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Accueil » news » forums » Space Empires V » Space Empires V General

Atmosphere Converters

Soumis par Omnius le Ven, 2007-03-02 10:35 Space Empires V General

I'm still waiting to see atmosphere converters get fixed so they can achieve the correct level and not take 95 turns to do the trick they're supposed to. I saw an AC fix since 1.25 but it wasn't the one I'm looking for. When will AC's get fixed so we can get them to the highest level? I'm waiting for that fix before starting up again since I like to use that feature.
Omnius

‹ Those who mod and those who play. My wishlist... ›
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Re: Atmosphere Converters

Soumis par Captain Kwok le Ven, 2007-03-02 11:27

Correcting Planet Utilization to level 40 was item #13 on v1.25's changelog. So you should be able to gain level 20 AMPs.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Atmosphere Converters

Soumis par WanderDaekar le Ven, 2007-03-02 11:50

That is already done with 1.25. Something about it stopping Planet Utilization or sometech at L20, instead of the intended 40 or so.

Currently have ACs down to 6 years or so in my game.

"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

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Re: Atmosphere Converters

Soumis par Psieye le Ven, 2007-03-02 13:14

Months ago on BM, I somehow convinced planets to change atmosphere in 10 turns (1 year). I was expecting 2 years given the numbers in that data file.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Image de Wyatt

Re: Atmosphere Converters

Soumis par Wyatt le Ven, 2007-03-02 17:29

thats my key tech for the whole game usualy. i hit level 39 and get the AMPs to turn a planet in .5 years. once i get that tech its 'rolling thunder' on the rest of the universe. i start taking systems in a sweep, fly in, burn off the heretic's, send in the colony ships, toss up the AMPS and move onto the next victim.

takes 9 turns to build one on an empty planet, and another 5 turns for it to work so in 14 turns i got a nice shinny new planet to do with as i will, toss in a nature shrine (maxed) and the whole system is an eden inside of 4 years tops.

its a simple pleasure when you time out a whole system of 10-12 planets to all turn together at the same time. see em all turn from ugly red balls to nice pretty blue globes just wating for destiny to arrive.

anyhow in the stock game they work just fine for me. anything more than level 39 doesnt effect the AMP's they are maxed at .5 years minimum, but you can go higher for increases in enviroment and planet value techs. since i enjoy the religious tech tree i skip those in favor of the nature shrine.

man i was just thinking if we could combine this game with warhammer 40k then youd really have something.

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Thanmksksters

Soumis par Omnius le Sam, 2007-03-03 09:50

Captain Kwok wrote:
Correcting Planet Utilization to level 40 was item #13 on v1.25's changelog. So you should be able to gain level 20 AMPs.

Captain Kwok,
Thanks for the dope on AC's. No wonder I missed it because your 1.25 changelog ended with item #12 (just checked). Well maybe now I can have some fun converting atmospheres without having such a long wait.

What's up with the Subject Line? I'm having problems typing in a Subject without that doggone google autofill wiping it out?
Omnius

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Re: Atmosphere Converters

Soumis par kanaric le Sam, 2007-03-03 17:50

In balance mod they work very well, i've converted many atmospheres and it doesn't take long in game time.

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