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-   -   retro-multi-model construction??? (http://forum.shrapnelgames.com/showthread.php?t=8422)

Grandpa Kim March 1st, 2003 05:09 AM

Re: retro-multi-model construction???
 
from Imperator Fyron
Quote:

Originally posted by Grandpa Kim:
From spoon:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">It costs about 200k minerals to build a warp-opener (not a star-destroyer, I know...) in two turns using retro-series. Certainly not out of reach for most games I've played.

<font size="2" face="Verdana, Helvetica, sans-serif">Okay, spoon, I'll bite. How can you do that in two turns!? Details please.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Read the whole thread. http://forum.shrapnelgames.com/images/icons/icon7.gif [/QB][/quote]

Read the thread initially and have now re-read it. I'm no smarter. I still see no way to build a warp opener in only 2 turns, simul or turn-based.

_______

Okay, I figured a way to do it in turn based, and it is glossed over in this thread. Apologies to everyone. http://forum.shrapnelgames.com/images/icons/blush.gif

[ March 01, 2003, 03:21: Message edited by: Grandpa Kim ]

spoon March 1st, 2003 06:08 AM

Re: retro-multi-model construction???
 
Quote:

Originally posted by Imperator Fyron:
Be as dissatisfied as you want. I am stating the facts.
<font size="2" face="Verdana, Helvetica, sans-serif">heh, not sure I'm dissatisfied. After all, it's these counter-intuitive, poorly documented, is-it-a-bug-or-is-it-a-feature type of minutia that keep me one step ahead of the riff-raff.

Suicide Junkie March 1st, 2003 06:14 AM

Re: retro-multi-model construction???
 
GK: The answer is also partly in the title of the thread.

You build a cheap design that can be completed in 1 turn.

You then retrofit it to a design 50% more expensive.
You retrofit THAT to a design 50% more expensive than the Last.
Repeat as nessesary.
By the time you've doen it 10 times, you can be left with a ship 50x more expensive that the original hull.
Turn 2, you repair the components, and you now have 1 super-expensive ship completed way ahead of schedule and many times OVERbudget. Since you pay for both putting components in and taking them out, you've spent way more money than just building the thing straight up would have.

If you wanted to build a sphereworld in two turns using this method, it would cost somthing like 6 million resources instead of 300,000.

spoon March 1st, 2003 06:21 AM

Re: retro-multi-model construction???
 
Quote:

Originally posted by Grandpa Kim:
Okay, spoon, I'll bite. How can you do that in two turns!? Details please.
<font size="2" face="Verdana, Helvetica, sans-serif">Glad you figured it out...
Two turns for any ship in Turn-Based, since there is not a limit on the number of times you can retrofit the same ship. More or less rendering the 150% limit meaningless.
In simultaneous games, about ten turns (just guessing) for a Star Destroyer. Eight for a Warp-point opener.
Cost is roughly double. I think.

I can imagine the conversations at Fleet Central:
High Wormlord: We need a Warp Point opener and we need it NOW!
Navy Command: Yessir! We are building an empty hull right now.
HW: Isn't it quicker to put the components in first?
NC: Oh no, we do that later. See, they are putting in the Ion Storm Generator now.
HW: But I want a warp-point opener!
NC: Right, but it is much faster to first install this Storm Generator, and then remove it after we pay the bill.
HW: What?!? Hey, why are you installing eight cloaking devices?
NC: Don't worry, we'll take them out as soon as they are paid for.
HW: I need a drink

-spoon

spoon March 1st, 2003 06:24 AM

Re: retro-multi-model construction???
 
Quote:

Originally posted by Suicide Junkie:

By the time you've doen it 10 times, you can be left with a ship 50x more expensive that the original hull.

<font size="2" face="Verdana, Helvetica, sans-serif">If it was that bad, I wouldn't have a complaint. However, while testing it out, a warp-opener (~100k) cost less than 200k to retro-build. And I wasn't even trying to be efficient...

Fyron March 1st, 2003 08:32 AM

Re: retro-multi-model construction???
 
It is only about 2x as expensive when doing a single step. When doing many steps, the costs get much higher.

spoon March 1st, 2003 09:43 PM

Re: retro-multi-model construction???
 
Quote:

Originally posted by Imperator Fyron:
It is only about 2x as expensive when doing a single step. When doing many steps, the costs get much higher.
<font size="2" face="Verdana, Helvetica, sans-serif">That was with six steps...

jimbob March 2nd, 2003 01:58 AM

Re: retro-multi-model construction???
 
Quote:

Two turns for any ship in Turn-Based, since there is not a limit on the number of times you can retrofit the same ship. More or less rendering the 150% limit meaningless.
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, turnbased you can do it multiple times in a single turn! I had no idea! Yeah, seems a little unbalanced to me now...

Quote:

In simultaneous games, about ten turns (just guessing) for a Star Destroyer. Eight for a Warp-point opener.
<font size="2" face="Verdana, Helvetica, sans-serif">I have no problems with this however. Retrofitting once per turn seems reasonable to me.

geoschmo March 2nd, 2003 03:10 AM

Re: retro-multi-model construction???
 
Quote:

Originally posted by spoon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
It is only about 2x as expensive when doing a single step. When doing many steps, the costs get much higher.

<font size="2" face="Verdana, Helvetica, sans-serif">That was with six steps...</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Spoon, I don't think you are going to get much argument doing a retroseries in a turn based game is quite gamey. But the point everyone is trying to make is that that's against the AI. The argument could be made that anything you do against this AI is an unfair advantage, unless you let your cat play your turn for you. (Inside joke for forum oldtimers. http://forum.shrapnelgames.com/images/icons/icon7.gif )

But in a simultaneous turn game against other players, the retroseries becomes more expensive because you have to include in the cost of maintenance on your ship for all those turns while you do your thing.

Geoschmo

Taera March 2nd, 2003 06:29 AM

Re: retro-multi-model construction???
 
lol @ spoon's conversation http://forum.shrapnelgames.com/images/icons/icon7.gif
retroseries dont seem that much unbalancing to me though - especially in simul.


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