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Home » news » forums » Space Empires V » Space Empires V General

Mine Components

Submitted by Vermithrax on Tue, 2006-11-21 19:45. Space Empires V General

I've loaded patch 1.17, but still don't see any warhead components to add to mines like SE IV. Am I missing something? I can design and build all the mines I want, but the design screen shows I've used 0 out of 10 kt. Is there another tech I need for mine components? Or, has adding warheads been deleted as just too trivial? Will these mines work without internal components?

How many mines does each minelayer component lay during strategic movement (ie, outside of combat)? Is it 4 per turn like SE IV?

Thanks,
Vermithrax

‹ Other race question about destroying/jettison cargo ›
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Rilbur's picture

Warheads

Submitted by Rilbur on Tue, 2006-11-21 20:20.

I think you may need to research warheads -- they are their own weapon tech now.

_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Captain Kwok's picture
Mod Designer

Researched Warheads?

Submitted by Captain Kwok on Tue, 2006-11-21 20:34.

Stupid question I know, but did you research level 1 or better in Warheads?

-----

Space Empires Depot | SE:V Balance Mod

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Mines Again

Submitted by Vermithrax on Thu, 2006-11-23 12:59.

Captain Kwok wrote:
Stupid question I know, but did you research level 1 or better in Warheads?

-----

Space Empires Depot | SE:V Balance Mod

Nope, not a stupid question. I did the reserach you suggested and that solved the problem, thanks, but that generated more quesions.

1. Shouldn't the create unit screen have a warning that states Warhead 1 as a required tech for mines before allowing mines to be built?

2. I will find out how many mines the first mine layer component can lay per strategic turn here shortly, but shouldn't that information show up when we right click on the component?

3. The mines I built and deployed w/o warheads couldn't be self-destructed, but then maybe that was a glitch since they were non-functioning units to being with. However, I can't seem to self-destruct legitimate mines with warheads either. The 'deconstruct' button opens a menu with only the 'scrap' option highlighted, and clicking on that gives a warning screen that a ship yard is not present. Fine, but I didn't think mines could be scrapped, and, more importantly, the self-destruct button was never highlighted (I assume the icon with an old fashioned bomb is the self-destruct command button).

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Pretty sure you can only

Submitted by javaslinger on Thu, 2006-11-23 13:27.

Pretty sure you can only self destruct something containing a self destruct component.

So the mines might be able to be 'fired on' perhaps?

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As far as I can tell one

Submitted by Brad on Fri, 2006-11-24 00:06.

As far as I can tell one mine layer can lay all the mines in your cargo storage during strategic turns.

Mines should be able to self-destruct, according to the VehicleUnitTypes.txt file:

Unit Capability 2 Type := Can Self-Destruct

Although that may just be a thing to say "Can use a self-destruct device if present." I know in SEIV you could self-destruct mines, which often became necessary once I reached the limit of units allowed.

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Warheads Should Self-Destruct

Submitted by Fishman on Fri, 2006-11-24 04:46.

Warheads really should allow mines to self-destruct.

Also, it's interesting to note that at present, mine tech upgrades are actually counterproductive to the mines themselves. They will not enhance the hull size sufficiently to enable another warhead to be added, AND they increase the base cost and cargo bay wasteage. A 12kt mine is worse than a 10kt mine since it costs more, takes up more space, and does not inflict more damage!

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Mod Designer

Mine Warhead sizes

Submitted by LordHavoc on Fri, 2006-11-24 05:15.

Fishman wrote:
Warheads really should allow mines to self-destruct.

Also, it's interesting to note that at present, mine tech upgrades are actually counterproductive to the mines themselves. They will not enhance the hull size sufficiently to enable another warhead to be added, AND they increase the base cost and cargo bay wasteage. A 12kt mine is worse than a 10kt mine since it costs more, takes up more space, and does not inflict more damage!

