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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old December 7th, 2005, 08:53 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Freighter Network

You could mod-in remote resource generation into the freighter hulls. That way they'll generate resources for every uninhabited planet they orbit. Or you can add resource point generation to each hull. That would make them generate resources all the time.

It's not exactly what you describe, but I think it gets a similar idea across. As far as I know, there's no way to make ships gather a fixed number of resources while in orbit around an inhabited planet.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #2  
Old December 7th, 2005, 09:05 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Freighter Network

The main problem is that they don't have to be moving, and can just sit in a 1000-ship stack over your homeworld.

You could make some satellites with the fixed resource generation abilities.
Then if you limit satellites to just 1 per sector, you'd have to spread them around nicely to get the income.
Reply With Quote
  #3  
Old December 8th, 2005, 01:16 AM
narf poit chez BOOM's Avatar

narf poit chez BOOM narf poit chez BOOM is offline
Shrapnel Fanatic
 
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
narf poit chez BOOM is on a distinguished road
Default Re: Freighter Network

That's an idea.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
Reply With Quote
  #4  
Old December 8th, 2005, 05:02 AM

Magnum357 Magnum357 is offline
Sergeant
 
Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
Thanks: 0
Thanked 0 Times in 0 Posts
Magnum357 is on a distinguished road
Default Re: Freighter Network

I'm a little confused. Would these Satilites harvest/mine resources out of a planet or would they just spit out resources wherever they are placed? Also, how would the Freighters be used in all this? How would they get the resouces from these "Satilites" or whatever you want to call them so that the Empire could use it? One of the points I wanted to use about making a Freighter Network was that you have to send Freighters to places to get the Resources and able to have them get attacked by someone.

Or maybe I'm looking at this the wrong way. Is SJ saying the Satilites ARE the freighters and they are placed over certain sectors to produce resources?
__________________
Gryphin-

I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
Reply With Quote
  #5  
Old December 8th, 2005, 05:15 AM

Magnum357 Magnum357 is offline
Sergeant
 
Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
Thanks: 0
Thanked 0 Times in 0 Posts
Magnum357 is on a distinguished road
Default Re: Freighter Network

How about this idea. Create a component that is able to harvest resources from a planet or astroid cluster, but is destroyed after use. Only Freighters would be allowed to use the component and would have to return to the ship yard to get the component repaired so that it can go harvest again. Now the question is can your script in a way to get the component after one turn to destroy itself after it pulled the resources you wanted.
__________________
Gryphin-

I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
Reply With Quote
  #6  
Old December 8th, 2005, 06:47 PM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: Freighter Network

The absence of a space yard ability is treated exactly the same as 0 for that ability as far as build rate is concerned. The only difference is that a 0-rate space yard will enable scrapping, mothballing, retrofitting, etc., but a component with no space yard abilities at all will not.
Reply With Quote
  #7  
Old December 8th, 2005, 09:22 PM

Magnum357 Magnum357 is offline
Sergeant
 
Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
Thanks: 0
Thanked 0 Times in 0 Posts
Magnum357 is on a distinguished road
Default Re: Freighter Network

Wow! I like that system a lot and I'm going to try too implement it somehow. Question for will though, why do you suggest implementing removoing resupply depots? I understand what you mean by making your military forces use supply as its maintance, but if you just are concerned about building a Freighter Network, you don't have to add that feature, right?

Also, I would imagine it would be too difficult for the AI to use this effectively?
__________________
Gryphin-

I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
Reply With Quote
  #8  
Old December 8th, 2005, 11:16 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Freighter Network

yeah, this would have to be multiplayer-only. theres no way the AI could be scripted to send freighters to the right place for scrapping, or even to scrap them at all.

of course, if you gave the AI enough bonuses or special traits, they wouldnt NEED to have freighters at all. then it would be a human player with a freighter network, vs normal AI.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #9  
Old December 8th, 2005, 11:18 PM
Will's Avatar

Will Will is offline
Lieutenant Colonel
 
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
Will is on a distinguished road
Default Re: Freighter Network

Well, I was originally thinking maintainence-free freighters only, but since all hulls are going to cost some amount of organics, eventually you will hit a point where the maintainence on those ships would cause problems. You could make it all maintainence-free, though. Come to think of it, just strategizing for the production and delivery of the freighters would be enough of a hassle without having to think about maintainence and/or supply issues.

Modification then: three kinds of spaceyard facilities.
1. Spaceport, same as before; constructs at 3000/100/3000 (might want to tweak those values to account for population bonuses). Produces 2000 organics/turn, stores 2000 organics. Scraps at 110% efficiency, and can resupply. Costs 100k organics to build.
2. Launch Pad, same as before; constructs at 0/2000/0, produces 2000 organics/turn, stores 2000 organics. Costs almost nothing to build (1 organic?), it's assumed that the colony ship already has the materials, and it only requires a bit of work to set it up. Upgrades to Spaceport.
3. Military Base; constructs at 1500/50/1500, produces 50 organics/turn, stores 250. Can resupply ships, and provides extra unit spaces. Maybe higher tech gives ship/fleet training. Costs 20k organics to build, maybe more at higher tech. Possibly would also upgrade to Spaceport (or a derivative, Military Spaceport, with the training, unit spaces, etc included).
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
Reply With Quote
  #10  
Old December 12th, 2005, 10:05 PM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: Freighter Network

A freighter must yield a large amount of (non-organic) resources when scrapped. This requires either an insanely high scrap return at the spaceport (not desirable) or a high (non-organic) construction cost, so freighters cost a lot to build. Freighters are also supposed to be built quickly at a Launch Pad, so the Launch Pad must either have a high (non-organic) construction rate or build at no cost in the appropriate resource. A construction rate of 1/2000/1 satisfies neither of those two requirements.
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 10:43 PM.


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