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June 23rd, 2001, 03:20 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: SE4 Wish
quote: To transfer supplies, add the supply ship to a fleet of ships you want to supply. On the next turn, the supplies of the entire fleet will be distibuted evenly among the ships.
As an addition to that, the supplies are distributed evenly by supply count, not percentage of max storage or anything else.
So, if you have an out-of-fuel fleet of 9 ships that can store 9000 supplies, and a supply ship arrives with 9,000 supplies,
every ship will get 900 supplies. (9,000 divided evenly among 10 ships)
Thus the fleet gets a total of 8100 supplies out of the supply ship's 9,000. And the supply ship can return to get more.
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June 23rd, 2001, 02:11 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: SE4 Wish
quote: Originally posted by capnq:
To build a supply ship, add as many Supply Storage and Emergency Supply Pod components as will fit.
Emergency Supply Pods are restricted to one per ship, IIRC. If I want to save a facility slot at a planet then I build a space station (e.g. Base Space Yard) instead of a resupply facility. If you put the station to your fleet, the fleet will be resupplied (but you have to wait a turn, with a resupply fac you could move on in the same turn), because the station has got unlimited supplies (you don't need supply storage or QRs or emergency resupplies).
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June 23rd, 2001, 02:42 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: SE4 Wish
quote: If you put the station to your fleet, the fleet will be resupplied (but you have to wait a turn, with a resupply fac you could move on in the same turn), because the station has got unlimited supplies (you don't need supply storage or QRs or emergency resupplies).
A good mod would be to re-classify all the bases as "ships". Then give the hull the abilities "supply storage" and a small amount of "solar supply generation". Then your base could potentially run low on supplies during a siege, and you would have to build some sort of solarpanel-heavy power station to supply your fleets.
If you remove QRs and resupply depots, then the game would have the extra dimension of supply infrastructure.
Trinary systems would be of high strategic importance, and you would have more short-term goals to achieve.
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June 24th, 2001, 11:07 AM
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Private
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Join Date: Jun 2001
Location: Norwich, Norfolk, England
Posts: 10
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Re: SE4 Wish
I agree with the desire to be able to select your starting technologies. This would enable us to direct our race as we see fit.
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June 24th, 2001, 03:00 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: SE4 Wish
For me the improvement of the strategic AI capability would be quite on top of the wish list: more consequent attacks of the AI on enemy colonies, priority colonisation of systems that have recently cleared of enemy presence and concentration of defenses (units, denfense bases and fleets) on these systems.
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June 24th, 2001, 06:49 PM
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Sergeant
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Join Date: Jun 2001
Posts: 287
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Re: SE4 Wish
I agree with Q: fix strategic combat! It's too unpredictable now, I shudder to hand over my ships to the AI for combat in PBEM..
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