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  #51  
Old December 9th, 2006, 12:51 PM

arthurtuxedo arthurtuxedo is offline
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Default Re: Inti,s SEV Game

I believe the game is 1.17.
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  #52  
Old December 9th, 2006, 03:20 PM

Kevin Arisa Kevin Arisa is offline
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Default Re: Inti,s SEV Game

Yeah, those darn ringed planets. Still havent got those working properly. Sorry. Please post any bugs you find in the main Golden Eclipse thread. That way I can keep track of everything that I need to fix. Thanks!
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  #53  
Old December 9th, 2006, 08:27 PM
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Default Re: Inti,s SEV Game

Quote:
Ragnarok-X said:
Hm. Whenever i try to load the .gam file i get an error "cant load savegame".

Im using 1.13, anything wrong with that ?


Wrong patch, we are ussing 1.17

see ya,

Inti,
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  #54  
Old December 10th, 2006, 11:05 AM
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Ragnarok-X Ragnarok-X is offline
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Default Re: Inti,s SEV Game

Okay i probably dont quite understand this mod or SEV, my first "real" game.

- What good are all the cultural achievements ?
- About engines / powercore ratios. I have figured i need about 3-4 reactors for 7-8 engines. My colonyship moves with speed 7, has 7 engines i believe. That means 7 * 30 * 7 = 1470 supplies used. With 3 or 4 reactors i will generate 900 - 1200 supplies per turn. Is that right ?
- In the ship summary screen, the "supplies" box is always showing 0, even though i have reactors and supply storages. bug ?
- Any way to see the ships current movement speed while in the design process ?

ty
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  #55  
Old December 10th, 2006, 01:02 PM

Phoenix-D Phoenix-D is offline
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Default Re: Inti,s SEV Game

In order:
-Not sure in this mod. In stock they give bonuses to research, production, etc.
-Matter of opinion.
-Bug, probably
-Click the upper left panel, where the name is, and it'll switch to a second set of information.
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  #56  
Old December 10th, 2006, 02:48 PM

Kevin Arisa Kevin Arisa is offline
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Default Re: Inti,s SEV Game

Remember, Power Cores not only generate supplies, they store them. In fact, they store far more then they generate. As a general rule, ships you create in the beginning should not need more than one power core.

If Cultural Achievements are working as planned, they should give a variety of empire-wide bonuses. Research, resource collection, weapon damage, etc.
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  #57  
Old December 10th, 2006, 03:28 PM
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Default Re: Inti,s SEV Game

Kevin:

If one core holds 3000 supplies, and my col ships moves at speed 7 with 6 engines taking 30 supplies each:

7 * 6 * 30 = 1260 supplies per turn. - 300 which are generated by one core = 960 supplies per turn. 3000 / 960 = 3 turns.

Means the ship will be depleted within 3 turns.
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  #58  
Old December 10th, 2006, 07:51 PM

Phoenix-D Phoenix-D is offline
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Default Re: Inti,s SEV Game

Ah, we're off to a great start. First turn processing went SPLAT.
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  #59  
Old December 11th, 2006, 12:03 AM

Kevin Arisa Kevin Arisa is offline
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Default Re: Inti,s SEV Game

Quote:
Ragnarok-X said:
Kevin:

If one core holds 3000 supplies, and my col ships moves at speed 7 with 6 engines taking 30 supplies each:

7 * 6 * 30 = 1260 supplies per turn. - 300 which are generated by one core = 960 supplies per turn. 3000 / 960 = 3 turns.

Means the ship will be depleted within 3 turns.
Your species has just discovered interstellar travel. Barely. In earlier stages it will be a major tradeoff between speed and distance. With a fission core and ramjet engines, it's not advisable to venture far from a resupply depot. If all else fails, the ship can idle a few turns to build up fuel before moving on. Leveling up basic ramjets does not improve their speed, but it does reduce fuel consumption. Stick close to home and strive to achieve Nuclear Fusion. Think of the fission era as a warmup for the real thing.
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  #60  
Old December 11th, 2006, 12:10 AM
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Default Re: Inti,s SEV Game

I haven't managed to test the mod in a game as the whole thing froze if I tried to generate my own game, but based on the standard set up, and yes I know it might be quite different, I stuck on what appeared to be the maximum number of engines and a reactor. So what are you saying, is this ship going to flounder?
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