplies
B = 2333 supplies
C = 2333 supplies

for a fleet total of 8666 supplies... etc. etc. etc.

Isn't that how it works??? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif If so, the more Supply Storage is on the QR ship, the better.

Fyron September 15th, 2002 07:34 AM

Re: Quantum reactor
 
No Dumbluck, that is wrong. Well... technically, it is right. A ship with a QR has it's supplies filled up. Then, it shares it's supplies with the fleet. The supplies of all ships are averaged. Then, the ship with the QR has less than 100% supplies, so it gets filled again, and the supplies are spread around again. So, 1 QR will fill all ships in the fleet. At least, that is how to correctly explain what you had thought was happening. In truth, QR ships (like bases) don't actually have any supplies, and they don't use supplies to do anything. http://forum.shrapnelgames.com/images/icons/icon7.gif At least, that is how I think it is programmed.

[ September 15, 2002, 06:35: Message edited by: Imperator Fyron ]

Slick September 15th, 2002 09:24 AM

Re: Quantum reactor
 
One nuance is that, even though a single QR keeps its entire fleet supplied, a ship still can run out of supplies during combat. This is unlikely since it started full or nearly full, but consider a CSM ship who is doing long range bombardment of a planet. At 20 supplies per shot, long combat can drain a ship if it only has engines for supply.

Slick

Fyron September 15th, 2002 09:52 AM

Re: Quantum reactor
 
That is because supplies are shared after the turn is over and being processed. They are not shared during the turn, or combat. http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK September 15th, 2002 10:51 AM

Re: Quantum reactor
 
Ya, the ships do have supplies as before. The QR resupplies the whole fleet up to a certain (very high) limit, but I think it only does so during a "phase" that occurs once per turn, at the end of a turn. Er, or maybe once at the beginning of a turn, and again at the end - not sure.

PvK

dumbluck September 15th, 2002 11:30 AM

Re: Quantum reactor
 
Well, now, there is the answer on how to balance the QR right there! Make it work just like the, uh, what are they called? The things that generate supplies from solar power (read: per star in system). IIRC (which should rightly be called into question, after all, I was wrong about the QR!), the Solar Panel thingymajigs act as I described, and I see no reason for the QR to act differently (or bases, for that matter!)

Hell, while we're at it, you could almost accomplish the same thing by modding the QR to have an obscenely high Solar Panel Thingymajig ability. Of coarse, then Black holes and Nebulas would mysteriously cause the QR to stop functioning.... http://forum.shrapnelgames.com/images/icons/icon9.gif Oh well, just a thought.

Fyron September 15th, 2002 11:39 AM

Re: Quantum reactor
 
PvK:
I believe that is what I have been saying all along. http://forum.shrapnelgames.com/images/icons/icon7.gif Ships that actually have a (non-damaged) QR on them completley ignore supply issues, and they fill up all the ships in their fleet at the very beginning of each turn, before any turns start for any empires (or at the very end, after all movement and combat has been executed for all empires). http://forum.shrapnelgames.com/images/icons/icon7.gif


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