|
|
|
 |

March 16th, 2001, 10:40 PM
|
 |
Sergeant
|
|
Join Date: Oct 2000
Posts: 295
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Secret of the 89 Movement point BaseShip
Reading ColdSteel's message, I gotta comment:
Conquered Kingdoms! I _LOVED_ that game! If someone wrote a modern updated Version, I'd buy it immediately. <sigh> I really miss QQP.
I'm really curious, though: what was the double wizard fireball tactic? I played the game for a long time and never heard of it.
|

March 17th, 2001, 01:30 AM
|
 |
Sergeant
|
|
Join Date: Dec 2000
Posts: 248
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Secret of the 89 Movement point BaseShip
LintMan, I really miss QQP too. They were a great wargame company. All their great games (except for The Perfect General) were programmed by Thurston Searfoss III. They were just ready to publish his "The Lost Admiral II" title when QQP folded. Boy i was bitter. He also did Conquered Kingdoms and The Grandest Fleet (another great one).
The "Double Wizard Fireball" tactic? Each wizard could either teleport up to (I think it was) 15 hexes OR cast a fireball spell every 5 turns or so. One or the other but not both, as you may remember. When they teleported they carried with them all the units that surrounded them in adjacent hexes. The trick was to have several wizards available. With 3 wizards available one wizard could teleport 2 other wizards plus some dragons, archers and other units up to 15 hexes. Then the second wizard could teleport the rest another 15 hexes. When they got to their final destination, the Last wizard could then use his fireball to roast the clustered enemy troops. This was particularly effective on the very first turn because the AI was still clustered and had not had time to spread out yet. What carnage that was. God, I wish someone would redo that game with modern graphics. Remember putting 2 archers on boats to take out dragons? That game was so much fun.. I do really miss it (wipes away a fond tear). 
__________________
The difference between genius and stupidity is that genius has its limits.
|

March 17th, 2001, 03:05 AM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Secret of the 89 Movement point BaseShip
quote: You shouldn't need to do much. Just edit the repair bay component to use supplies. It should cause supply usage to occur when components are repaired, at least it looks this simple.
Nitram, we are getting a little over my head here, I am by no means a programmer, but I think that that would not work because repair components do their work automatically. You dont' really tell it what to do or when to do it.
Now I believe you could add a supply usage value to the repair component, but I believe the effect would be a constant supply usage, whether or not you were actually repairing anything, but even that may not work.
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

March 17th, 2001, 07:22 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Secret of the 89 Movement point BaseShip
quote: You have to rewrite the code in the exe file
I knew that when I posted. Since M is going to do something about the 89 movement point Baseship, they might as well do this to fix it, and get some extras in at the same time.
__________________
Things you want:
|

March 17th, 2001, 09:17 PM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Secret of the 89 Movement point BaseShip
Why do you think the emergency propulsion component is destroyed after use? This has always confused me. The only reason I can think of is for gaming purposes. I mean it's not like the thing would blow up after use.
I can think of two work arounds until the code is changed, if ever.
One would be to make the emergency propulsion component use a lot (1000-2000) of supply when used, this makes sense if you are using more fuel to get the extra movement. The only problem with that is by using quantum reactors / emergency supply pods you reduce the penalty for using them every turn.
The other option is to make the component larger, say 50-75 kt space each. This would probably force you to limit how many you put on a vessel.
I hope they fix this little anomality along with the emergency resupply pod. Then you would only use them when needed.
|

March 18th, 2001, 12:20 AM
|
Sergeant
|
|
Join Date: Jan 2001
Location: Wheaton, IL
Posts: 202
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Secret of the 89 Movement point BaseShip
It's because SEIV can't handle a component being removed permanently after use - destroyed under the current design is the next best thing I suppose. So many things could be handled better in the game if a component were 'removed' completely. You'd either have to create a new ship type for all the ships with removed components, or you'd have to rework how ship types are stored, I'd guess. Probably the former makes things too confusing and the latter would be to difficult to change at this time. Hard to say for sure, but that's my guess as to why it's the way it is. Of course, everything could just be that way because that's the way they wanted it, who knows... *shrug*
[This message has been edited by Drake (edited 18 March 2001).]
|
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
|
|
|
|
|