Aye, that one is annoying. But can be easily solved.
When MM get through bug fixing and onto the 'tweaks' put in a suggestion to scale the warhead componant down to 2k each and reduced the damage & cost accordingly. That way when mine sizes go up you can just add another warhead.

Your lord and master (below Foamy) LordHavoc

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Mines Yet Again

Submitted by Vermithrax on Fri, 2006-11-24 16:04.

Fishman wrote:
Warheads really should allow mines to self-destruct.

Also, it's interesting to note that at present, mine tech upgrades are actually counterproductive to the mines themselves. They will not enhance the hull size sufficiently to enable another warhead to be added, AND they increase the base cost and cargo bay wasteage. A 12kt mine is worse than a 10kt mine since it costs more, takes up more space, and does not inflict more damage!

This is a general problem with not being able to use older techs when its advantagious. It seems the scheme in SEV is to spread out tech levels, so what was 3 levels in SEIV is now 10 to 100 levels, with tinsel rather than substantial improvements along the way. I don't disagree with the scheme itself (it keeps the player more engaged) as long as its coordinated properly (by having real usuable incremental improvements), and part of that would allow us to view and use older techs if we chose.

The SEV PDF manual says mines can self-destruct, but that button cannot be highlighted by selecting a mine unit group, so that is a definite bug.

I checked the component.txt file. All of the unit bays (fighter, drone, mine, and sat) have the same description; ie, 'a unit can be launched every 6 seconds in combat' without stipulating how many can be launched in strategic play per turn outside of combat. I guess I'll figure that out by trial and error.

Also, requiring actual warheads (required tech level and a missing required component warning)prior to being able to construct mines can easily be remedied by editing the mine component in components.txt but this should really be a global fix in a patch, not something each of us has to do manually.

Does anyone now if the 100 unit of a given type per sector limit has been carried over from SEIV to SEV?

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Mod Designer

It hasn't.

Submitted by Phoenix-D on Fri, 2006-11-24 16:45.

the unit type limit is now specified in vehicleunittypes.txt.

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se5a's picture
Mod Designer

Quote:I checked the

Submitted by se5a on Fri, 2006-11-24 17:10.

Quote:
I checked the component.txt file. All of the unit bays (fighter, drone, mine, and sat) have the same description; ie, 'a unit can be launched every 6 seconds in combat' without stipulating how many can be launched in strategic play per turn outside of combat. I guess I'll figure that out by trial and error.

There is no limit on launch in strategic, it's infinate.
hopefully he will put annother function in for that eventualy.

Quote:
Does anyone now if the 100 unit of a given type per sector limit has been carried over from SEIV to SEV?
look in the settings.txt?

-----
an se5a is a ww1 fighter, it is also a car.

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Why should there be?

Submitted by Fishman on Sat, 2006-11-25 04:47.

se5a wrote:
There is no limit on launch in strategic, it's infinate. hopefully he will put annother function in for that eventualy.
I don't see why there needs to be. I mean, if you can spit out a mine every 6 seconds, then within a day, you can spew forth a couple tens of thousands of mines. Considering that a movement turn covers about a month, and you're probably NOT deploying tens of thousands of mines, the amount of time it takes to deploy any number, even an unreasonable number, of mines is negligible compared to the timeslice of a turn.

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se5a's picture
Mod Designer

there needs to be something

Submitted by se5a on Sat, 2006-11-25 05:59.

there needs to be something for mods.

-----
an se5a is a ww1 fighter, it is also a car.

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vehicleunittypes.txt

Submitted by Vermithrax on Sat, 2006-11-25 12:28.

Phoenix-D wrote:
the unit type limit is now specified in vehicleunittypes.txt.

Yes, and it is still 100 units per sector.

Vehicleunittypes.txt also specifies that mines can self-destruct, just like in SE4, but so far I've been unable to get the command to highlight. Apparntly mines do not require maintainence, however I would still prefer the self-destruct option to have less things to keep track of, especially if I'm closing in on the maximum units in space limits.

Firing on one's own mines is an option also. Haven't attempted that yet.

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