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April 6th, 2007, 11:43 PM
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Corporal
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Join Date: Oct 2002
Location: Displaced NYC'r in OH
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New with SEV....Q: Sensors
...and to long since I played SEIV.
Q: Are the effects of several "Basic Sensors" on a scout ship cummulative?
1st of many questions this weekend I'm sure. Thanks for any help.
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April 7th, 2007, 12:02 AM
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Corporal
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Join Date: Oct 2002
Location: Displaced NYC'r in OH
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Re: New with SEV....Q: Sensors
In addition, I don't see how to find out what # of structures I can build on each planet. For instance, I see the icons for the structures on my homeworld, but don't know if I have any additional slots or if it's maxxed out.
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April 7th, 2007, 12:29 AM
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Corporal
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Join Date: Oct 2002
Location: Displaced NYC'r in OH
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Re: New with SEV....Q: Sensors
Do Cargo Components allow a Colonizer to carry more colonists?
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April 7th, 2007, 01:01 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New with SEV....Q: Sensors
Firstly, you can edit, rather than triple-post.
Only the best sensor is used. Range 3 + range 3 does not mean range 6, or everybody would see the the entire system all the time.
Facility space should be listed top left of the queue window.
It is in kt now, but generally it is the same as SE4, just with all the numbers x1000. Good for mods tho.
And yes, civilians can be stuffed into cargo by the millions.
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April 7th, 2007, 01:20 AM
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Corporal
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Join Date: Oct 2002
Location: Displaced NYC'r in OH
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Re: New with SEV....Q: Sensors
Thanks SJ and sorry about the multiples.
Q: Is the "auto-survey" efficient in SEV or should I pretty much manually move my starter scouts around?
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April 7th, 2007, 01:58 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: New with SEV....Q: Sensors
auto servey just aims for the biggest amount of un serveyed space.
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April 7th, 2007, 09:00 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: New with SEV....Q: Sensors
Auto-survey used to eventually move the ships that had the order into the sun(s) in the system, stopping the ships, then you had to manually move them away. At least that's how it was a few patches ago. Haven't used the order in a while, so don't know if it still is thus or if it's been fixed.
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April 7th, 2007, 12:07 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: New with SEV....Q: Sensors
jfp3 said:
Thanks SJ and sorry about the multiples.
Q: Is the "auto-survey" efficient in SEV or should I pretty much manually move my starter scouts around?
It really depends. With 3 or 4 levels of sensors, it will do a pretty good job in one pass, and it's a nice level of automation. But, getting every last hex on the edges, when you've already found all warp points, and searching every hex around the stars for planets and warp points, is a little wasteful, especially with low sensor level. Unless you have warp points everywhere on (I like surprises), and are using Fyron's latest quadrant mod ...
Long story short, the new "invisible planets and warp points on entry" mode of SE5 will make you want to rapidly get a few levels of sensors, resupply storage, engines, and hull sizes to hold them all early on. 'Tho you'll want some defenses and weapons too, least you end up eaten up by an aggressive race. Heh.
God, SEV is a lot of fun.
Raapys said:
Auto-survey used to eventually move the ships that had the order into the sun(s) in the system, stopping the ships, then you had to manually move them away.
I only saw that rarely, and it's been fixed. 'Tho I do see ships plot a course straight to the star, then have to drive around up. Hey, maybe the sunspots were real interesting to the captain, or something. B}
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April 7th, 2007, 12:50 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: New with SEV....Q: Sensors
Quote:
Suicide Junkie said:
And yes, civilians can be stuffed into cargo by the millions.
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They can, yes, but I would not recommend it - there are more useful things for putting on your colony ships, such as supply storage or even weapons. Keep in mind that population in SE5, unlike in SE4, can migrate on its own, so unless you have cultural, social, or racial traits that reduce migration (the more authoritarian governments tend to have less migration than the more liberal ones), your populations will spread out automatically without need of ships ferrying them around. Much safer that way too - ships can be intercepted
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April 7th, 2007, 01:01 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: New with SEV....Q: Sensors
I've to admit, I find population to be a nearly useless consideration in SE V( with BM ). While they do increase production a bit on the planets, I can keep up with what my maintenance budget can handle anyway, without the need of transporting people around( and there's always migration ). And after some amount of turns I'm mostly just using construction ships anyway, which renders population even more useless.
Then again, I don't play PBW, so perhaps a more aggresive approach is needed when playing against non-harmless opponents.
Anyone got some good arguements for actually transporting population( beyond the ones following the transport ship, obviously )?
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