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 2 utilisateurs et 142 invités en ligne.

Utilisateurs en ligne

  • p3 d
  • Darchseraph

Languages

  • English English
  • French French

Parcourir les archives

« September 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

Faclities stacking?

Soumis par Wenla le Jeu, 2007-04-26 09:25 Space Empires V General

Do system wide and planet wide facilities (like Mineral Scanner/System Mineral Scanner, Computer Center/System Computer Center etc etc) stack?

Adv. thanks

Wenla

‹ Shield regeneration Space Empires crashes ›
» 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 Captain Kwok
Mod Designer

Re: Faclities stacking?

Soumis par Captain Kwok le Jeu, 2007-04-26 11:30

They apparently do.

-----

Space Empires Depot | SE:V Balance Mod

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

Re: Faclities stacking?

Soumis par Wenla le Jeu, 2007-04-26 12:29

Thanks again, capt. K.

Wenla

-----
Before you can develop a strategy, you have to have a vision.

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

Re: Faclities stacking?

Soumis par BlueTemplar le Mar, 2007-05-01 15:10

Oh? Computers research just became a lot more useful!

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

Re: Faclities stacking?

Soumis par sludgehammer le Mer, 2007-05-02 12:04

In a somewhat related vein, does anyone know if the %population increase given by the genetic recoding lab and gestation vats (organic tech) stacks?

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

Re: Faclities stacking?

Soumis par Thy Reaper le Mer, 2007-05-02 14:09

By the data files, I don't think those stack. I haven't checked in-game, though.

-----
Space for rent - please contact owner

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

Re: Faclities stacking?

Soumis par WanderDaekar le Jeu, 2007-05-03 22:08

They state one facility allowed per system. Accordingly, they should not be stacking. Just think what you could do with a Huge undomed planet with just population boosters, or resource enhancers or combat modifiers?

You should be able to see the stats of a building easily enough to find if it says 1 per system or not. Think as a rule that all system effects are singles only.

"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

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

Re: Faclities stacking?

Soumis par Telumehtar le Ven, 2007-05-04 01:39

when the limit is 1 per system why let you build another, how can you possibly remember what you've built in dozens of systems?

I think those buildings should be greyed out when built on another planet - or - warn you before you built them for its existence.

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

Re: Faclities stacking?

Soumis par TakAhLah le Ven, 2007-05-04 07:21

Quote:
when the limit is 1 per system why let you build another, how can you possibly remember what you've built in dozens of systems?

I think those buildings should be greyed out when built on another planet - or - warn you before you built them of its existence.

I agree it is important that it warns you of the existance of the building in a system but the player should maintain the ability to build more than one if they so wish...though the facilities should not stack.

It can be very important in some systems which are being contested to have a backup faclity if one falls...this may not seem important vs the AI...yet...but against human players it can be.

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

Re: Faclities stacking?

Soumis par CheckinItOut le Ven, 2007-05-04 09:15

I use the Colony Type to keep track of special facilities (Fate-Medical...).

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

Re: Faclities stacking?

Soumis par WanderDaekar le Sam, 2007-05-05 20:28

You can also go to the system view and look at the list. If you can remember the system wide effect, you can find it in the list and know right away. Though that list needs a bloody kick in the pants to make it a dropdown or popup menu list, rather than the static overlay list it is now.

"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

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

Re: Faclities stacking?

Soumis par KingdomCome le Mer, 2007-06-20 01:04

sludgehammer wrote:
In a somewhat related vein, does anyone know if the %population increase given by the genetic recoding lab and gestation vats (organic tech) stacks?

Seems to stack in my games. I usually make one genetic recording lab and gestation vat per system.

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

Re: Faclities stacking?

Soumis par Fyron le Mer, 2007-06-20 03:36

Telumehtar wrote:
I think those buildings should be greyed out when built on another planet - or - warn you before you built them for its existence.
That's a slippery slope... Should I not be allowed to build a system mineral scanner to improve my minerals production just because I have a system robotoid that has the same, but lesser valued, ability? Should mods be forced into the stock way of thinking and not be allowed to use a number of abilities in small amounts as they see fit? Think SE4 Proportions style homeworld facilities with small happiness bonus abilities, and what that would do to whatever facility SE5's system happiness ability is used on.

There could be some indication that an ability overlap is detected, but preventing one from building the facility at all is not a good idea (especially if it is hard-coded).


SpaceEmpires.net | Space Empires Wiki

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

Re: Faclities stacking?

Soumis par Telumehtar le Mer, 2007-06-20 05:05

I agree, a warning seems a more appropriate way.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Rilo57

Re: Faclities stacking?

