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March 25th, 2004, 10:08 AM
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Private
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Re: StarFire Mod v-Beta 2
I checked my notes for the tonnage error. It is still there in Patch 2.2
Name := Missile Box Launcher
Description := May fire up to 3 capital type missles.
Pic Num := 620
Tonnage Space Taken := 20
Tonnage Structure := 10
Name := Improved Missile Box Launcher
Description := May fire up to 4 capital type missiles.
Pic Num := 620
Tonnage Space Taken := 2
Tonnage Structure := 1
Check the PDC Box launcher, too. Same situation.
The enhanced drive missiles have point-defense as weapon type, but ships/planets as target. The weapon target should probably be seekers.
[ March 25, 2004, 08:48: Message edited by: abc ]
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March 25th, 2004, 04:10 PM
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by President Elect Shang:
Supplies: This was a hot issue during the revision to Beta Build 2. By [StarFire] cannon you can explore the whole galaxy without having to return to base. Your ships are considered refilled by the Commercial Freight Network (CFN) of your empire. It works well in the game but there are many other factors that affect it but can not be duplicated here. The other argument was that even in SE4G you could research the Quantum Reactor and do the same thing, mmm? There is a flaw in that logic…
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How about increasing the supply usage of engines? Ships can still explore the whole galaxy, but they'll have to stop to resupply once in a while.
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March 25th, 2004, 04:15 PM
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Brigadier General
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Location: WA
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Re: StarFire Mod v-Beta 2
Good catch abc, I got that fixed and the patch name is still the same on my website but with the designator (a) after the patch number. Also I learned how to do the ***.exe file to make it extract itself to the correct location, assuming that you did not change the default path of installation for SE4G.
The EDM is designed to help a ship by providing extra point defense it can’t mount, the target type is ship/planet to force the player to fire on one target and follow the missile in to that target or lose the protection. If I had set the target type to seekers than a player could launch a fleet of them at the start of the battle and just let them run around the map for the full 30 turns shooting away. As I am sure you can see not much fun.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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March 25th, 2004, 04:17 PM
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Brigadier General
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Re: StarFire Mod v-Beta 2
Actually in my test game so far I do have to stop long enough to let the CFN recharge me. I need another 15 minutes to post the patch, problems connecting to server.
Patch up now.
[ March 25, 2004, 14:34: Message edited by: President Elect Shang ]
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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March 25th, 2004, 09:39 PM
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Brigadier General
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Re: StarFire Mod v-Beta 2
This post has no other purpose than to:
Thank abc for the great bug reports.
TerranC for all his hard work. (I am looking forward to that splash screen, put your John Hancock in one of the corners please)
Dan K: For being a great co-author and helping me to overcome many small and large errors!
Dawn Falcon: For some really great suggestions. I beat him up pretty hard for one or two of them, but damn if they arn't in the Mod today.
I thank all of you for the fine job and helping to give me the desire to see this project to its end.
[ March 25, 2004, 19:40: Message edited by: President Elect Shang ]
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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March 26th, 2004, 12:49 PM
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First Lieutenant
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Location: England
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Re: StarFire Mod v-Beta 2
I am back for a brief while, real life has hit me with a vengeance, and I have been out of circulation (and the country) for a good few weeks, and I leave again on Monday.
I will try and instal the MOD and all patches this weekend, and give my initial feedback then
Sorry Wubbles
__________________
ook ook ook ook ook oooooook
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March 27th, 2004, 02:41 AM
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by President Elect Shang:
Actually in my test game so far I do have to stop long enough to let the CFN recharge me.
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Maybe we are talking about different kinds of ships. In my patch 2.2 test game, my explorers moved for 10 years without running out of supplies. (ok, i forgot about them from time to time, but that shouldn't make a difference)
Quote:
Originally posted by Suicide Junkie:
The supplies used by your engines is the sum of the individual supplies used, multiplied by the number of times you use them (# of sectors moved)...
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That means a ship with 4 engines (a corvette, engine per move =1) uses 4*1*4=16 supplies per turn. A single supply hold regenerates 20 supplies per turn (in a normal star system with one sun)
The ship can move forever without running out of supplies.
A Monitor with an engine tuner V and only one supply hold is going to run out of supplies fast, of course. No surprise
The books gave me the impression, that commercial engines provide a higher strategic movement than military ones? Am I wrong? There is no reason to use commercial engines here. They are 60% cheaper, but twice as large!!!
Small spelling error:
PDC Crew Quarter:
Area of a PDC where crew adn troops spend off-hour
Plague:
Maybe you could change the severity of the plague event to high or even catastrophic.
Colony ships:
I noticed that colony ships can only use commercial engines(unlike freighters) in v2.2
I don't know if that is intentional.
Now I'm off to test the new Box Missile Launcher 
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