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September 15th, 2002, 07:34 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Quantum reactor
No Dumbluck, that is wrong. Well... technically, it is right. A ship with a QR has it's supplies filled up. Then, it shares it's supplies with the fleet. The supplies of all ships are averaged. Then, the ship with the QR has less than 100% supplies, so it gets filled again, and the supplies are spread around again. So, 1 QR will fill all ships in the fleet. At least, that is how to correctly explain what you had thought was happening. In truth, QR ships (like bases) don't actually have any supplies, and they don't use supplies to do anything.  At least, that is how I think it is programmed.
[ September 15, 2002, 06:35: Message edited by: Imperator Fyron ]
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September 15th, 2002, 09:24 AM
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Brigadier General
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Join Date: Apr 2002
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Re: Quantum reactor
One nuance is that, even though a single QR keeps its entire fleet supplied, a ship still can run out of supplies during combat. This is unlikely since it started full or nearly full, but consider a CSM ship who is doing long range bombardment of a planet. At 20 supplies per shot, long combat can drain a ship if it only has engines for supply.
Slick
__________________
Slick.
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September 15th, 2002, 09:52 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Quantum reactor
That is because supplies are shared after the turn is over and being processed. They are not shared during the turn, or combat. 
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September 15th, 2002, 10:51 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Quantum reactor
Ya, the ships do have supplies as before. The QR resupplies the whole fleet up to a certain (very high) limit, but I think it only does so during a "phase" that occurs once per turn, at the end of a turn. Er, or maybe once at the beginning of a turn, and again at the end - not sure.
PvK
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September 15th, 2002, 11:30 AM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: Quantum reactor
Well, now, there is the answer on how to balance the QR right there! Make it work just like the, uh, what are they called? The things that generate supplies from solar power (read: per star in system). IIRC (which should rightly be called into question, after all, I was wrong about the QR!), the Solar Panel thingymajigs act as I described, and I see no reason for the QR to act differently (or bases, for that matter!)
Hell, while we're at it, you could almost accomplish the same thing by modding the QR to have an obscenely high Solar Panel Thingymajig ability. Of coarse, then Black holes and Nebulas would mysteriously cause the QR to stop functioning....  Oh well, just a thought.
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September 15th, 2002, 11:39 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Quantum reactor
PvK:
I believe that is what I have been saying all along.  Ships that actually have a (non-damaged) QR on them completley ignore supply issues, and they fill up all the ships in their fleet at the very beginning of each turn, before any turns start for any empires (or at the very end, after all movement and combat has been executed for all empires). 
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September 15th, 2002, 04:32 PM
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Corporal
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Join Date: Sep 2002
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Re: Quantum reactor
Yeah, removing the quantum reactors and replacing them with power plants that generate a fixed amount (maybe mods on supply generation could be a nice addition to nebula/storm effects) would also be a nice feature. For some reason I like the idea of a giant solar collecting support ship equipped with a repair bay flying alongside every clump of battleships.
Another nice feature would be little racial experience bonuses. It would be wrong to base these bonuses on total experience, but it would be nice to base them on experience gained within that game.
But these are all hard coded things that Aaron would have to step in to change.
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