Soumis par Rilo57 le Mer, 2007-06-20 09:56

I just had an idea, what we need is to have access in the build queue to what is already in the system... there is already two lines to "in exsistence" and "in queues", why not have one more line that says I have "3 space yards built or being built in this system". and have this info right in the planet build queue, so that I don't have to go hunt this down.

SEV, more than a feeling.

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

Re: Facilities stacking?

Soumis par rdunham3 le Mer, 2007-06-20 12:44

Good idea. It would be very handy to know if a system's already got things like a resupply depot, pop happiness modifier etc. while in the build queue screen.

As it is, I sometimes have to check planet by planet for new systems to see if stuff's in queue already or if I was holding off for a larger planet...I often have 3-5 colony ships racing for a new system at a time, and the one headed for the Huge planet is often not the one that gets there first.

Incidentally, a System modifier should really not stack with a Planetary modifier of the same type - the better one should win. I haven't experimented with SE:V's handling of this, but IIRC SE:IV picked the best modifier of each type and the others had no effect. It would be cool if secondary facilities could add a smaller percentage, a supplemental amount (say 1/2 or 1/4 of the normal value) but probably not worth coding such a thing into the game.

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

Re: Faclities stacking?

Soumis par Fyron le Mer, 2007-06-20 23:08

I'd have to strongly disagree that system and planet-level bonuses should not stack.


SpaceEmpires.net | Space Empires Wiki

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

Re: Faclities stacking?

Soumis par Telumehtar le Jeu, 2007-06-21 01:55

Rilo57 wrote:
I just had an idea, what we need is to have access in the build queue to what is already in the system... why not have one more line that says I have "3 space yards built or being built in this system". and have this info right in the planet build queue, so that I don't have to go hunt this down.

something like that would be very welcome, or something like "system wide bonus facilities missing (meaning not yet built and not under production) in this system: 1. ...... 2. ..... 3. ......"

EDIT:
of course I would love to see also a "system wide bonus facilities redundant in this system: 1. ..... 2. ......."

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Rilo57

Re: Faclities stacking?

Soumis par Rilo57 le Jeu, 2007-06-21 08:34

With reguard to stacking... what I'd like to see is stacking should be moddable. There should be a line in the txt files that says "ability 1 stacks: yes" (or no). Leave up to the modders.

SEV, more than a feeling.

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

Re: Faclities stacking?

Soumis par rdunham3 le Jeu, 2007-06-21 13:06

Rilo57 wrote:
With reguard to stacking... what I'd like to see is stacking should be moddable. There should be a line in the txt files that says "ability 1 stacks: yes" (or no). Leave up to the modders.

SEV, more than a feeling.

What he said. Ideally, there should be a way to have things in different levels of stackability.

Some things make sense to stack, others don't. For instance, a System Population Happiness could conceivably stack with a Planetary Population Happiness (Disneyland or Disneyworld this year, dear?) but a System Mineral Scanner and a Planetary Mineral Scanner is more of a stretch. How many times can you scan the same hunk of real estate and keep finding previously undiscovered goodies?

Maybe have it so a given facility can have a multiple choice setting:
* stacks with anything, even the same facility
* stacks with different-named facilities with same ability, but not duplicates
* 1 planetary and 1 system stack, but duplicates don't count
* 1 planetary and 1 system stack, as do different-named facilities with same ability, but duplicates don't count
* 1 of either system or planetary, whichever is better, other(s) ignored

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

Re: Faclities stacking?

Soumis par BlueTemplar le Mer, 2007-06-27 08:47

Quote:
I'd have to strongly disagree that system and planet-level bonuses should not stack.
Seconded!

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

Re: Faclities stacking?

Soumis par ernesto79 le Mer, 2007-06-27 09:11

rdunham3 agreed

about showing number of facilities
that could be made pretty simple i think
something like:
(on the construction window)
Mineral Miner Facility (2)
Medical Lab (1)
Space Port (0)*

number in brackets shows number of facilities on planet; * shows if such an facility is active in the system
you could also add the * to the construction queue
line to show that such an facility is allready being build in that system

» 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 :

  • Research By Percentage SUCKS
  • Troop invasion repeating all over again
  • Creating pictures/images for shipyards/mods
  • Space Empires V
  • Babylon 5 Wars SEV Mod Update

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 :

  • SE:V 1.16 Changelog
  • 5 sec combat?
  • SE5_20060929-01.jpg
  • Setting who you have to kill in ground combat
  • Should I bother?
(c) Strategy First, Inc. All rights reserved.