|
|
|
 |

January 15th, 2001, 01:23 PM
|
Sergeant
|
|
Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cashing production
There is one difference, though (as I recall, not having played either MOO game in a while). No matter how many resources you have piled up partially building that "100 satellites" or whatever, when you switch production to the new cruiser design you only get 1 ship. All resources above the amount used to build that ship which you move to the top of the que are lost. In the MOO games, the production que worked like the SE4 research que with "divide points evenly" turned off. So, let's say that your new cruiser design costs 1000, "something big" costs 15,000 and when the tech to build your new cruisers is in place you have 10,000 on account towards that "something big". So, you add 10 cruisers to the que, reorder the que & delete "something big". In SE4, you get 1 cruiser next turn and the other 9,000 is lost. The rest of the cruisers get built normally. In the MOO games you get all 10 cruisers next turn.
|

January 16th, 2001, 02:32 AM
|
 |
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cashing production
I liked the old moddel in SE3 to buy and "repair" ships much more... 
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|

January 15th, 2001, 05:39 PM
|
Sergeant
|
|
Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cashing production
It's been a while...please remind me how it worked in SE3.
|

January 15th, 2001, 05:55 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Cashing production
That queue-reordering preserves production is very likely a bug; ISTR something about one patch fixing a similar issue, namely that deleting the top project in the queue shifted accumulated production to the second item. I doubt that this is intentional...
If you do use this, 'tho, I'd suggest building fighters. If you change your mind, you've still got a group of units which can move in-system on its own, and can be very, very menacing as a defense force.
------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

January 15th, 2001, 07:26 PM
|
 |
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cashing production
Back in the good old days  you bought a ship and resources were detracted at the end of the turn.
In the next turn a hulk with every component destroyed was placed in the "buying" shipyard. After this, all components must be repaired, space yards repaired 5 to 6 components per turn.
The bad thing for this was that a ship took longer if you added more components no matter the real costs in resources of the component.
Good thing was that it was a very consisted system. When damaged ships arrived on a space yard you had to decide what to do first: Repair the damaged ships or "building/repairing" the new ships. Better to build/repair ships that would be ready in one turn or the more powerful ship that needed 2 turns to repair due to more damage. That were tough decisions. And, btw, you could have massive space yards in one sector. Only 1 on a planet and as much as you wanted in a ship/station. You were able to shift the ships in need of repair between all the space yards of one sector.
quote: Originally posted by Barnacle Bill:
It's been a while...please remind me how it worked in SE3.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|

January 15th, 2001, 08:54 PM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cashing production
I agree Mephisto. The SE3 system was superior in many ways. Especially the control you had over which ships where repaired when. Now we have no control whatsoever over that and that bugs med bigtime. Only way to be sure that a certain ship is repaired before any other ship is to move the others out of the sector as far as I know. Besides, if you managed to sneak a raid in you could bust up ships before they where fully built. Only way to do that now is to bust up the space yard. Which btw the AI doesn't do very good. Gotta go back to the AI thread... *runs over to the AI thread, pen in hand*
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
|
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
|
|
|
|
|