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  #451  
Old November 22nd, 2001, 02:18 AM
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Default Re: A pirates life for me...

quote:
How about the space elevator giving normal build rate + boosted repair/resupply/space port, and the cross over facility giving all of that plus the higher build rate of the temporal space yard.
Combined Resupply and Spaceport abilities would make the facility very valuable. Added repair would be good too. In P&N, repair rates are decreased, so giving it normal repair rates would be sufficient.

quote:
That would be good, except that the space stations etc. can be built in non-planet locations. I envisioned lifting components fabricated on the planet into space with relative ease and speed. Improved Space Yards in deep space seems counter-intuitive.
I was thinking more along the lines of having your tools not float away, even big stuff staying where you put it. General improvement in efficiency, probably not all the way up to a planet-based yard, but better than everybody else.

----------------

I could also make the PD repulsor beam require Grav tech. It would only make sense.
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  #452  
Old November 22nd, 2001, 02:55 AM
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Default Re: A pirates life for me...

Quote: "I was thinking more along the lines of having your tools not float away, even big stuff staying where you put it. General improvement in efficiency, probably not all the way up to a planet-based yard, but better than everybody else."

Good point.
Plus astronauts would finally have working bathrooms -- improved morale.

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  #453  
Old November 22nd, 2001, 04:18 AM
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Default Re: A pirates life for me...

Now we just have to make sure that this tech tree dosen't become to valuable, since the price should stay around 1500 points.
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  #454  
Old November 25th, 2001, 09:48 PM
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Default Re: A pirates life for me...

Sounds like a great set of ideas, i have not played through the entire P&N tech treee but i think that a base only component that acts like a supply base with the ability 'supply generation.' Could be available as a special tech combo for 2 types or for one. 'Gravitational Suppply Generator" or "Bio-Grav Supply Factory." Expensive seeing as it can offer remote supply until you get sufficent tech to have supply at infinite.

Name := Supply Generator
Description := Component that produces supplies
Pic Num := 117 (other prob)
Tonnage Space Taken := 500
Tonnage Structure := 250
Cost Minerals := 600
Cost Organics := 600
Cost Radioactives := 400
Vehicle Type := Base
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 14
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Supply Generation
Ability 1 Descr := Provides remote Supply generation
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None

Also, coudl do something similar for a spaceport.
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  #455  
Old November 25th, 2001, 10:44 PM
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Default Re: A pirates life for me...

1 more thought. Actually 2.

1st off. For anyone who has read any Larry Niven with the Ringworlds you would know that SE4 ringworlds are not realsitic at all. They should be built about 1 AU out The Astronomical Unit is the average distance between the Sun and Earth. Its value is 149,597,870 km (about 93 million miles). and should be a ring. IF you do the math you will get at 1 per sq mile (earth is at 104) and 3/4 water with ring 200 miles wide 29,203,000,000. A sphere world will be 27,146,000,000,000,000 with the same 3/4 and 1 sq/mile. 27 QUADRILLION PEOPLE. RANGE CHECK ERROR. But think of the production bonuses (once you programed it that high of course). Something should be done to fix the 32/64 billion problem.

2nd thing. Damn, took so long to do the first i forgot the second ill get back to that.

If you want the full excel document with the calcs and additional possibilites email me at [email protected]

Thanks for reading
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  #456  
Old November 26th, 2001, 05:44 PM
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Default Re: A pirates life for me...

quote:
SE4 ringworlds are not realsitic at all.
I think that everybody accepts that SE4 is not realistic in many ways.
eg: Speed = thrust, regardless of mass or time spent accelerating.

The ring/spheres are reasonably balanced.
Sure you have puny capacities, but you don't have to use up the mass of all your planets to create one, either.

In the end, its a cool idea, and becomes a glory prize in either case. (If you can build a Dyson Sphere, you've won already)

quote:
base only component that acts like a supply base
Currently, bases have infinite supply (hardcoded). To resupply any ships, you just put them in a fleet with the base, and they share the supplies. Infinity divided among a fleet of ships equals maximum storage for each

When/if I can find a safe way to convert bases into immovable ships, I will give them solar generation abilities plus storage. That way you'll have to buiild a bunch of power stations to feed your army supplies.
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  #457  
Old November 26th, 2001, 11:13 PM
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Default Re: A pirates life for me...

The Grav. saga,

OK, so I've done some artwork for the gravity based components (some good, some bad). But when I drop the images into the proper folders they only show up occassionally. The pictures are fine in the "you have discovered" pop up menu. They don't however show up in combat (just a white box) or in the ship design page (but do appear in the pop up menu if you right click on the components). What do I need to do to make this work?

Thx
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  #458  
Old November 26th, 2001, 11:33 PM
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Default Re: A pirates life for me...

Sounds like you just messed up the Mini image.
Check the Components.BMP (it seems that comp####.BMP is OK)
Counting images "as you read", (and starting at "0") the picture in position WXYZ should be the mini for compWXYZ.BMP.
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  #459  
Old November 27th, 2001, 01:12 AM
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Default Re: A pirates life for me...

Mini-images
Thanks

-jimbob
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  #460  
Old December 1st, 2001, 12:24 AM
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Default Re: A pirates life for me...

Slightly embarassed that it's taking me so long to finish off the grav. tech thing. I need to make the mini-images, and then I'm done. I'm going to try to balance things against the other weapons and shields of P&N.. the shield power seems to climb pretty high in the later game. Another Version for Ultimate (again, balance issues only).

I still think that the "gravity tech tree" is a little sparce as compared to the Organic and Religious tech trees. I'm hoping that there are some more good ideas out there for the gravity guys. Larger sized troops? I like the mega farm idea (giant plants) but just haven't incorporated it yet. Art help would be great for the troops, if done at all.

I was thinking of really expensive gravimetric mines and pop-up black hole mines. Seems to fit with my "defensive posture" view of this special tech area.

I've got some exams, so probably done next Wed.
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