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January 15th, 2001, 11:12 AM
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Corporal
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Join Date: Jan 2001
Location: Zagreb, Croatia
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Cashing production
Playing Master of Orion II I was spoiled with ability to build something big (heavy on resources) until you made a tech discovery for something you really wonna build.Beeing interested if something like this could be done in SEIV I did a little experimenting and it could.The thing that can be used instead of "something big" is sattelite (any) and WP (any) because you can specify how much of those you want to build(indirectly affecting the number of turns it will take to completion).All you have to do when you get the desired techology is to make a new design, add it to the construction queue and reorder it to the top.
Sorry for so many typing errors in previous edition of this post and yes I havent had my portion of coffein yet.
[This message has been edited by alasyr (edited 15 January 2001).]
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January 15th, 2001, 11:19 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Cashing production
alasyr, please don't take this the wrong way, but how much caffeen have you had over the Last 24 hours?
Reading your post was like looking into the mind of someone who just got done playing SEIV for 48 hours straight without a break.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
UCP/TCO Ship Yards

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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 15th, 2001, 11:56 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Cashing production
quote: Originally posted by Atrocities:
alasyr, please don't take this the wrong way, but how much caffeen have you had over the Last 24 hours?
Go easy man. Being from Croatia, English is probably not his first language. I only know one language, so I think its commendable for people to go out of their way to post on a forign forum.
To reply to Alasyr's post, that is a good idea. If you keep your production queue buisy building 100 weapon platforms or something, you dont waste resources when you are waiting for the tech for your new cruiser design or something. Also, if you are building a ship design and you descover new technology before the first prototype is done, you can edit the design and all the production queues in process will switch to using the new design with no lost resources or production time.
[This message has been edited by Puke (edited 15 January 2001).]
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January 15th, 2001, 01:23 PM
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Sergeant
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Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
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Re: Cashing production
There is one difference, though (as I recall, not having played either MOO game in a while). No matter how many resources you have piled up partially building that "100 satellites" or whatever, when you switch production to the new cruiser design you only get 1 ship. All resources above the amount used to build that ship which you move to the top of the que are lost. In the MOO games, the production que worked like the SE4 research que with "divide points evenly" turned off. So, let's say that your new cruiser design costs 1000, "something big" costs 15,000 and when the tech to build your new cruisers is in place you have 10,000 on account towards that "something big". So, you add 10 cruisers to the que, reorder the que & delete "something big". In SE4, you get 1 cruiser next turn and the other 9,000 is lost. The rest of the cruisers get built normally. In the MOO games you get all 10 cruisers next turn.
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January 16th, 2001, 02:32 AM
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Brigadier General
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Join Date: Sep 2000
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Re: Cashing production
I liked the old moddel in SE3 to buy and "repair" ships much more... 
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January 15th, 2001, 05:39 PM
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Sergeant
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Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
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Re: Cashing production
It's been a while...please remind me how it worked in SE3.
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