Accueil Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • agrégateur de nouvelles

Rechercher

Qui est en ligne

Il y a actuellement 1 utilisateur et 143 invités en ligne.

Languages

  • English English
  • French French

Parcourir les archives

« November 2008  
Mo Tu We Th Fr Sa Su
          1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30
Accueil » news » forums » Space Empires V » Space Empires V General

Mine Components

Soumis par Vermithrax le Mar, 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 ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.
Image de Rilbur

Warheads

Soumis par Rilbur le Mar, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Researched Warheads?

Soumis par Captain Kwok le Mar, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Mines Again

Soumis par Vermithrax le Jeu, 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).

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Pretty sure you can only

Soumis par javaslinger le Jeu, 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?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

As far as I can tell one

Soumis par Brad le Ven, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Warheads Should Self-Destruct

Soumis par Fishman le Ven, 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!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Mine Warhead sizes

Soumis par LordHavoc le Ven, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Mines Yet Again

Soumis par Vermithrax le Ven, 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?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

It hasn't.

Soumis par Phoenix-D le Ven, 2006-11-24 16:45

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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de se5a
Mod Designer

Quote:I checked the

Soumis par se5a le Ven, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Why should there be?

Soumis par Fishman le Sam, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de se5a
Mod Designer

there needs to be something

Soumis par se5a le Sam, 2006-11-25 05:59

there needs to be something for mods.

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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

vehicleunittypes.txt

Soumis par Vermithrax le Sam, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Contenu populaire

Aujourd'hui :

  • Space Dock suggestion
  • Research By Percentage SUCKS
  • Balance Mod v1.15 Available!
  • Star Trek Trailers.....
  • drone combat?!

Depuis toujours :

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Dernier accès :

  • Long range scanners vs basic sensors?
  • PBW domain name expired
  • alliance sticking from game to game bug
  • Drones
  • New Mod - "Capship Mod"
(c) Strategy First, Inc. All rights reserved.