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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Ragnarok-X March 15th, 2005 02:24 PM

Re: Fuel and Range
 
Yeah, i noticed this as well. While faster engines add more speed to ships, they dont decrease the fuel usage, actually INCREASING the usage per turn, quickly depleting ships, even using best ram scoops. I suggest to decrease the warpcores supply usage by 10-15 per level

Captain Kwok March 15th, 2005 03:14 PM

Re: Fuel and Range
 
Rag-X, this was one item I wanted to bring up when/if we were going to have a chat about the mod as per SE.net discussions. It's fairly easy to solve by just decreasing supply usage a tad on the higher level nacelles, or by giving more advanced warp cores a bigger boost in supply storage.

Atrocities March 15th, 2005 04:33 PM

Re: Fuel and Range
 
I will be on #spaceempires later this afternoon, say around 3 PST if nothing comes up.

My goal is to make the STM a polished as possible. So any critizism are welcome along with suggestions and ways to fix things. http://forum.shrapnelgames.com/images/smilies/happy.gif

I'd like to get it right once and for all. http://forum.shrapnelgames.com/images/smilies/happy.gif

Nodachi March 15th, 2005 10:38 PM

Re: Fuel and Range
 
I got to thinking about this and I think that more fuel usage for more speed makes sense. In Star Trek ships had a maximum speed and a cruising speed. They couldn't maintain maximum warp for too long because it would deplete their dilithium crystals but they could go slower and have more range. So the way the mod has things set up seems to be true to Trek. The problem comes from the game's mechanics, ships are always moving at their maximum speed and burning supplies faster than they can generate them. Maybe adding supply generation to the warp cores (which is what powers almost everything on a Trek ship) would be a possible solution. Also, before changing anything the question should be asked, do we want ships with unlimited range?

Captain Kwok March 15th, 2005 10:41 PM

Re: Fuel and Range
 
What is really needed is a bit of range shortening on the early tech ships and longer range on the more advanced ships.

Nodachi March 15th, 2005 11:11 PM

Re: Fuel and Range
 
That could easily be accomplished by reducing the supply storage of the early warp cores and the amount of supplies generated by bussard collectors.

Gandalph March 16th, 2005 03:08 PM

Re: Fuel and Range
 
I have modded the Ram Scoops to 4 per ship instead of two and that solved the cruising problem. Range is still limited (i.e. you still have to stop to resupply) and supplies are used rapidly when attacking, so if you go on raid runs, you still have to stop to resupply, but a lone explorer can travel much further without resupplying.

Atrocities March 16th, 2005 05:29 PM

Re: Fuel and Range
 
Remember that there is now also a Resupply component that works with the resupply ship to generate supplies for the fleet. There is no limit to how many of those ships you can build and fleet.

NullAshton March 16th, 2005 05:33 PM

Re: Fuel and Range
 
In star trek, an ship with full matter and antimatter stores can on average fly around for about 3 years. Perhaps antimatter tanks could hold supply? Ramscooms would generate supplies.

Atrocities March 22nd, 2005 03:00 AM

Re: Fuel and Range
 
An Update:

I am gathering a list of things that need to be done for the next version. I have been lucky enough that a few folks have stepped up and pointed out some really glaring problems with the mod and are willing to help me correct them. Thanks guys.

We are also discussing the mod over on its offical forum.

Please come by and make some posts. SE.nets forus are full of very good info about modding and such.

I have an updated list of things that need to be done for the next version at SE.net. Just follow the above link.


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