.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1361  
Old March 8th, 2008, 09:28 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Balance Mod

We need a distinction between 'systems to avoid' -- meaning ALL ships stay out, and 'systems for unarmed ships to avoid' meaning hostilities are in progress. So, 'combat zone' systems? A two-tiered system of flags isn't very complicated. MM might be able to add it to the next beta.

With combat zone systems flagged, when the colonizer plots its course it could just re-route until it found a safe way to its destination. Meanwhile, warships would be able to go ahead and take a direct route to where-ever they were going, except for 'systems to avoid' which would still be totally off-limits.
Reply With Quote
  #1362  
Old March 9th, 2008, 02:39 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Balance Mod

Quote:
Captain Kwok said:
A ship will take any supplies/ordnance that it needs from a planet regardless if a Resupply Depot is present, assuming it's in the sector during end turn processing.
I recall having to manually load supplies from farming worlds (organics farms produce ~50 bonus supplies per turn) quite a few times when playing GGmod.
Reply With Quote
  #1363  
Old March 9th, 2008, 02:56 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod

I tested it out before I posted to make sure. The ship will load supplies/ordnance from the planet as long as long as it's there during turn processing. There was no resupply depot in the system.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1364  
Old March 9th, 2008, 03:24 AM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Balance Mod

if you're just going past during the turn you have to order it to load though. does it use a movement point to do so?
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #1365  
Old March 9th, 2008, 06:44 AM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Balance Mod

Quote:
Suicide Junkie said: Cargo for extra population is probably the best, and if you can squeeze on a couple fighters or a platform to defend the new colony, that's great.
Too much cargo space, though, leads to depopulated worlds.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #1366  
Old March 9th, 2008, 03:32 PM

Sardia Sardia is offline
Corporal
 
Join Date: Jul 2007
Posts: 115
Thanks: 0
Thanked 1 Time in 1 Post
Sardia is on a distinguished road
Default Re: Balance Mod

Not necessarily. Simply send the colonizers to the biggest planet in the system, and then proceed to load up.
Reply With Quote
  #1367  
Old March 9th, 2008, 04:42 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Balance Mod

Why not edit the scripts to have colony ships load no more than 20% of the planet's population before heading out, rather than just using the load-all-and-colonize style order?
Reply With Quote
  #1368  
Old March 9th, 2008, 05:03 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod

I'm not concerned about planets being depleted of population as it is very unlikely. There's a high population weight in the mod, so it's usually taking less than 15M population and small domed colonies do not often get orders to build colonizers.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1369  
Old March 10th, 2008, 03:32 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Balance Mod

I suppose if you're building colony ships on breathable worlds it doesn't matter how many people you load, due to migration
Reply With Quote
  #1370  
Old March 10th, 2008, 02:49 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Balance Mod

Suggestions:

Make Organic Armor generate at least a small amount of supplies by solar generation. Isn't it plausible that organic armor could have this capability? Photosynthesis and all that? It would be 'in character' for organic tech and would complement the Ordnance Vat very nicely.

Also, I've been thinking about damage types. Why do we have only these cleanly defined 'technical' damage types? Should a given weapon damage all types of shields or all types of armor in exactly the same degree? How about we have some 'natural' damage types?

I thought of this as I was contemplating the Acid Globule weapons. Acid would be a devastating weapon against plain metal armor, but probably less effective against other organic armored ships, and possibly ineffective against crystalline armor. Don't they store acid in glass containers? So, "Acid Damage" would be 2X against standard, emissive, and scattering armor, normal against organic armor, and 1/2 or perhaps none against crystalline armor.

Similarly, plain old 'Capital Ship Missiles' use a nuclear warhead. The huge flash / EMP from a nuclear warhead in space should do more damage to shields than a plain old particle beam. So maybe there should be 'nuclear explosive' damage that does 120 percent or 150 percent damage to shields and normal damage to armor/components? It also would be much more powerful in planetary bombardment than particle beams, so the population killed should also be ramped up for 'nuclear' damage types.

And there is my original request for a damage type, armor piercing for the 'DUC' because that's what Depleted Uranium is all about. This should also vary by the type or armor. Maybe 50 percent or more penetration for metal armors, organic is hard to say -- more or less? hmm.... -- but crystalline would probably be no penetration at all, just extra damage.

Just some thoughts. I haven't played SE in months and my imagination has started to work on the virtual universe again.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:54 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.