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

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old January 8th, 2003, 05:42 AM

Gryphin Gryphin is offline
BANNED USER
 
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
Gryphin is on a distinguished road
Default Re: Next Upgrade/patch

couslee,
A lot of good ideas. I like quite a few of them. In particular having the maintance cost displayed during the design process.
Just an idea > Yes losing a partialy built ship because you have to build something else is regretable. There are many aspects this game, (and many others) that don't make, "rational sence". They "seem" dumb. There is almost always a reason weather it is play ballance or coding limitaton, or just plain practical.
Reply With Quote
  #2  
Old January 8th, 2003, 09:29 AM

couslee couslee is offline
Sergeant
 
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
couslee is on a distinguished road
Default Re: Next Upgrade/patch

thanks guys.

RE-18: I am not saying to save the details. I have no problem with the way that is now. You enter a system, you see all the current plkanet date, other ships present, ect.. When you leave the system, all that info disappears and it looks like an empty system, irregardless of planets already colonized, ect. No need to change that. All I was saying, was under the system name an indication of when I Last viewed it would be nice. The game already shows the system now as explored. Make it show explored on what date. that should not cause an big increase in save file size.

#19, Quote reply:
"Why exactly? There's no reason for a construction yard to require an immobile station, which is what bases are treated as in the game. You could always just add a vehicle with the same stats as a base and the ability to add engines."
I may not be putting a construction yard on one. I may want to design a remote mining platform and be able to send it to a nearby asteroid field. Even if it was prohibited from using warp points would be fine. Or I may want to design a station as a defensive or repair base. With one engine, i could build it at the planet and slowly move it to where I want it placed.. It just makes more sence than building a ship with ship yard abilities so i can go build a ship yard.....

#4 Quote reply:
"That's +2 bonus movement, not +2 movement. Otherwise ships with 6 quantum engines would be running around at speeds of 20+ which is game-breakingly fast."
I understand that, that is not what I am saying. I would not want ships with that many movement points. design a ship, put one bonus movement engine on it. You see it has 3 movement. Add one Ion engine and that drops to two movement. You lose the bonus movement when mixing engines. All I was saying, was allow the mixing of engines without being penalized.

#14 Quote reply:
"For offers, that's far too much intelligence information to give someone for no effort."
How so? if both of us have Rock colonization, there is no reason to have it show on the tech list when offering a trade. Likewise, if I have rock colonization, there is no need for it to be on the tech list for the "request" side. I can understand you point regarding the offer side, knowing what you have that they don't could be construed as undue intel. But there is NO reason to be able to request a tech I already have. all that does is clutter the list.

thrilled to know #15 is in the full Version. At least in part. That don't work in the demo.

back to my search for info. can't find what I need regarding captured ships. (I captured one, that has organic weaponry. Now what do I do with it? retrofit command only brings up a list of my designs. How do I change the cheap engines, and retain the weapons. AND/OR I would like to learn those organic component abilities, but that don't seem possible in the demo, or I am missing something)
__________________
It's all just a perspective of matter.
Reply With Quote
  #3  
Old January 8th, 2003, 09:59 AM

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: Next Upgrade/patch

"#19, Quote reply:
"Why exactly? There's no reason for a construction yard to require an immobile station, which is what bases are treated as in the game. You could always just add a vehicle with the same stats as a base and the ability to add engines."
I may not be putting a construction yard on one. I may want to design a remote mining platform and be able to send it to a nearby asteroid field. Even if it was prohibited from using warp points would be fine. Or I may want to design a station as a defensive or repair base. With one engine, i could build it at the planet and slowly move it to where I want it placed.. It just makes more sence than building a ship with ship yard abilities so i can go build a ship yard....."

Not really. If you need to build something, but don't have the tools, what do you do? Make the tools. It makes perfect sense to me.

"#4 Quote reply:
"That's +2 bonus movement, not +2 movement. Otherwise ships with 6 quantum engines would be running around at speeds of 20+ which is game-breakingly fast."
I understand that, that is not what I am saying. I would not want ships with that many movement points. design a ship, put one bonus movement engine on it. You see it has 3 movement. Add one Ion engine and that drops to two movement. You lose the bonus movement when mixing engines. All I was saying, was allow the mixing of engines without being penalized."

Balance issue. This can be modded, but it would allow you to get Quantum speed but only paying the Ion price.

#14 Quote reply:
"For offers, that's far too much intelligence information to give someone for no effort."
How so? if both of us have Rock colonization, there is no reason to have it show on the tech list when offering a trade. Likewise, if I have rock colonization, there is no need for it to be on the tech list for the "request" side. I can understand you point regarding the offer side, knowing what you have that they don't could be construed as undue intel. But there is NO reason to be able to request a tech I already have. all that does is clutter the list."

Actually there is a reason. Namely, multiple level techs, and bluffing. If you have ship construction 3, and your ally has 5, you certainly want it listed for a trade!

"back to my search for info. can't find what I need regarding captured ships. (I captured one, that has organic weaponry. Now what do I do with it? retrofit command only brings up a list of my designs. How do I change the cheap engines, and retain the weapons. AND/OR I would like to learn those organic component abilities, but that don't seem possible in the demo, or I am missing something)"

The answer here to all is "you can't". Racial tech- which is what Organic tech is- can't be captured.

Phoenix-D
__________________
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
  #4  
Old January 8th, 2003, 10:06 AM

couslee couslee is offline
Sergeant
 
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
couslee is on a distinguished road
Default Re: Next Upgrade/patch

Ok. thanks, didn't know that racial techs could not be captured. That makes sence.
I would not want the better engines to be the same price as the cheaper ion ones
You can bluff? Does the AI ever fall for it? And how do you know if they have level 5 construction. or is bluffing a total guessing game. (is AI tech areas achieved an intel project?)
But I do have the tools, they are planet side with the current engine designs for all the other "ships" and a ship yard is present. Tis ok to disagree.

[ January 08, 2003, 08:10: Message edited by: couslee ]
__________________
It's all just a perspective of matter.
Reply With Quote
  #5  
Old January 8th, 2003, 11:30 AM
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: Next Upgrade/patch

Re: #4

That is not how they are supposed to work. You get extra movement if all of the engines are Quantum Engines (for example). Think of it this way: mixing Quantum and Ion engines is like mixing a coal powered engine with a nuclear engine. Is it going to do anything better for you? Probably not.
__________________
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
  #6  
Old January 8th, 2003, 12:02 PM

couslee couslee is offline
Sergeant
 
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
couslee is on a distinguished road
Default Re: Next Upgrade/patch

Thats ok. I don't have a problem with not mixing engines. Mixing would be mineraly less intensive, but it's not THAT much of a deal. Just an observation.

since I can't scrap and analyse the organic componented unit, how do I retro fit the Ion1 engines off of it? or can I.
__________________
It's all just a perspective of matter.
Reply With Quote
  #7  
Old January 8th, 2003, 04:47 PM
Arkcon's Avatar

Arkcon Arkcon is offline
Colonel
 
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
Arkcon is on a distinguished road
Default Re: Next Upgrade/patch

Quote:
Originally posted by couslee:

since I can't scrap and analyse the organic componented unit, how do I retro fit the Ion1 engines off of it? or can I.
No, you can't upgrade the engines and leave the organic components. Your new design with advanced engines can only have components you can make.

As a result, the AI pychic races are often flying around with shard cannon destroyers or temporal burst light cruisers, mounting ion engine 1's ... while everyone else has fleets of quantum engine dreadnoughts.

Psychic is not much of a bonus for the AI
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 09:49 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.