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March 15th, 2005, 02:24 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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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
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March 15th, 2005, 03:14 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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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.
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March 15th, 2005, 04:33 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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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.
I'd like to get it right once and for all.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 15th, 2005, 10:38 PM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
Posts: 720
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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?
__________________
This is the 21st century, right? Then where the hell is my flying car?
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March 15th, 2005, 10:41 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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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.
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March 15th, 2005, 11:11 PM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
Posts: 720
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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.
__________________
This is the 21st century, right? Then where the hell is my flying car?
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March 16th, 2005, 03:08 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
Posts: 947
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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.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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March 16th, 2005, 05:29 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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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.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 16th, 2005, 05:33 PM
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Major General
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Join Date: Nov 2004
Location: Floating in space.
Posts: 2,297
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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.
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March 22nd, 2005, 03:00 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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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.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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