.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
  #181  
Old December 20th, 2002, 12:32 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Frequently Asked Questions for Newbies

QUESTION

Is there a way to Save a Que and then Load it for another Planet?

ANSWER

1. Open either the Planet Que (Recommended) or the Construction Que.
2. If you opened the Construction Que, then select the desired Planet.
3. Fill the Planets Que with whatever you desire.
4. Then Click on the FILL QUE button fourth up from the bottom of the menu to the right.
5. Click ADD
6. Name your new Que and save it. (Good idea to include Facility number, ie 18 Storage, Or 20 Blattle Ship, etc)
7. Click Cancle to exit.
8. Next time you open the Planet Que of a new planet, Click on FILL QUE and choose the Que (you named them) that you desire.
9. Presto Your Planet Que is full.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #182  
Old December 20th, 2002, 05:14 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Frequently Asked Questions for Newbies

Quote:
Originally posted by Atrocities:
QUESTION

Is there a way to Save a Que and then Load it for another Planet?

ANSWER

1. Open either the Planet Que (Recommended) or the Construction Que.
2. If you opened the Construction Que, then select the desired Planet.
3. Fill the Planets Que with whatever you desire.
4. Then Click on the FILL QUE button fourth up from the bottom of the menu to the right.
5. Click ADD
6. Name your new Que and save it. (Good idea to include Facility number, ie 18 Storage, Or 20 Blattle Ship, etc)
7. Click Cancle to exit.
8. Next time you open the Planet Que of a new planet, Click on FILL QUE and choose the Que (you named them) that you desire.
9. Presto Your Planet Que is full.
Great info. I keep telling myself that I need to start doing this. A Few follow ups:

- Is the list saved globally to be able to be used in any/all games or is it just for the current game?

- Is the list static or dynamic regarding upgrades? i.e. Do I have to make another list when I research another facility upgrade or is the queue updated automatically?

- Can I add ships or is it limited to facilities? If possible, what happens if an obsolete ship is called?

- Is there error checking if I try to build too many facilities?
__________________
Slick.
Reply With Quote
  #183  
Old December 20th, 2002, 05:31 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Frequently Asked Questions for Newbies

Quote:
Originally posted by Quikngruvn:
Since I wasn't sure how the game handled fractions either, I decided to find out when the game moved each speed. In a simultaneous game, I took Propulsion Expert, then created a ship of each speed from 2 to 13, lined them up, moved them as far as each could go in one month, and then watched the movement log. Here are my results. (The 'movement day' is the day that the ship ends up in a new sector.)

code:
Spd  Movement Days
02: 15, 30
03: 10, 20, 30
04: 7, 15, 22, 30
05: 6, 12, 18, 24, 30
06: 5, 10, 15, 20, 25, 30
07: 4, 8, 12, 17, 21, 25, 30
08: 3, 7, 11, 14, 18, 22, 26, 29,
09: 3, 6, 10, 13, 16, 20, 23, 26, 30
10: 2, 5, 8, 11, 14, 17, 20, 23, 26, 29,
11: 2, 5, 8, 10, 13, 16, 19, 21, 24, 27, 30
12: 2, 4, 7, 9, 12, 14, 17, 19, 22, 24, 27, 29
13: 2, 4, 6, 9, 11, 13, 16, 18, 20, 23, 25, 27, 29

Or, for the visually-inclined amongst us:

code:
Mvmt --Speed--1111
Day 1234567890123
01 .............
02 .........XXXX
03 .......XX....
04 ......X....XX
05 .....X...XX..
06 ....X...X...X
07 ...X...X...X.
08 ......X..XX..
09 ...........XX
10 ..X..X..X.X..
11 .......X.X..X
12 ....X.X....X.
13 ........X.X.X
14 .......X.X.X.
15 .X.X.X.......
16 ........X.X.X
17 ......X..X.X.
18 ....X..X....X
19 ..........XX.
20 ..X..X..XX..X
21 ......X...X..
22 ...X...X...X.
23 ........XX..X
24 ....X.....XX.
25 .....XX.....X
26 .......XXX...
27 ..........XXX
28 .............
29 .......X.X.XX
30 XXXXXXX.X.X..

Realize that I whipped this up from just one test on Gold, so your results may vary.

Quikngruvn
From another thread. Needs to be formatted for the FAQ and added as paragraph 6.8.3

[ December 20, 2002, 15:35: Message edited by: Slick ]
__________________
Slick.
Reply With Quote
  #184  
Old December 20th, 2002, 11:49 PM
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: Frequently Asked Questions for Newbies

Quote:
Is there a way to Save a Que and then Load it for another Planet?
This is already in the FAQ, under Construction (section 4.4.6). It's spelled queue.
Quote:
Is the list saved globally to be able to be used in any/all games or is it just for the current game?
Current game only. [Edit] Correction: Geo reports that (F2) Game Menu/Save Empire saves the queues as well.
Quote:
Is the list static or dynamic regarding upgrades? i.e. Do I have to make another list when I research another facility upgrade or is the queue updated automatically?
Static, at least for ships and units; I'm not sure about facilities. Upgraded ships/units need a new saved queue.
Quote:
Can I add ships or is it limited to facilities?
If you can build it, it can go in a saved queue.
Quote:
If possible, what happens if an obsolete ship is called?
If the ship or unit is still shown on (F3) Designs when you turn off "Hide Obsolete", it will be inserted normally; if the obsolete design has already been purged, you get an error message: "We don't have the design for &ltitemName&gt."
Quote:
Is there error checking if I try to build too many facilities?
Yes.

