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

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old August 1st, 2002, 10:58 PM
Pax's Avatar

Pax Pax is offline
Second Lieutenant
 
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
Pax is on a distinguished road
Default Re: Are fleet/ship training facilities all that useful?

Quote:
Originally posted by Baron Munchausen:
Others have already pointed out that training is very useful.

I think the cleverest use for the Neural Combat Net would be to get a ship to 'Legendary' status and then convert it to some sort of support ship (Supply? Repair?) without weapons that does not actually fight.


snip further details
VERY creative. Especially if you make that single, +50% ship a SUPPLY boat (lots and lots of solar panels, or just the one quantum reactor), and if you have room add repair modules. 8) Makes it useful in and of itself for the design, AND, as a "C3I" command-center.

Hmm.

That puts me in mind of a component to add; is there a component ability that can add to the hit/miss chances of ALL ships in the same fleet, the way the Neural Net does ... but using a -specific- bonus%, rather than based on experience?

If so, a "Flag Bridge" or "War Room" or the like might be a nice idea ...
__________________
-- Sean
-- GMPax

Download the Small Ships mod, v0.1b Beta 2.
Reply With Quote
  #2  
Old August 2nd, 2002, 01:11 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Are fleet/ship training facilities all that useful?

I think that the 'Combat Modifier - System' ability works on a component. So you could have a single ship or base with both a 'Combat Intelligence Center' and the NCN act as a super-command center.
Reply With Quote
  #3  
Old August 6th, 2002, 04:28 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: Are fleet/ship training facilities all that useful?

Quote:
Originally posted by Pax:
<snip>
If you're ever fortunate enough to get to 40% ship with someone, and they have a neural net ... you get to 40% ship with EVERY ship in teh same fleet.
You get the 40% experience bonus on every ship in the same fleet that has a neural net - an important point to remember. The neural net doesn't "push" experience to other ships, it "pulls" experience from other ships.

Quote:
Originally posted by Suicide Junkie:Against other races, the MCs will save small amounts of space, freeing up room for an extra shield generator or small weapon. You main benefit from the computer tech area will be in resource bonuses.

Originally posted by Pax:
Or freeing up space for another PDC or two -- maybe three, on the REALLY big ships, and on full Starbases ofc.
As I mentioned below, on the REALLY big ships (baseships, base stations, starbases) it's cheaper to use the MC than the Bridge/CQ/LS combo. For Dreadnoughts, Heavy Carriers and Large Transports, the MC adds a cost of 500 minerals (plus a few orgs and rads, but those are usually in a HUGE surplus for the standard game).
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq-&gt;Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
  #4  
Old August 6th, 2002, 06:06 PM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: Are fleet/ship training facilities all that useful?

Baron... For the value improvement. I always stacked them and built 5 per planet...( on large and huge planets )

Is your modification greater than 3% ???
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
  #5  
Old August 6th, 2002, 08:57 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Are fleet/ship training facilities all that useful?

Well, it's always possible to stack them. It's good that they do stack, too. But I don't generally bother. If you need more resources that badly and don't have other options then you've probably already lost the game.

And no, I've not increased the enrichment rate. I think 3 percent annual is plenty.
Reply With Quote
  #6  
Old August 6th, 2002, 11:01 PM
Pax's Avatar

Pax Pax is offline
Second Lieutenant
 
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
Pax is on a distinguished road
Default Re: Are fleet/ship training facilities all that useful?

Quote:
Originally posted by Baron Munchausen:
Well, it's always possible to stack them. It's good that they do stack, too. But I don't generally bother. If you need more resources that badly and don't have other options then you've probably already lost the game.

And no, I've not increased the enrichment rate. I think 3 percent annual is plenty.
Actually, I tend to stack them up too -- in order to get to the higher resource%'s faster, then strip them out and replace with something else I might need. But I do tend to stick with stacking no more than ~3 of them (thus, not quite 1 full % per turn, with the level 3 facility, that way), and often less (say, if I've a climate enhancer built -- until the conditions hit optimal, that's one less "space" for a value booster ).

Ringworlds or the like, though ... those I might rack up -lots- of them, 5 or even 10. Why not, after all? 8) Not like I'd be hurting for ROOM to build other stuff on huge places like those ... !
__________________
-- Sean
-- GMPax

Download the Small Ships mod, v0.1b Beta 2.
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 06:00 AM.


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