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Idle_Scholar

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Everything posted by Idle_Scholar

  1. Can there be a button in the contract screen to automatically fill out a contract with as many stockpiled resources as possible, and enough work crews to complete the building in under 10 cycles? Edit: I've just built my first craft from a Vehicle assembly plant. When you make an order it would be usefull to display the number of resources (about to be) used and the time to completion. Also, if there are insufficient resources in your stockpile it automatically buys them in from the planetary market and gives you an estimated cost in credits.
  2. I'm away for the weekend, but I'm pretty sure the cost of contracting a unit/building is significantly lower than the estimate given.
  3. Also I don't think things are costing what they should when contracted. When I trade goods with the planet I gain what I expect but contracts seem to be costing me far less.
  4. I've just noticed, although everything is producing at *10 it's not using *10 resources.
  5. When I click on it I just get the contract unit screen come up.
  6. What does 'contract goods' do? It seems to just be a re-hash of the 'contract units' option.
  7. Yeah it doesn't need to be anything too complex, just something so that if I see a random player I can say hi, and have a realtime chat if they're online or leave them a message if they're not. Later on it could provide the basis for in-game information and bulletins, with each sector having its own channel and sub channels, letting people chat privately, communally and post articles ("this sector is claimed by DreadEx, pay up or die!" "Ore for sale, 10000 units at 10C" etc.).
  8. Can we have a simple chat client in-game? Maybe like a PM system so I can ask a player if they want to trade or something and then they can reply when they log on.
  9. That's much better. Would it be possible to order multiples of one building in a single contract?
  10. Can I request an increase in the resource rate? It currently takes about 2 days for a basic mine to produce enough materials to pay for itself, and about 2 weeks for a L2 factory to pay for itself. If the turns ever progress faster then this won't be such an issue but currently the whole economy phase is taking an age to actually achieve anything.
  11. Once the fourth mineral mine came online it started working and now I've loads of chemicals. I'm about to check with my plastics factory but I suspect that if a factory doesn't have enough materials to run at full burn for a turn it just eats your resources wich is probably a bug.
  12. Ok so I've set up a small base witha basic economy. The only thing I'm a bit confused about is my chemical plant doesn't appear to be making chemicals. It's in a fleet and has the correct order, and is being supplied by a bunch of mineral mines but doesn't appear to be working. It is using more minerals per turn than are being produced, but it is using them up (my mineral stocks aren't increasing from zero) and should logically be producing however much chemicals can be made out of those minerals. 3 Mineral mines are producing 16.7 minerals per turn, so using them all up the factory should be making 7 chemical per turn and leaving 0.7 minerals left over. It did produce chemicals when I had stockpiles of minerals, and I've just added another mine which will bring the total harvested per turn to 21.6, so maybe it'll start working now.
  13. Yeah have a good one. Pesonally I've just got back form a week's Karate training but I'll be playing again soon.
  14. I'm not sure what the eventual scale you're going for but right now it would be useful to be able to tell if a sector contains ships at range. No other information, just a kind of 'sector x has ships in it', when your zoomed out.
  15. In principle, provided you can controll the orbital space of a planet you can easily conquer it. Strategic orbital strikes will wipe out any ground based forces, then once they capitulate you occupy them with a minimum force (say 1 million soldiers/droids to every billion populace) and threaten to blow the crap out of them if they revolt. For a fictional example see the fall of Narn in Babylon 5, or for a modern day version see the war in Iraq and Afghanistan. In both those wars the enemy was annihilated by air-power (space-power in this setting). You don't even need apocalyptic doomsday weapons; just guided, multi-kilogramm, heat shielded projectiles will hit the ground with SW-esq yields. I would guess, in a SW context, once any defences and planetary shields have been taken down the attacker would then lay siege to any remaining theater shields. At the same time they use precision strikes to destroy any large scale remaining resistance outside shielded areas. Finally once any organised resistance is crushed the planetary leaders surrender rather than have their cities reduced to rubble. Finally if this outcome is inevitable, and your empire isn't particularly evil or whatever then you'd hope they'll join you without the need for occupation etc. Also until recently everyone was part of a huge empire/republic so there shouldn't be too much planetary nationalism to deal with. So in short I'd like to be able to controll planets, though not govern them directly, just squeeze them for protection money like all good empires and deny them to my enemies.
  16. I'm not so sure about the long term planet/relationship stuff. Seeing as this will eventually be one long multi month game it seems a bit unfair to forever penalise a players relationship with a planet. Once you've returned to neutral that should be it. It is less realistic but might be better for gameplay. I'm assuming that there will be a fourth resource, money, which you get as tax revenue from planets you control (in addition to any money from trade)? Eventually, it would be cool to implement a macro-economy. You would start with a galactic bank and companies (say trade or construction corporations). Players can then earn profit by taxing these entities or owning them directly. If each planet has a set of wants (based on population and resources) and a budget (based on population, resources and values of companies operating there) then it can buy wanted resources from trade companies at a price decided by their abundance vs their budget. The trade companies can consist of trade routes and fleets, earning money at each sale, but paying a tax at each end of their trade route and possibly having some sort of running cost based upon the cost of ships. Construction companies can work more like planets, having a list of resource needs and a budget and owning facilities instead of ships. If planets want an amount of construction (again based upon population) each turn then this will provide for the existence of construction corporations even when a player is not buying ships. You could then implement a simple stock exchange.
  17. It is longer than 50k. Interestingly my prowler did jump to 50100, 50100, but then it went a bit wrong and now it's run out of fuel. I have made new fleets and transferred it twice but that doesn't seem to have helped.
  18. I've assigned a prowler to a fleet and then told it perform multiple jumps. Unfortunately it seems that the fleet object is able to jump before the prowler is ready, which then leaves the prowler attempting to rejoin the fleet on sublight.
  19. The various break launch levels in the docked CSP order, do they mean launch provided these levels are reached or dock when they are reached? If it's the latter do you then need to set up some break orders to get your small craft to repair and rearm mid fight?
  20. This was a few turns back (5 I think). Unfortunately I've not got any screen shots but the A-wings were definately flying off in a hyperspace arrow one turn, then docked to a hyperspaceing ship the next.
  21. Ok so I give some docked a-wings some orders, then send my entire fleet into a jump. But to my irritation the a-wings undock and jump seperately. Except now that the rest of the fleet has jumped the a-wings have somehow managed to re-dock with the ship they left in the first place. Whilst in hyperspace.
  22. Once he logs in again he can jump them all to some rendevous point with his carrier. The Kwings are a differnet matter.
  23. But would the fighters return to base and dock once there were no more enemies within 30km (in that example)? Would they stay docked provided no enemies enter the 30km around the ship. Oh and can the DEFEND order position be a ship (quite important for that all to work).
  24. It seems it fixed itself some time last night and gave me the points back for those ships.
  25. What would be nice is to have a set of orders that will let; you dock some craft, have them fly out and fight if anything appears, but only within a certain radius and only certain classes. And then when everythings calmed down they dock again Would the following set of orders do this: DOCK REARM/REFUEL REPAIR DEFEND (30km) BREAK FUEL (10%) BREAK NO WARHEADS BREAK HULL DAMAGE (25%) Priority Targets: TB B Wings K Wings Any small craft No Target Also I agree with Kobra and DW about PT's.

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