View Full Version : New with SEV....Q: Sensors
jfp3
April 6th, 2007, 11:43 PM
...and to long since I played SEIV.
Q: Are the effects of several "Basic Sensors" on a scout ship cummulative?
1st of many questions this weekend I'm sure. Thanks for any help.
jfp3
April 7th, 2007, 12:02 AM
In addition, I don't see how to find out what # of structures I can build on each planet. For instance, I see the icons for the structures on my homeworld, but don't know if I have any additional slots or if it's maxxed out.
jfp3
April 7th, 2007, 12:29 AM
Do Cargo Components allow a Colonizer to carry more colonists?
Suicide Junkie
April 7th, 2007, 01:01 AM
Firstly, you can edit, rather than triple-post.
Only the best sensor is used. Range 3 + range 3 does not mean range 6, or everybody would see the the entire system all the time.
Facility space should be listed top left of the queue window.
It is in kt now, but generally it is the same as SE4, just with all the numbers x1000. Good for mods tho.
And yes, civilians can be stuffed into cargo by the millions.
jfp3
April 7th, 2007, 01:20 AM
Thanks SJ and sorry about the multiples.
Q: Is the "auto-survey" efficient in SEV or should I pretty much manually move my starter scouts around?
se5a
April 7th, 2007, 01:58 AM
auto servey just aims for the biggest amount of un serveyed space.
Raapys
April 7th, 2007, 09:00 AM
Auto-survey used to eventually move the ships that had the order into the sun(s) in the system, stopping the ships, then you had to manually move them away. At least that's how it was a few patches ago. Haven't used the order in a while, so don't know if it still is thus or if it's been fixed.
Arkcon
April 7th, 2007, 12:07 PM
jfp3 said:
Thanks SJ and sorry about the multiples.
Q: Is the "auto-survey" efficient in SEV or should I pretty much manually move my starter scouts around?
It really depends. With 3 or 4 levels of sensors, it will do a pretty good job in one pass, and it's a nice level of automation. But, getting every last hex on the edges, when you've already found all warp points, and searching every hex around the stars for planets and warp points, is a little wasteful, especially with low sensor level. Unless you have warp points everywhere on (I like surprises), and are using Fyron's latest quadrant mod ...
Long story short, the new "invisible planets and warp points on entry" mode of SE5 will make you want to rapidly get a few levels of sensors, resupply storage, engines, and hull sizes to hold them all early on. 'Tho you'll want some defenses and weapons too, least you end up eaten up by an aggressive race. Heh. http://forum.shrapnelgames.com/images/smilies/tongue.gif
God, SEV is a lot of fun.
Raapys said:
Auto-survey used to eventually move the ships that had the order into the sun(s) in the system, stopping the ships, then you had to manually move them away.
I only saw that rarely, and it's been fixed. 'Tho I do see ships plot a course straight to the star, then have to drive around up. Hey, maybe the sunspots were real interesting to the captain, or something. B}
Ed Kolis
April 7th, 2007, 12:50 PM
Suicide Junkie said:
And yes, civilians can be stuffed into cargo by the millions.
They can, yes, but I would not recommend it - there are more useful things for putting on your colony ships, such as supply storage or even weapons. Keep in mind that population in SE5, unlike in SE4, can migrate on its own, so unless you have cultural, social, or racial traits that reduce migration (the more authoritarian governments tend to have less migration than the more liberal ones), your populations will spread out automatically without need of ships ferrying them around. Much safer that way too - ships can be intercepted http://forum.shrapnelgames.com/images/smilies/wink.gif
Raapys
April 7th, 2007, 01:01 PM
I've to admit, I find population to be a nearly useless consideration in SE V( with BM ). While they do increase production a bit on the planets, I can keep up with what my maintenance budget can handle anyway, without the need of transporting people around( and there's always migration ). And after some amount of turns I'm mostly just using construction ships anyway, which renders population even more useless.
Then again, I don't play PBW, so perhaps a more aggresive approach is needed when playing against non-harmless opponents.
Anyone got some good arguements for actually transporting population( beyond the ones following the transport ship, obviously )?
aegisx
April 7th, 2007, 03:00 PM
I thought the population would only migrate if it was to a place with a breathable atmosphere. So they will not migrate to domes... I could be wrong though.
Baron Munchausen
April 7th, 2007, 03:46 PM
Yes, MM claims to have fixed migration so that they will only move to breathable atmosphere planets. There is still the possibility of bugs of course. http://forum.shrapnelgames.com/images/smilies/happy.gif
Siirenias
April 16th, 2007, 02:58 AM
They DO migrate to domes, and it is incredibly frustrating. It's the only reason I have any population transports at all, because people migrate to a conquered world the moment it is conquered, and I have to shuttle off all the additional non-breathers off the planet, in addition to the population that originally made it a domed city.
