.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #21  
Old May 6th, 2004, 07:46 PM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: Warp Point Opening - how to measure distance?

Quote:
Originally posted by Phoenix-D:
No, you're getting 5 extra movement out of a 10kt component AND a 400kt shipyard.
No, the 400kt shipyard isn't on your ship, it's just somewhere in your fleet. Just because you have to wait for the mid-late game doesn't make it less of an exploit... I mean, who builds a late-game death-fleet without a SY and a gajillion repair ability???
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
  #22  
Old May 6th, 2004, 08:46 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Warp Point Opening - how to measure distance?

The SY ship needs the component too, which means you can support a maximum of four other ships per space yard ship. Not exactly a potent force, and I challenge you to find -anyone- who deploys main combat fleets that are 20% SYS.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #23  
Old May 6th, 2004, 09:20 PM
Spoo's Avatar

Spoo Spoo is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
Spoo is on a distinguished road
Default Re: Warp Point Opening - how to measure distance?

Quote:
Not exactly a potent force, and I challenge you to find -anyone- who deploys main combat fleets that are 20% SYS.
Maybe they really like drones
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
Reply With Quote
  #24  
Old May 6th, 2004, 09:27 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Warp Point Opening - how to measure distance?

Quote:
Originally posted by Phoenix-D:
No, you're getting 5 extra movement out of a 10kt component AND a 400kt shipyard. Sure, you can repair more than one, but a shipyard can only repair so many, especially if you've dropped your repair characteristic. Then you need more space yard ships. Which means you need at least BCs, because a Cruiser isn't going to have enough space for the shipyard, engine, and pod.
Yes, but repair bays can still repair them. You just have to have the presence of a SY in the sector...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #25  
Old May 6th, 2004, 09:29 PM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: Warp Point Opening - how to measure distance?

Quote:
Originally posted by Phoenix-D:
The SY ship needs the component too, which means you can support a maximum of four other ships per space yard ship.
I was under the impression you only needed a single SY component in the sector to repair as many Emergency Propulsion comps as you have repair capacity for (including repair ships). Am I wrong about that? So if you have like 50 ships, one space-yard ship, and a couple repair ships, you'd be fine.

edit: like Fyron just said

[ May 06, 2004, 20:50: Message edited by: spoon ]
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:43 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.