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-   -   quick SEV gameplay questions (http://forum.shrapnelgames.com/showthread.php?t=36867)

Ragnarok-X November 17th, 2007 09:19 AM

quick SEV gameplay questions
 
Back to SEV after a year or what. A few quck questions:

- How can i destroy certain facilites on a planet ?
- Where is the button to build X units where X = one turn`s worth ?
- How can i save designs so i can load them in a new game instead of designing all basic ships once again ?
- Is there a PBW for SEV ?
- Are there any mods (major ones) besides the balance mod ?

Ragnarok-X November 17th, 2007 12:56 PM

Re: quick SEV gameplay questions
 
Wow. Now that is a good measurement about how much ppl like SEV. lol.

Slick November 17th, 2007 01:55 PM

Re: quick SEV gameplay questions
 
- scrap cargo. you can also jettison cargo. facilities are considered cargo.
- there is none
- save empire with designs
- yes
- I wish there were since so many people spent so much time (I won't say whining) asking for moddability.

Suicide Junkie November 17th, 2007 02:22 PM

Re: quick SEV gameplay questions
 
One turn's worth is not needed, since build points carry over between projects and turns. Just build as many as you need or want.
For example: a carrier capable of holding 30 fighters, plus 30 fighters, repeat build.

There are a number of mods in progress as well. Gritty Galaxy, for example. (Screenshot)

Slick November 17th, 2007 03:16 PM

Re: quick SEV gameplay questions
 
SJ, I would disagree. Frequently it is desirable to build just 1 turn's worth, whatever that may be, and then move on to building something else. Currently, you have to use trial and error to figure out what that number is.

Also for your example above, why wouldn't it just be easier to build 1 on repeat build instead of 30?

Suicide Junkie November 17th, 2007 03:32 PM

Re: quick SEV gameplay questions
 
In Se4, building one turn's worth at least allows you to quickly optimize your production rate. (Although building more usually results in 5 units in 4 turns, rather than one per turn for example)

In SE5, one turn's worth provides no such advantage.
One turn's worth means that you don't know how many you really want.


If you were to put one on repeat build, then you'd end up with 30 fighters and 30 carriers.

What you want in the example, is a bunch of carriers and 30 fighters to fill each of them.
Building 30 fighters (perhaps 10 bombers, 10 interceptors, and 10 dogfighters), then one carrier, and hitting repeat build, means that each time you finish a carrier, you have built exactly what you need (30 fighters) to fill it and send it into combat right away.

When you know what you want to end up with, one turn's worth is irrelevant. You get what you want as fast as it can be produced.
And if you are really stuck on it, you can do the "build 1, repeat" thing.

Slick November 17th, 2007 03:38 PM

Re: quick SEV gameplay questions
 
Ah, misunderstood your order; and agreed.

However, say I just colonized a planet near the front lines and I want to build 1 turn's worth of mines then move on to building facilities, I currently have to use trial and error to get the number of mines right and it is frustrating.

Suicide Junkie November 17th, 2007 03:43 PM

Re: quick SEV gameplay questions
 
As I said, one turn's worth means that you really don't know what you want.
You're asking for a semi-random number of mines?

Why not just queue up 100 mines (max deployable) and then your facilities, or some fraction of that depending on how dangerous you feel the territory is?

Or you could put 10 mines, then a mineral miner, repeat.
That way your colony's protection increases proportional to how developed it is.

Perhaps you want enough mines to blow up two of those planet-glassing scout ships the enemy has flitting around?

You just need to decide http://forum.shrapnelgames.com/images/smilies/happy.gif

Slick November 17th, 2007 04:07 PM

Re: quick SEV gameplay questions
 
That's just it. I do know what I want. In the example above, I want a spaceport built on the 4th turn as follows:

Turn 1: Build 1 turn's worth of mines.
Turn 2-4: Build spaceport (normally takes 3 turns to build).



I don't care if turn 1 generates 10 mines or 6, but either will stop the lone colonizer or pesky frigate until I can get established. What I do care about is that I have a spaceport in 4 turns, protected during construction by as many mines as I can make in that time. What I don't like is having to use trial and error to make that happen. Even once I figure out that number, and I might even make a saved queue for the mines (which will overwrite any existing queue when used, but that's another problem), as technology and cost of these units increases, the number changes. Then I need to make another saved queue (and can't delete the old obsolete saved queue, which is yet another problem). Of course these saved queues would only work with a minimally populated planet with no spaceyard; since 1 turn's worth on a planet with more population or a spaceyard could very well be capable of making more in 1 turn. Soon, the saved queue list will be filled with junk that can't be deleted. A definite PITA that would be solved with the "1 turn's worth" option, which CAN'T be that hard to implement. Although you provide valid examples of how the "spilling over" of construction points does minimize the impact of this problem, there are many more examples of having (or not having) construction items be complete on a given turn makes a huge difference.

Is there an easier way to do this that I'm not seeing?

Suicide Junkie November 17th, 2007 04:29 PM

Re: quick SEV gameplay questions
 
If you don't mind revisiting the queue, you could add as many mines as you want, and then move them to the bottom of the queue on turn two.

You don't lose the leftover points put into the last mines, and you can finish it later.


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