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January 18th, 2007, 01:36 PM
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Captain
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Re: Bugs ?
I like the idea, considering it is like the table top game. Yet how does this interfact with SEV crew and control requirements? Do those thirty crew equal the number of crew SEV requires? Also since crew is taken from the population, how does this 'new' resource (crew/radioactives) correspond to the population of the plant?
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January 18th, 2007, 02:00 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Bugs ?
I can tell its been a long time since you played. Crew from planets was cut in favor of streamlined rules. You just build and go now. They figured that since you must have a supporting population medium size or larger to build ships the crew you need will be there already.
SE5 Crew and Control are set by me. Take a look at SJ's GGMod. He has a very complex crew system. As for the crew/planet portion of your question I don't know of anyway to tie the two together outside of the fact you need to build facilities. Limiting the crew points to only the system they are produced in is not possible. SE5 will not restrict the ability the SpacePort uses. In other words I can't tell it to ship only organics and MCs but not personnel. In this case I won't need to rely on handwaveum to explain what is going on. This is an interstellar empire so populations and crews are going to be shipped about. Not by canon but if I was going by canon I would have to restrict the ShipYard Component to only planets with certain populations. That won't happen!
My ideas for a facility are "University" which produces trained personnel for crews. I was also thinking of "Military Academy" which would have half the production of the University, cost twice as much, but provide the training ability in conjunction to the resource production. I am thinking of taking out all the production ability though, with the conversion to MC land is no longer in shortage. If I can ever get this planet generation sorted that will change the land surplus some. But I still need to get the right ratios of available space to planet size sorted out.
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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January 18th, 2007, 02:25 PM
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Brigadier General
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Resource Changes
Here is a capture of the change over to the MC system. Ok I know it isn't greatest but at least you can read the letters. I think they are a wee bit to large.

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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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January 18th, 2007, 02:56 PM
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Brigadier General
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Next Patch to SFTC
I didn't have plans to post what is on the next patch until I had it ready to go. However, considering the recent discussion over Retro-Construction I decided to post this:
2. Added -- Components may now be sorted by clicking “Filter Comps” in the “Create Design” Window. Options for sorting are “All Components”, “HT 1”, “HT 2”, so forth up to “HT 16”, and “Required” as in components that are required on most but not all designs.
That will make the design portion of normal and retro-construction much easier.
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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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January 18th, 2007, 04:09 PM
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Brigadier General
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Re: Next Patch to SFTC
I will need suggestions as to how many people would work in the following facilities:
Space Yard
Space Port
Resupply Depot
Industrial Complex
Organics Farm (I spelled Orgasmic first  ; glad I caught that one)
Research Center
Forward Supply Base
University
__________________
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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January 18th, 2007, 04:51 PM
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Sergeant
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Re: Next Patch to SFTC
Organics Farm (I spelled Orgasmic first ; glad I caught that one
ya should have left it in
other then that why does se4 have up to lvl HT18 in it 
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January 18th, 2007, 06:26 PM
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Brigadier General
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Re: Next Patch to SFTC
Quote:
Ironmanbc said:other then that why does se4 have up to lvl HT18 in it
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I'm afraid you lost me here. SE4 has level HT18 what? The SFTC goes to level HT16 for hull sizes, industrial output, and tech area satisfaction for some components. The SFTC-Lite only goes to HT16 and that is for hull sizes and industrial output. Is that what you meant?
__________________
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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January 20th, 2007, 10:58 PM
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Sergeant
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Re: Next Patch to SFTC
How exactly do you install it? Do I need to put all the files into the correct folders?
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January 18th, 2007, 07:34 PM
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Captain
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Re: Bugs ?
Well if you change Rads to Crew, then you will have to consider what creates crew on planets. So far I assume you mean facilities. But as it stands now planets can produce the three different resources, so you would have to change or remove the reference to Rads from all of the planet/system creation crap. Plus can the planetary 'resource percentage' boost the output of 'crew'? I mean it all sounds good in theory and on paper, but will it actually work in the end...I still think that Aaron needs to gives a bit more control on changing and implementing resources. If a modder wants one, or 10 it should be an option, and being able to change the name to whatever is appropriate would be nice as well...without having to go in and change Icons and pics and such...
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January 18th, 2007, 07:44 PM
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National Security Advisor
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Re: Bugs ?
How exactly do you propose to change the resource without changing the picture? It'd be a little odd to have a radiation symbol hanging around if radioactive have been replaced by something else.
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