PvK
April 16th, 2007, 04:41 PM
LOL...
BlueTemplar
April 23rd, 2007, 02:44 AM
the more authoritarian governments tend to have less migration than the more liberal ones
Are you certain about that? Is it linked to population loyalty or foreign popoulation assimilation?
So, they will migrate to a non-breathable colony if it's already domed?
Arkcon
April 23rd, 2007, 07:14 AM
I noticed something weird in my latest game. Captured population are migrating to domed breathables (for them.) Yet, when the atmosphere modification plant actually completes its task, the alien population is gone -- just vanished.
Ed Kolis
April 23rd, 2007, 01:19 PM
BlueTemplar said:
the more authoritarian governments tend to have less migration than the more liberal ones
Are you certain about that? Is it linked to population loyalty or foreign popoulation assimilation?
Look on the list of abilities for the governments - there should be one that says "population migration increased or decreased by +-X%"... I don't think it has anything to do with loyalty or assimilation... are those even implemented?
PvK
April 23rd, 2007, 05:10 PM
Arkcon said:
I noticed something weird in my latest game. Captured population are migrating to domed breathables (for them.) Yet, when the atmosphere modification plant actually completes its task, the alien population is gone -- just vanished.
LOL! Well, they were just troublesome anyway, weren't they? http://forum.shrapnelgames.com/images/smilies/wink.gif
Suicide Junkie
April 23rd, 2007, 06:50 PM
Perhaps the domed colonies simply have 0% migration as a base, and then +2% for society?
BlueTemplar
April 24th, 2007, 03:02 AM
Ed Kolis said:
BlueTemplar said:
the more authoritarian governments tend to have less migration than the more liberal ones
Are you certain about that? Is it linked to population loyalty or foreign popoulation assimilation?
Look on the list of abilities for the governments - there should be one that says "population migration increased or decreased by +-X%"... I don't think it has anything to do with loyalty or assimilation... are those even implemented?
I don't see anythig like that...
Ed Kolis
April 24th, 2007, 02:13 PM
Odd... could have sworn it was there... of course I play Balance Mod, not stock, maybe that makes a difference... :?
Makinus
April 24th, 2007, 04:21 PM
Siirenias said:
They DO migrate to domes, and it is incredibly frustrating. It's the only reason I have any population transports at all, because people migrate to a conquered world the moment it is conquered, and I have to shuttle off all the additional non-breathers off the planet, in addition to the population that originally made it a domed city.
This is the single reason i didnīt bought the game yet... iīm waiting until MM fix this bug (donīt tell me itīs not a bug) then iīll buy the game...
Captain Kwok
April 24th, 2007, 04:29 PM
I haven't seen any cases of migration where the population is moving to non-breathable planets in months.
GuyOfDoom
April 24th, 2007, 05:03 PM
I'm still amused at how upset people keep getting over MINOR issues.
I haven't witnessed any strange migration patterns.
Spectarofdeath
April 24th, 2007, 08:07 PM
I don't even care about it lol
arthurtuxedo
April 25th, 2007, 01:08 AM
I refuse to buy this game until 'pancreas' is added as one of the system names. Well, I already bought it, but I can always take it back, so there! Well not physically take it back because it's way out of warranty, but... you know... in spirit.
narf poit chez BOOM
April 25th, 2007, 06:28 AM
You can do that yourself. SystemNames.txt, probably.
Makinus
April 25th, 2007, 09:21 AM
Captain Kwok said:
I haven't seen any cases of migration where the population is moving to non-breathable planets in months.
So itīs already fixed? Cool! Next week iīll travel to a nearby city where i saw SEV for sale (at about $100) and iīll buy it!
RCCCL
April 26th, 2007, 10:36 AM
Makinus said:
So itīs already fixed? Cool! Next week iīll travel to a nearby city where i saw SEV for sale (at about $100) and iīll buy it!
$100 at a nearby city, wow. You obviously have the internet, can't you purcahse it online and have it shipped?
Even with shipping rates it would have to be less than 100.
Fyron
April 26th, 2007, 03:15 PM
In the US, maybe... imports can be a bear.
narf poit chez BOOM
April 26th, 2007, 07:03 PM
I would guess it's the exchange rate.
Makinus
May 4th, 2007, 11:14 AM
The problem is that Brazil have an 50% tax in "technology importation" and this tax applies to games, unless you are a registered import/export bussiness, since shipping costs is around $ 62.00, the $100.00 would be a reasonable price for me...
Iīm trying to buy the downloadable copy from StrategyFirst but their site keeps giving errors and donīt conclude my buy... anyone know othe rplace where i can buy a downloadable copy?
FaultyAirlock
May 23rd, 2007, 03:56 AM
Steam has it for like, 20 bucks.
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