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jfp3
April 8th, 2007, 09:12 AM
I wanted to start this new Thread for a better subject opener.

I'm finding out the hard way that resupply is a major factor in the game. This only adds to the realism of supplying huge forces in distant places and while tedious, is very good IMO. "An Army Marches on it's Stomach" (Napoleon) after all eh?

My question is this: Do Resupply Facilities function without a Spaceport in the system? I'm asking this in the hopes that it gets answered before I actually try it (which will be in a few turns of my current game) -- barring that I'll find out the hard way.

After sending Scouts to my Home System for resupply, I noticed that it's woefully inadequate to manage a serious offensive fleet. Is this how it's meant to be?

se5a
April 8th, 2007, 09:27 AM
yes they do work without a spaceport.
yeah, if you have large fleets you may need to have more than one resuply depot in a system, and or reserch resuply.

jfp3
April 8th, 2007, 09:41 AM
My Homeworld took 3 turns to resupply a single scout to full. Granted it has a long range (no weapons), but it seems to me to be a tad extreme for such limits in the Homeworld system. Does it make a difference to actually dock with the planet, or is just passing through enough?

jfp3
April 8th, 2007, 10:53 AM
Q: Does a Pop Transport type with @10 Cargo Holds require more Life Support for the Colonists?

Suicide Junkie
April 8th, 2007, 03:27 PM
Colonists are freeze dried when in cargo.

Take a peek at your resupply depot facility; it generates 1000 supplies per turn.
You planet can store up a couple tens of thousands of supplies.

If you move a ship into the sector, the planet will give the ship whatever is available. In addition, the supply depot will remote distribute 500 points to ships elsewhere in the system.

If you are overburdening your homeworld's resupply depot, you may need to build more depots, or move your ships less.

jfp3
April 8th, 2007, 06:18 PM
Ah thanks for that 500 points per turn remotely means the big fleets have to dock...so then I suppose I can build a base near a Warp for docking resupply as well? This is a great addition to the game if so. It would also be great to just turn off supply hassles with a click for some games heh.

PvK
April 9th, 2007, 08:57 PM
Just made a very simple mod that adds infinite supplies to the unit control components (or unit hulls) if you want to have a no-supply game.

StarJack
April 11th, 2007, 10:30 AM
You can also adjust supply rates to something more "reasonable" via facilities.txt. When a ship takes as long to supply as it does to build, any semblance of "reasonable" is lost. If the basic supply rules of this game were applied to Napolean, the battle of Waterloo might've lasted for months.

se5a
April 11th, 2007, 04:41 PM
just take your ships to the bloody planet like you had to in SEIV! the remote supply thing is just so that you can get stationary bases and units supplied without having to run back and forwards all the time with suply ships.

narf poit chez BOOM
April 12th, 2007, 01:16 AM
Supply planets. Lots of depots.

jfp3
April 12th, 2007, 11:11 PM
I really like the idea of "Forward Supply Depots" for an attacking fleet leaving systems to the rear open to development. Must really suck if you are retreating into a system that was once a supply wonderland, but recently developed to a "normal" system...

Siirenias
April 16th, 2007, 02:35 AM
In my current game, I support some 4 or 5 fleets, and have forward stronghold systems that have some 5 depots in the system to support a fleet. Coincidentally, all but one of these systems were originally enemy colony systems, and the depots are a result of planet hopping, to supply a fleet in an aggressive state of activity.

I learned lessons from the demo, and had logistics ships early on, first as supply freights (built on a light cruiser) into a solar generator. Attach it to a fleet, and it will just keep producing supplies. I'm all stoaked now, having finally figured out what one needs to get quantum generators, and I'm now playing with a quantum supply generator. (Organics technology brings to light the ordinance generation pit thing)

jfp3
April 18th, 2007, 06:33 PM
If you have resupply depots, and a couple of "Cargo" Storage Facilities in the same system, will the depots "Fill up" the Cargo Storage when the Depot's are maxxed?