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July 8th, 2002, 05:32 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Bug or Feature: Multiple Ship Training Facilities
im with Pax and Geo. it may be unintended, but its not a cheat, and i dont really see a need to fix it. i had not thought of trying it before, but i probably will now, unless a game owner prohibits it.
if all the other reasons below were not good enough, maybe there can be better training from having access to multiple astronomical bodies in one sector. being able to manuver around multiple planets / moons and their gravity would create a wider variety of traning scenarios than would be available at just a single planet.
besides, is it cheating to stack psychic facilities with normal facilities?
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(with apologies to H.P.L.)
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July 8th, 2002, 05:36 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Bug or Feature: Multiple Ship Training Facilities
I guess my pet peeve is with training experience being too effective in overall battles...I tend to prefer more even-handed battles between equally matched fleets rather than the lopsided ones that too often occur. Afterall, you're not fighting a bunch of Starfleet heroes on every ship are you?
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July 8th, 2002, 05:52 AM
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Second Lieutenant
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Re: Bug or Feature: Multiple Ship Training Facilities
Quote:
Originally posted by Captain Kwok:
I guess my pet peeve is with training experience being too effective in overall battles...I tend to prefer more even-handed battles between equally matched fleets rather than the lopsided ones that too often occur. Afterall, you're not fighting a bunch of Starfleet heroes on every ship are you?
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Well if someone invests the time and resources into building a multiple-world training centre affair ... probably you are facing StarFleet heroes in every engagement!
Seriously though -- what you're most likely going to see is, the initial waves will be better-trained than you might expect. After the war ends, that player will be able to re-build a core cadre of Elite (20%) ships and fleets sooner than otherwise.
By, um ... all of about 3 or so turns. Tops.
Most likely (unless playing in a high-starting-tech game), it will allow non-Psychic players the same speed of trainin by parking ships there, that a Psychic player could get from parking ships at a central training point -- or psychic players to get a 50% increase in rate of training. How?
PLANET: Fleet training, Ship training, Space Yard, sundry other facilities.
MOON #1: Fleet training (1/1 facilities built)
MOON #2: Ship training (1/1 facilities built)
To do much better, you need to convert the atmosphere ... and that doesn't seem like an early-game, nor even mid-game, thing to do (not to mention 20 to 30 turns waiting for the world to be ABLE to have a training centre built on it, while an atmosphere is generated ...).
And, CPT Kwok, I know you didn't call it cheating, but Spuzzum did. 
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July 8th, 2002, 06:56 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Bug or Feature: Multiple Ship Training Facilities
well, a faster solution is to import a vaccuum 'breathing' race and build two training facs and a spaceyard on each moon and planet. then you can crank out the ships, and have them trained on sight.
with regards to training though, if you want to see how well untrained troops fair, look at the russians vs. anyone in history. the only thing that kept the place soverign was their winter weather, even though they have some of the best scientists the world has ever seen.
and to quote someone else, "The British kept Quebec because the American forces were a largely untrained mob"
proper training is paramount to victory, what do you think would have happened to the causualty rate on American bomber flights circa WWII if the crews had not spent several weeks learning how to use the machineguns, compensate for recoil and lead their targets?
but if you dont like how experience affects combat performance, then change it in settings.txt
as far as giving psychics a higher training ability from their facilities, i dont think it can be done, judging by the settings file.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 8th, 2002, 06:57 AM
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National Security Advisor
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Re: Bug or Feature: Multiple Ship Training Facilities
"as far as giving psychics a higher training ability from their facilities, i dont think it can be done, judging by the settings file"
The speed and top end of the training facilities are in the facilities file, and are modable.
Phoenix-D
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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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July 8th, 2002, 07:08 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Bug or Feature: Multiple Ship Training Facilities
I think it would be nice if MM made experience completed moddable - so that you could adjust the maximum values or mess around with the different levels (elite, novice) etc...
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July 8th, 2002, 09:36 AM
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Brigadier General
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Join Date: Dec 2001
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Re: Bug or Feature: Multiple Ship Training Facilities
Quote:
Originally posted by Puke:
- the only thing that kept the place soverign was their winter weather, even though they have some of the best scientists the world has ever seen.
- proper training is paramount to victory
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Just to send this again spiral into off topic:
Russia only had it's weather as a FAILSAFE.
The reason russia lost is:
The uneffective command of troops between the commander and the Czar during world war 1.
Stalin's Purge, which killed many brilliant commanders and minds replaced them with Communist hicks.
Both of them could have been prevented, and with the weather as a backup, and it's fervor, russia still stands.
Also: That Proper training thing?
If that was true, United States of America would be the Dominion of American States.
Also, if that was true, Vietnam would have been operation speedy resolution.
Not a flame but just correcting some flaws.
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