Carrier Operations?? |

Ack! Well I have played SE IV so I am familiar with how supply works, but when I launch a single attack with my carrier, it burns ALL my supplies, and then it takes one whole year at a supply depot planet to get full again??
Also I don't think the supply depots new function that supplies system wide as well as to to orbit is working. I had a ship with 0 supplies sittin on a planet with no depot, yet I had FIVE other planets in same system with depots, he never got supplied.
I tried adding more supply modules to my carrier design, but it dosn't seem to matter, wether I have 10,000 or 17,000 supplies it burns it all on 1 strike...
Confused,
Farrak

Copy and paste
Did you click SEIV? Copy and paste this to SEV topic.
Probably more to come
I've got a feeling that the demo was created waaaay back and work stopped on it when they got it to a point that was 'playable' (people can argue my choice of words, but i find it very playable personally). Any bugs found in it should be taken with a pinch of salt. Especially obvious ones like the range modifier on base and WP mounts not working. (and where are my damn monolith facilities? ;p)
Bit of a bummer about the carriers gobbling up the supplies though. Although thinking about it, it would make it kind of realistic in a way as the fighters would need to be supplied from somewhere.
Whatever supplies were left on the fighters at the end of battle should be returned to the carrier.

Supply Bugs
There are supply issues with the demo. However, the one ship should be getting some supplies remotely from the Resupply Depot...
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Unless...
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"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot

Imagine my surprise when a
Imagine my surprise when a 13 ship - 125k supply fleet wanders up to a depot that can resupply 500 pts/turn.
Assuming 1 turn [roughly] equals 1 month I can't even resupply a single ship every month.
BTW - On the Shrapnel Games forum I mused about modding supplies to consume radioactive resources. I would like to create that mod so energy becomes a major factor of policy.
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My growth is astonishing!
Carrier Battles mod and some
Carrier Battles mod and some others will make energy weapons cost lots of rads but use no ammo, while projectile weapons suck down ammo but are cheap in resources.
BTW, I betcha it was not so much your carrier burning up supplies, as the fighters.
Fighters don't get magical supplies out of nowhere when launched like in SE4; instead the mothership needs to supply them. Don't forget to add ordnance bays to your carriers if you plan to use fighter weapons that require it.
Re: Carrier Operations??
Dont forget to add ordinance bays to carriers if you plan to....Ah, CRAP! I'll have to retrofit half the damn fleet now. Thanks for the info SuicideJ. DAMN!




What the... ok this is
What the... ok this is supposed to be in reference to the SE V demo, not SE IV...strange.