.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
  #1  
Old August 2nd, 2008, 02:20 PM

Dogboy Dogboy is offline
Sergeant
 
Join Date: Sep 2004
Posts: 234
Thanks: 3
Thanked 0 Times in 0 Posts
Dogboy is on a distinguished road
Default ship gather point?

If you click on the wrench symbol (queue list) and select a planet, you can pull up "queue settings". If you scroll down, there is a "queue move to" button, but it doesn't seem to do anything. Is there a way to send ships to selected locations when they're built?
Reply With Quote
  #2  
Old August 2nd, 2008, 03:38 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: ship gather point?

Set waypoints by selecting a sector and hitting CTRL+# (# = 1-9) and that will set a marker where you can send ships via the queue settings function.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #3  
Old August 2nd, 2008, 03:44 PM

Dogboy Dogboy is offline
Sergeant
 
Join Date: Sep 2004
Posts: 234
Thanks: 3
Thanked 0 Times in 0 Posts
Dogboy is on a distinguished road
Default Re: ship gather point?

Wow. That will really reduce micromanagement!

Thanks,DB
Reply With Quote
  #4  
Old August 2nd, 2008, 04:47 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: ship gather point?

One can also order ships and fleets to move to such waypoints by hitting the corresponding number key. I find it much more useful to cycle through new ships and send them to waypoints manually, than using the automatic queue moveto. I can be far more flexible with a set of waypoints to move new ships to, depending on how current fronts are faring, than just a rigid queue setting.
__________________
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
  #5  
Old August 2nd, 2008, 09:47 PM

Dogboy Dogboy is offline
Sergeant
 
Join Date: Sep 2004
Posts: 234
Thanks: 3
Thanked 0 Times in 0 Posts
Dogboy is on a distinguished road
Default Re: ship gather point?

Thanks. Yes, one thing I discovered is that the way points mean colony ships leave without colonists. Is there a way to name each waypoint ("assault point", "military academy", etc.)?
Reply With Quote
  #6  
Old August 3rd, 2008, 12:18 AM
BlueTemplar's Avatar

BlueTemplar BlueTemplar is offline
Corporal
 
Join Date: Apr 2007
Posts: 135
Thanks: 0
Thanked 2 Times in 1 Post
BlueTemplar is on a distinguished road
Default Re: ship gather point?

That's one of many good reasons for not having "Automatic Colonization Population" set to 0.
Reply With Quote
  #7  
Old August 3rd, 2008, 01:13 AM

Dogboy Dogboy is offline
Sergeant
 
Join Date: Sep 2004
Posts: 234
Thanks: 3
Thanked 0 Times in 0 Posts
Dogboy is on a distinguished road
Default Re: ship gather point?

Hmm...not sure I follow that. I looked in the empire settings and did not see that as an option. Is this a way to auto load colonizers when they're built?
Reply With Quote
  #8  
Old August 3rd, 2008, 03:01 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: ship gather point?

Its a mod setting, in Data\Settings.txt. It basically creates free population on every newly colonized world. At one point, this population was always the native type for your empire. This screwed up colonization of different-atmosphere planets with aliens, since it would add a few million oxygen breathers to methane worlds where you had loaded methane breathers on your colony ship. This is primarily why some mods, such as BM, set the value to 0. There was talk of a fix, where it would instead add pop of the type on the colonizer (if there was any), but I don't recall if it made it into a patch or not.
__________________
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
  #9  
Old August 3rd, 2008, 03:27 PM

Dogboy Dogboy is offline
Sergeant
 
Join Date: Sep 2004
Posts: 234
Thanks: 3
Thanked 0 Times in 0 Posts
Dogboy is on a distinguished road
Default Re: ship gather point?

Ah, ok. Thanks!
Reply With Quote
  #10  
Old August 3rd, 2008, 10:43 PM
BlueTemplar's Avatar

BlueTemplar BlueTemplar is offline
Corporal
 
Join Date: Apr 2007
Posts: 135
Thanks: 0
Thanked 2 Times in 1 Post
BlueTemplar is on a distinguished road
Default Re: ship gather point?

The AI (if activated) will scrap the problematic population on the next turn, right?

Wouldn't a simpler fix be to only add population when there was none on the cololizer to start with?
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 06:18 PM.


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