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November 17th, 2007, 07:15 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: quick SEV gameplay questions
Ragnarok-X said:
"Wow. Now that is a good measurement about how much ppl like SEV. lol."
Actually, it is a very bad measurement. Most (all?) people in the Americas were sleeping. 4 AM for west coast, 7 AM on a Saturday for east coast...
"- Are there any mods (major ones) besides the balance mod ?"
The Wiki has quite a list going.
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November 17th, 2007, 07:28 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: quick SEV gameplay questions
Quick one. Assuming i would like to create a facility that has the ability to scan the scan the system (i.e. get rid of the fog of war) for a range of X, how should the entry look ? I dont need the general things, but the ability entries.
Can it be modded so it requires a constant upkeep each turn ?
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November 17th, 2007, 07:34 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: quick SEV gameplay questions
Use the same abilities as basic sensors. Maintenance is paid on all facilities.
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November 17th, 2007, 08:17 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: quick SEV gameplay questions
You can get rid of fog of war in Settings.txt, if you want it removed completely.
Base Sight Range Colony := 0
Set to 25 or so and you'll cover the whole system.
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November 17th, 2007, 09:25 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
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Re: quick SEV gameplay questions
No, i want to keep the fog of war, just want to get extra powerful fixed sensor stations.
LASTLY, about the upkeep. I realize their is maintenance, but would it be possible to add a negative radioactive generation ability so the facility dreains 1000 or what rads per turn ?
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November 17th, 2007, 09:49 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: quick SEV gameplay questions
I do that with my facilities in GGmod.
I set the maintenance to zero, but have things such as the:
Hydrocarbon Power Plant:
- Generates -2000 organics per month
- Generates 5000 rads per month
Mineral miners use up some organics for workers, and a good deal of rads to power the equipment.
etc.
I've also got sensor facilities. Pricey, but handy. Cheaper to deploy a network of satellites in the hexes around your planet, although sats are vulnerable to weapons fire.
__________________
Things you want:
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November 18th, 2007, 01:22 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Thanked 2 Times in 1 Post
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Re: quick SEV gameplay questions
To Slick:
Personally, I use a pocket calculator. That way you don't have to guess, and can build more than a turn's worth of defenses, plus a spaceport, all still in 4 turns.
Of course, "Build one turn's worth" would be a great addition to the UI, even if still too simplistic.
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