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July 12th, 2002, 05:43 AM
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Second Lieutenant
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Join Date: Oct 2001
Location: California
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Re: Population in SEIV
I don't.
I am ever caught up in Starfire via Shiva Option. But they were able to take out worlds above max pop levels wiht a few hudnred fighters loaded with FRAMs. Antimatter does a number. What are CSMs made of?
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Come join the forces of democracy and fight for independence from Totalitarianism, Dictatorships, Emperors and Empresses, Oligarchys and Fundamentalists at SE4 by Committee
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July 12th, 2002, 06:33 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: Population in SEIV
CSMs are nukes.
Skuly has a point; some of the weapons in SE4 would do serious damage to a planet, perhaps to the point of rendering it unlivable even if you *didn't* kill everyone off.
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 12th, 2002, 11:49 AM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
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Re: Population in SEIV
GEOSCHMO:Also, why can't you have a domed colony exsist side by side with races that breathe that atmosphere? That would require some changes, but it would be neat.
I have that situation in a game against the AI, although it was quite by accident. My race breaths oxygen and I captured a methane breathers planet. Planet next to it was methane, and I remembered from reading this forum how you could use Transports to expand domed planets. I accidentally loaded a transport up that had 1 oxy breather and the rest methane, and accidentally dumped them (what I get for getting in a hurry) on the methane planet I captured.
I've been off-loading like crazy from that planet, trying to get that 1 oxy breather the heck out of there, but the transports just keep picking up the methane breathers.
I'm close to emptying the planet now, and figure I'm going to wind up with that 1 flippin' oxygen breather left.
Your comment just stuck out because I wish I didn't have this situation!
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July 12th, 2002, 11:58 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Population in SEIV
Star Jack, don't use the load population command. Instead, park the transport over the planet and use the transfer window (hotkey T) to pick up the oxy breather.
Rollo
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July 12th, 2002, 02:33 PM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
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Re: Population in SEIV
Rollo, Thank You! 
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July 12th, 2002, 04:49 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Population in SEIV
Quote:
Originally posted by Phoenix-D:
CSMs are nukes.
Skulky has a point; some of the weapons in SE4 would do serious damage to a planet, perhaps to the point of rendering it unlivable even if you *didn't* kill everyone off.
Phoenix-D
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Yeah, we've been requesting bombardment to do some damage to the planet itself for a long time. At the very least it ought to reduce conditions. But that would make the 'Radiation Bomb' less useful as a specialty weapon, so MM is not likely to do it.
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July 13th, 2002, 03:51 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Population in SEIV
Quote:
Originally posted by Phoenix-D:
CSMs are nukes.
Skuly has a point; some of the weapons in SE4 would do serious damage to a planet, perhaps to the point of rendering it unlivable even if you *didn't* kill everyone off.
Phoenix-D
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CSM's are supposed to be nukes but their damage and ammo levels don't really reflect that.
Also, consider the opposite end of the scale - depleted uranium cannon. Good luck killing anyone with a depleted uranium cannon from outside the atmosphere of a planet. Even inside the atmosphere, good luck hitting targets, and even if you hit with every shot, you'll never have enough ammo on a space ship to kill even one million people with them.
PvK
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