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December 11th, 2006, 12:03 AM
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Sergeant
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Join Date: Dec 2002
Location: Denver, CO USA
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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.
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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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"Murder!? Who said anything about murder!? God save the Queen!"
ISA Command
A- Se GdY $- Fr! C- Css Sf+++ Ai Au M++ Mp* S++ Ss+++ RV Pw Fq Nd Rp+ MM+ G Bb L- Tcp+
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December 11th, 2006, 12:10 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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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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December 11th, 2006, 04:12 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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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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December 11th, 2006, 04:39 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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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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December 11th, 2006, 06:29 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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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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The Ed draws near! What dost thou deaux?
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December 11th, 2006, 10:29 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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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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December 11th, 2006, 11:36 PM
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Corporal
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Join Date: Aug 2001
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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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