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February 22nd, 2001, 11:32 PM
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Corporal
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Join Date: Jan 2001
Location: Dayton
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Re: Realistic unit building
what is up with this realistic thing, there is no such thing as a real "space fighter" so we really don't know what it would look like or how big it is.
The size in kt's of a fighter is 15 to start. So the fighter is 1/10 of a small ship, hence you get to build 1 ship a year or 10 fighters,...
to hell with realism, how about keeping game balance,...
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Je maintendrai
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February 22nd, 2001, 11:40 PM
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Corporal
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Re: Realistic unit building
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.
Jim Cibb
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Jim Cobb
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February 22nd, 2001, 11:40 PM
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Corporal
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Re: Realistic unit building
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.
Jim Cibb
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Jim Cobb
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February 22nd, 2001, 11:59 PM
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Second Lieutenant
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Location: Houston, TX, USA
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Re: Realistic unit building
If you save your empire, it will record whatever designs you have that are not obsolete, IIRC.
I found it handy to start a game at high level, then design some ships I tend to use (like colony ships) and save the empire. Then when I start a game with that empire it will be in there, just unbuildable until I get the right tech for it.
Pre 1.27, though, it had a nasty habit of making your ship designs vanish if you added other players into the game. Hopefully, something mentioned in the history files has fixed that problem.
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...can you and your associates arrange that for me, Mr. Morden?
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February 23rd, 2001, 02:35 AM
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Major
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Re: Realistic unit building
JDC: Save your empire file. Its in the menu.
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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February 23rd, 2001, 02:59 AM
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Captain
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Location: Texas
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Re: Realistic unit building
quote: Originally posted by JDC:
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.
Me too! !! !!!
On the issue of fighters, I tend to build them at all my colonies instead of building as many mineral storage facilities. In my current game, I think I'm building 70 or 80 per turn right now. Every once in a while, I'll look up and notice I've accumulated a couple of hundred fighters in orbit around a planet and remember to pop a light carrier into queue somewhere.
If they introduce a fighter base which produces fighters more quickly, I sincerely hope they remove the ability to produce fighters at planets without such a base. Oh... and auto-launch would be nice too...
I think 1 battleship in 3 turns or 100 fighters in a year is reasonable. Unless the battleship is decked out with PD V cannons, it might take just three turns production of fighters to destroy the battleship.
Keep in mind that these opinions are coming from someone who is going to be hurting when I hit the 2000 unit limit well before turn 100.
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February 23rd, 2001, 03:29 AM
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Lieutenant General
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Re: Realistic unit building
as for a library of ship designs, you can save a race after having played it for a while, and have all your designs and settings saved with it. if you want that to work with any race, you can enable your ship design minister or turn on the auto-ship-design-whatever and have the AI design them for you. you can then edit the AI design file for your race, or make a 'player design file' and associate it with any races you create.
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