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December 7th, 2006, 06:00 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Inti,s SEV Game
Regarding your mail. I dont think ground combat will be off any importance until midgame, but since we are waiting some days for vezzra anyway...
I dont mind waiting, or starting once he is back.
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December 7th, 2006, 06:38 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Inti,s SEV Game
Was thinking the same...........
But let's wait for the rest ......
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December 9th, 2006, 12:38 AM
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Corporal
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Join Date: Aug 2001
Posts: 103
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Re: Inti,s SEV Game
Why not just start the game and set it to ALPU? It just seems like we're waiting for the sake of waiting right now.
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December 9th, 2006, 05:35 AM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Inti,s SEV Game
Not true, we we're waiting for more information and opinions on that possible PBW/SEV-groundcombat bug.
But don't be afraid will start game, as planned, and put it on ALPU .....
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December 9th, 2006, 09:11 AM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Inti,s SEV Game
The Game has started, keep me informed if any problem occurs !!
found small mod related bug myself, but game is still playable : my homeplanets picture is an ringworld but after selecting my planet I got an picture of an non-ring rockworld.........will mail it ot K. also..........
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December 9th, 2006, 09:43 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Inti,s SEV Game
That's funny because it didn't register at the time but as soon as I read you say it I thought "hang on. My homeworld had rings around it". I just checked, yep the planet portrait is a large rock world (mostly ocean with a few islands actually) but on the map it looks like Saturn.
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December 9th, 2006, 10:36 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Inti,s SEV Game
Hm. Whenever i try to load the .gam file i get an error "cant load savegame".
Im using 1.13, anything wrong with that ?
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December 10th, 2006, 11:05 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Inti,s SEV Game
Okay i probably dont quite understand this mod or SEV, my first "real" game.
- What good are all the cultural achievements ?
- About engines / powercore ratios. I have figured i need about 3-4 reactors for 7-8 engines. My colonyship moves with speed 7, has 7 engines i believe. That means 7 * 30 * 7 = 1470 supplies used. With 3 or 4 reactors i will generate 900 - 1200 supplies per turn. Is that right ?
- In the ship summary screen, the "supplies" box is always showing 0, even though i have reactors and supply storages. bug ?
- Any way to see the ships current movement speed while in the design process ?
ty
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December 10th, 2006, 01:02 PM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: Inti,s SEV Game
In order:
-Not sure in this mod. In stock they give bonuses to research, production, etc.
-Matter of opinion.
-Bug, probably
-Click the upper left panel, where the name is, and it'll switch to a second set of information.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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December 10th, 2006, 02:48 PM
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Sergeant
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Join Date: Dec 2002
Location: Denver, CO USA
Posts: 329
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Thanked 2 Times in 1 Post
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Re: Inti,s SEV Game
Remember, Power Cores not only generate supplies, they store them. In fact, they store far more then they generate. As a general rule, ships you create in the beginning should not need more than one power core.
If Cultural Achievements are working as planned, they should give a variety of empire-wide bonuses. Research, resource collection, weapon damage, etc.
__________________
"Murder!? Who said anything about murder!? God save the Queen!"
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