[ December 21, 2002, 20:54: Message edited by: capnq ]
__________________
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
  #185  
Old December 21st, 2002, 04:35 AM
Quikngruvn's Avatar

Quikngruvn Quikngruvn is offline
Sergeant
 
Join Date: Jul 2001
Location: South Carolina, USA
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
Quikngruvn is on a distinguished road
Default Re: Frequently Asked Questions for Newbies

Thanks, Slick!

Quikngruvn
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
Reply With Quote
  #186  
Old December 21st, 2002, 05:27 AM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Frequently Asked Questions for Newbies

Quote:
...Income generated from remote mining is not shared with your trade partners. So if you were a race that got a lot of it's income from remote mining your allies would be potentially getting less benefit from the treaty than you, even though if you both had equal economies...

...Confirmed, racial characteristics have no effect on remote mining...
Geoschmo
Reformat and add as paragraph 4.6.8
__________________
Slick.
Reply With Quote
  #187  
Old December 21st, 2002, 11:31 PM
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: Frequently Asked Questions for Newbies

1.1.1.1.2 Organic Weapons
Organic weapons cost organics and fewer minerals, which effectively makes them cheaper to build and maintain. Seeking Parasites are seekers with a reload of only 2. Small Electric Discharge is one of the best fighter weapons.

1.1.2.2. Crystalline Weapons
Crystalline weapons cost radioactives. Crystalline Torpedos (Seeker; Reload 2) and Shard Cannons ignore armor.

5.1 Attack & Defense Ships
These designations only matter to the AI. Defense ships will stay in the AIs claimed territory. Attack ships will go anywhere.

5.2 Support ships
Some useful types of support ships are: "tankers" with lots of supply storage and supply generation compononets, "tenders" with Repair Bays or Space Yard components, and "point-defense ships" with lots of Point - Defense Cannons and at least one other weapon. "Hospital ships" with Medical Bays are used to stop plagues.

9.2 Spaceports

9.2.1 [Add:] Planets in a system without a spaceport are marked with a red spaceport icon, and on (F5) Colonies/Production, their output is shown in parentheses.
[Add to Natural Merchants:] Your homeworlds will have an extra Mineral Miner Facility or Research Center in that slot.

[ December 21, 2002, 21:43: Message edited by: capnq ]
__________________
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
  #188  
Old December 22nd, 2002, 01:52 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Frequently Asked Questions for Newbies

Quote:
Organic weapons cost organics and fewer minerals, which effectively makes them cheaper to build and maintain.
Not exactly. They can be actually more expensive (costing more total resources), especially when you get to BBs and larger, which can cost more organics than minerals. You should say they cost fewer minerals, and can be built in fewer turns. They require fewer minerals for maintenance, but cost more organics.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #189  
Old December 22nd, 2002, 09:17 PM
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: Frequently Asked Questions for Newbies

10.6 The possible treaty states, starting from the "lowest" are: War, Non-Intercourse, None, Non-Aggression, Subjugation, Protectorate, Trade Alliance, Trade & Research, Military Alliance, Partnership.
Quote:
10.6.1 Some AI have a limit on the highest treaty to which they will agree. Nothing you can do will change this.
I'm not sure this is correct; I think that limit is on what they'll offer, not what they'll accept.

Someone needs to verify how Subjugation and Protectorate work; I can't remember who has to offer the treaty. The game does not automatically check which side is "stronger" when the offer is made.
__________________
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
  #190  
Old December 22nd, 2002, 10:53 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Frequently Asked Questions for Newbies

Quote:
Originally posted by capnq:
10.6 The possible treaty states, starting from the "lowest" are: War, Non-Intercourse, None, Non-Aggression, Subjugation, Protectorate, Trade Alliance, Trade & Research, Military Alliance, Partnership.
quote:
10.6.1 Some AI have a limit on the highest treaty to which they will agree. Nothing you can do will change this.
I'm not sure this is correct; I think that limit is on what they'll offer, not what they'll accept.

Someone needs to verify how Subjugation and Protectorate work; I can't remember who has to offer the treaty. The game does not automatically check which side is "stronger" when the offer is made.

From Default_AI_Politics.txt:

Highest Allowed Treaty := Partnership

Therefore I am sure this is correct. Different AI's use race-specific politics files and can and do have settings below Partnership.

I also have verified (prior to posting the info) that the offering empire is the dominant empire in a Protectorate and Subjugation Treaty.

Thank you,
Slick
__________________
Slick.
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 01:43 PM.


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