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April 14th, 2002, 11:21 AM
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Re: Questions about SE4 Gold
well in my opinion things like how many stars you can have in one system should be left up to the MOD designers/Players. If the person designing the game envionment wants to limit players within his current game thats fine but at least give us the option. not to mention that the game dosnt limit you as to where in the system that you can create stars. If you wanted you can put the star you make into one of the far corners. I do relize that some things can and will be hard to code but as for the star creation they can have a setting in the settings file as to the max number of stars a player can max out in for one system.
As for the ship jump system.. i dont really mind how it is done. Either instant or the first value could be the distance in LY and the second value the time it take to jump 1 LY. So a 10, 5 system would allow you to jump a max of 10 LY at a time of 1 month per 5 LY traveled. Granted the second option would be harder to code, so honestly i would prefer the instant trip. I would just limit the distances to very short ranges at the lower lvl techs
[ 14 April 2002: Message edited by: martin ]
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April 16th, 2002, 05:44 AM
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Re: Questions about SE4 Gold
quote: Originally posted by Suicide Junkie:
Armor components with large hitpoint values are usually hit Last.
Internals with low hitpoint values are usually hit Last.
Nobody else noticed this
quote: Originally posted by martin:
Can you create binary/trinary star systems?
quote: Originally posted by martin:
i am not sure why they limited us in this. if a race could make a sun in the first place, making it a binary or more would really be a piece of cake.
Even if you could, why would you want to? I cannot imagine this as anything other than a complete waste of resources. What possible advantage is there in doing this? 
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April 16th, 2002, 05:53 AM
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Shrapnel Fanatic
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Re: Questions about SE4 Gold
quote: Even if you could, why would you want to? I cannot imagine this as anything other than a complete waste of resources. What possible advantage is there in doing this?
Turn each star into a sphereworld.
Solar resource generation facilities (crystalline tech) would make more resources.
Solar panels would generate more supplies.
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April 16th, 2002, 02:50 PM
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Lieutenant General
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Re: Questions about SE4 Gold
quote: Originally posted by Gaurav:
Originally posted by Suicide Junkie:
Armor components with large hitpoint values are usually hit Last.
Internals with low hitpoint values are usually hit Last.
--------------------------------------------------------------------------------
Nobody else noticed this
Hmmm, actually this is a common knowledge. You can check it by running combat simulator and taking notice of the order of components destroyed.
As to creating stars : Even SE IV tries to follow the laws of matter and energy conservation. You do not create star from nothing, you condense nebula or convert black hole. Presumably, once you create a star, you use all available matter (except for small spare change for planets) and nothing is left for another.
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April 16th, 2002, 05:48 PM
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Corporal
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Re: Questions about SE4 Gold
Martin, It is possible to make starsystems with as many stars as you want using the Map Editor or simply go in and alter the systemtypes.txt file to put more stars in star systems automaticly. I have made systems with 16 stars in them so I could make 16 sphereworlds in that system, realizing that in reality stars do not form in that density normally. However anything is possible in a great game like SE4Gold.
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Nebraskan
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April 17th, 2002, 07:04 AM
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Re: Questions about SE4 Gold
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April 17th, 2002, 11:10 AM
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Lieutenant General
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Re: Questions about SE4 Gold
quote: Originally posted by Gaurav:
Unbelieveable!
Oleg: Which is Last, large hitpoint values or low hitpoint values?
[ 17 April 2002: Message edited by: Gaurav ]
Exactly as Suicide Junkie posted before:
Smaller armour component is likely to be hit before bigger one.
The reverse is true for internals: bigger components are more likely to be damaged before smaller.
The later is easy to rationalize: Let's assume that ship has 100 hit points worth of components. When ship is hit, SE IV rolls a dice and decides where inside structure to allocate the damage. Then, component with 40 hit points has 40% chance to be hit, while component with 10 points has only 10%.
It is much more difficult to speculate about armour. May be SE uses reciprocal values ?
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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