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June 12th, 2001, 03:16 AM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
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Re: Some questions about game
Works like a charm, just like I remembered it. Take a look at this:
Name := Space Station
Short Name := Space Station
Description :=
Code := SS
Bitmap Name := SpaceStation
Vehicle Type := Base
Tonnage := 500
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 0
Number of Tech Req := 1
Tech Area Req 1 := Base Construction
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Combat To Hit Defense Minus
Ability 1 Descr := Large size makes base 20% easier to hit in combat.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduced wear and tear allow for a decrease in maintenance cost of 50%.
Ability 2 Val 1 := -50
Ability 2 Val 2 := 0
Ability 3 Type := Combat Movement
Ability 3 Descr := Generates 3 additional movement during combat.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 2
Requirement Min Crew Quarters := 2
Requirement Uses Engines := False
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
I just copied the ability of the Afterburner III, changed it be ability 3 from 1 and upped the Number of Abilities to 3 from 2. Gotta remember that Last one or it won't work. I imagine it will be easy to create base and sat thruster by just copying the entire fighter afterburner and change the vehicle type it can be used on and rebalance it for use on either bases or sats.
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June 12th, 2001, 04:40 AM
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Corporal
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Join Date: Nov 2000
Location: New Jersey
Posts: 142
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Re: Some questions about game
Thanks for the responses.
Anyone else have a comment about the subjugation/protectorate? It's a cool idea but doesn't seem to work.
J2
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Jason2
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June 12th, 2001, 04:58 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
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Re: Some questions about game
For protectorate you have to be between 6 and 8 times bigger, and the AI has to be one of the non-"we will fight to the death" types. Subjugation is 8 to 10 times bigger. Surrender is 10+ times bigger. Which also happens to be the MEE point.
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June 12th, 2001, 05:46 AM
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Re: Some questions about game
quote: Originally posted by Will:
Surrender is 10+ times bigger. Which also happens to be the MEE point.
Ouch! Does that mean that even if I have not passed the score for MEE the smallest empires will consider me to be a MEE ? That would explain the Ukra Tal (number 20 of 20)at score 1/8 mine falling from Brotherly to Moderate over the Last dozen turns or so!
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June 13th, 2001, 01:12 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Some questions about game
No, you have to exceed the score and have a higher percentage score than the second place player to become MEE. The score and percentage needed are listed in the settings file.
[This message has been edited by Nitram Draw (edited 12 June 2001).]
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June 12th, 2001, 02:29 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Some questions about game
If you're going to use stationary defenses at a warp point, you need to...
1. Also have mobile elements -- fighters if you're feeling thrifty, plus ships if you're not -- to chase the attackers down after they move...
2. ...or, perhaps, plasma missiles might fit that role if your opponents aren't PD-heavy, because plasma missiles -- especially IV and V -- are *fast*, and in numbers they'll hit pretty hard. But you'll need a lot if you intend to slow down a warfleet.
3. ...or, find ways to prevent their rushing past you. Mines, for instance, always hit if not swept, and ISTR that they detonate before battle. Engine-killing weapons work well; if you have, say, a Starbase (!) at a warp point, putting massive-base-mount ion beams on it, plus, say, MBM tractors and repulsers, you can do some nasty stuff. Especially if you're Religious w/ the Talisman so you always hit at the maximum range.
Added: Be sure to have something in the area to finish off the crippled ships. A heavily armed flotilla might well come with repair ships, and if at the end of battle the enemy is immobilized, he'll still be at YOUR side of the warp point -- and once he finishes repairs, he can leave that sector and wander through your system w/o fighting the warp point defenses again. And bases and other immobile stuff can't start fights to finish him off before that happens, so you'd want to bring something else in even if it's only fighters rush-built for the occasion.
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-- The thing that goes bump in the night
[This message has been edited by Taqwus (edited 12 June 2001).]
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June 12th, 2001, 02:59 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Some questions about game
Starbases in WP a great defense! Throw in some fighters and very rarely will the enemy live to tell what happened!
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