|
|
|
 |

September 15th, 2002, 09:52 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Quantum reactor
That is because supplies are shared after the turn is over and being processed. They are not shared during the turn, or combat. 
|

September 15th, 2002, 10:51 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Quantum reactor
Ya, the ships do have supplies as before. The QR resupplies the whole fleet up to a certain (very high) limit, but I think it only does so during a "phase" that occurs once per turn, at the end of a turn. Er, or maybe once at the beginning of a turn, and again at the end - not sure.
PvK
|

September 15th, 2002, 11:30 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Quantum reactor
Well, now, there is the answer on how to balance the QR right there! Make it work just like the, uh, what are they called? The things that generate supplies from solar power (read: per star in system). IIRC (which should rightly be called into question, after all, I was wrong about the QR!), the Solar Panel thingymajigs act as I described, and I see no reason for the QR to act differently (or bases, for that matter!)
Hell, while we're at it, you could almost accomplish the same thing by modding the QR to have an obscenely high Solar Panel Thingymajig ability. Of coarse, then Black holes and Nebulas would mysteriously cause the QR to stop functioning....  Oh well, just a thought.
|

September 15th, 2002, 11:39 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Quantum reactor
PvK:
I believe that is what I have been saying all along.  Ships that actually have a (non-damaged) QR on them completley ignore supply issues, and they fill up all the ships in their fleet at the very beginning of each turn, before any turns start for any empires (or at the very end, after all movement and combat has been executed for all empires). 
|

September 15th, 2002, 04:32 PM
|
 |
Corporal
|
|
Join Date: Sep 2002
Posts: 123
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Quantum reactor
Yeah, removing the quantum reactors and replacing them with power plants that generate a fixed amount (maybe mods on supply generation could be a nice addition to nebula/storm effects) would also be a nice feature. For some reason I like the idea of a giant solar collecting support ship equipped with a repair bay flying alongside every clump of battleships.
Another nice feature would be little racial experience bonuses. It would be wrong to base these bonuses on total experience, but it would be nice to base them on experience gained within that game.
But these are all hard coded things that Aaron would have to step in to change.
|

September 15th, 2002, 09:41 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Quantum reactor
Any ship with a quantum reactor has "unlimited" or infinite supplies.
At the end of the turn, it shares supplies with the fleet. Infinite supplies divvied up amongst 100 ships leaves an infinite amount per ship. So, they all get filled up to max, and the QR ship still has an infinite amount of supplies left.
__________________
Things you want:
|

September 15th, 2002, 10:11 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Quantum reactor
Why do people keep restating what I have already said?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|