.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
  #631  
Old May 24th, 2004, 01:56 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I might have found the same problem. But in his emails Zaracyn seems to have suggested that his ones were working so I thought it was just me.
We must also remember that cultures also affect repair rate. In the "balanced" culture file copied from Highliner Mod there are a couple of cultures with high repair penalties

I think it's very unlikely that the Motivator, a non-building SY + repair 1 that has been tested to work in single player games would not work in simultaneous.
Reply With Quote
  #632  
Old May 24th, 2004, 07:33 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: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by bearclaw:
Has anyone else come across the Hyperdrive Motivator not working? My first thought was that I might have reduced my repair rate for my race, which would make anything with a repair rate of 1 become completely useless, but that wasn't the case. Hyperdrives do repair just fine at a planet shipyard though.
Racial repair rate affects total sector repair levels, not individual components.
__________________
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
  #633  
Old May 24th, 2004, 07:36 AM
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: Star Wars Mod - II (Sci-Fi Xover Mod)

EDIT, Ya what Fyron said.

[ May 24, 2004, 06:36: Message edited by: Atrocities ]
__________________
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
  #634  
Old May 24th, 2004, 09:21 PM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Imperator Fyron:
Racial repair rate affects total sector repair levels, not individual components.
I just checked and I've got the Balkanized Cultural trait (-3% repair), which would explain why my Hyperdrive Modivators won't repair my Hyperdrives. Wow. That really makes a change for my ship designs.
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
Reply With Quote
  #635  
Old May 24th, 2004, 09:34 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: Star Wars Mod - II (Sci-Fi Xover Mod)

Just keep your ships together in fleets. Together, they will all finish the repairs in two turns, or you could leave behind 3% of the fleet after each use of the hyperdrives.

If you are allowed to design it, you could also include to motivator components on your ships, or perhaps on a few support ships, in order to get enough repair for everybody.
Reply With Quote
  #636  
Old May 25th, 2004, 03:10 AM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

What if I were to have 2 Modivators on each ship?
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
Reply With Quote
  #637  
Old May 25th, 2004, 04:36 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

You can't. Even if they had no explicit restriction as they do, components with SY ability have a hardcoded only one restriction.
I guess there is no way to include a hyperdrive backup.

[ May 25, 2004, 03:40: Message edited by: Andres ]
Reply With Quote
  #638  
Old May 25th, 2004, 08:15 PM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

next question: If a ship has a repair bay AND a Hyperdrive Modivator, will that fullfill the requirement for a SY to repair the hyperdrive, and will the combined repair rate (minus the 3% modifire) repair normal?
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
Reply With Quote
  #639  
Old May 25th, 2004, 09:33 PM
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: Star Wars Mod - II (Sci-Fi Xover Mod)

Yes. You just have to have a component with SY ability in the sector. Any repair component can still repair it if this condition is met.
__________________
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
  #640  
Old May 28th, 2004, 10:40 PM
Intimidator's Avatar

Intimidator Intimidator is offline
First Lieutenant
 
Join Date: Feb 2004
Location: The Netherlands
Posts: 739
Thanks: 0
Thanked 0 Times in 0 Posts
Intimidator is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I lost my Star Wars - II mod, when my computer crashed a few weeks ago. But can't find the mod anymore.

Can somebody help me ??

Inti,
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 05:34 PM.


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