Thread: Babylon 5 Mod
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Old April 15th, 2005, 08:55 PM
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Default Re: B5 MOD General

Phoenix-D said:
If you set engines to use 0 supplies, do you still drop to 1 movement when the supplies are gone?


Yes, movement still drops to 0. Check out solar sails in mods such as Pirates & Nomads and Adamant. They are exactly that, "engines" with 0 supply usage and 0 supply storage (at least in Adamant; I forget whether they store supplies or not in P&N). You must add a supply storing component to get more than 1 movement, even though the solar sails will use no supplies when the ship moves. When the ship later runs out of supplies through weapons fire (or cloaking devices, etc.), the movement rate will drop to 1.

Grumbler said:
IF, it is a signature part of the mod that supplies are restored after each turn. I have not touche it for that very reason. It would take some justification to make any change, but that just means the ball is in your court. Why should energy supplies NOT be restored every turn, given what we know of the B5 universe?


Ships still have to go back for supplies periodically in the B5 universe. Anyways, I wasn't speaking from any canonical viewpoint, more of the gameplay aspect. I personally think that gameplay is always far more important than canonical concerns. The replenishment of supplies every turn removes one of the important strategic aspects of the game. In other mods and the stock game (to a lesser extent), managing supplies can be a crucial factor in overall strategy. Sure, you can run out of supplies during a turn in the B5 mod, but this is not really relevant when you can just add another reactor or two to get far more supplies than you need. This is also why I am not too fond of the "quantum reactor" ability... That's just my opinion; take it as you will.

Nomor said:
I can remember though that there was no range to the scanning levels which I thought made things too easy. Can we not make the scanning based on range , starting at say 2 sectors and increasing with tech level.


Sadly, the long range scanner ability with range limits (ship LRS in stock) is not useable on facilities. The facility LRS ability has no range limit. Further, the cloak detection abilities (ie: tachyon sensors) have no functionality for limited range; they always affect the entire system.

Nomor said:
I think the AI might even be able to use this as there were sectors in the basic SEIV game that where opaque to some types of scanners.


I do not believe the AI is capable of making effective use of cloaking storms (or asteroids or planets, etc.).
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