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  #1  
Old December 11th, 2006, 12:03 AM

Kevin Arisa Kevin Arisa is offline
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Default Re: Inti,s SEV Game

Quote:
Ragnarok-X said:
Kevin:

If one core holds 3000 supplies, and my col ships moves at speed 7 with 6 engines taking 30 supplies each:

7 * 6 * 30 = 1260 supplies per turn. - 300 which are generated by one core = 960 supplies per turn. 3000 / 960 = 3 turns.

Means the ship will be depleted within 3 turns.
Your species has just discovered interstellar travel. Barely. In earlier stages it will be a major tradeoff between speed and distance. With a fission core and ramjet engines, it's not advisable to venture far from a resupply depot. If all else fails, the ship can idle a few turns to build up fuel before moving on. Leveling up basic ramjets does not improve their speed, but it does reduce fuel consumption. Stick close to home and strive to achieve Nuclear Fusion. Think of the fission era as a warmup for the real thing.
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  #2  
Old December 11th, 2006, 12:10 AM
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Randallw Randallw is offline
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Default Re: Inti,s SEV Game

I haven't managed to test the mod in a game as the whole thing froze if I tried to generate my own game, but based on the standard set up, and yes I know it might be quite different, I stuck on what appeared to be the maximum number of engines and a reactor. So what are you saying, is this ship going to flounder?
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Old December 11th, 2006, 04:12 PM
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Default Re: Inti,s SEV Game

Indeed the first turn went splat, but processed manually already......

And to all the players , NONE of us was able to test the mod good...... because the AI isn't working yet, it will be the first time for all of us
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  #4  
Old December 11th, 2006, 04:39 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: Inti,s SEV Game

Well im using 2:1 engine/core ratios for now. Maybe later, if engines need less supply and/or core store/generate more i will change that.
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Old December 11th, 2006, 06:29 PM
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Ed Kolis Ed Kolis is offline
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Default Re: Inti,s SEV Game

2:1 ratios? Well crap, good thing that initial colony ship I designed was intended for a planet about 10 sectors away!
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Old December 11th, 2006, 10:29 PM
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Default Re: Inti,s SEV Game

The latest turn failed. My argument is someone had to show PBW can't handle custom stuff if that is indeed the problem.
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Old December 11th, 2006, 11:36 PM

arthurtuxedo arthurtuxedo is offline
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Default Re: Inti,s SEV Game

Noticed a couple balance issues. It seems that Light Carriers make all other ship types redundant. Only 10% of space needs to be fighter bays, so that's 720 kT of usable space vs. 300 on a frigate and 500 on a colony ship or freighter.

Also, this seems like it will be much slower-going mod than stock. High cost to research stuff + low amount of research per turn + high cost of building colony ships = lots of turns. This might be intentional, but the gain in realism isn't worth the slow pace, IMO.
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