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Re: Usefulness of supply ships?
Call me "unrealistic" then. I charge straight for the Q-reactors. Screw the Solar Collectors.
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Re: Usefulness of supply ships?
But quantum reactors are so expensive to research. Besides, I don't get solar collectors as an objective of themselves, but as a stepping stone on the way to solar sails.
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Re: Usefulness of supply ships?
Likewise, I want those extra 3 movement points. I use Supply Storage III for a long time, it's not like it takes up a lot of room. In the late(r) game when I have more research points to spend I "go for the Q" and do a 1-for-1 retrofit on all my ships; Sup.Strg III for Q-reactor.
Voila... no more planning ship-routes to intersect resupply depots, no more building a resupply depot with every shipyard to refuel retrofitted/repaired ships, and every resupply depot can be scrapped for resources and replaced with Mineral Scanners or Rad Colliders. |
Re: Usefulness of supply ships?
According to Geo (and I see no reason to doubt his word), scrapping facilities in simultaneous games will not result in you getting any resources after the turn has run. The resources will appear to be in storage right after scrapping, but are said to disappear when the turn actually runs.
Of course, getting perhaps 1800 minerals for a scrapped resupply depot won't matter at this stage of the game, but hey, I'm a card carrying member of the Nitpickers Fellowship. |
Re: Usefulness of supply ships?
Yes, they appear immediately in the totals, even if they are "over limit." And yes, in a simul-game they amount to nothing because retrofits happen after the computation and they are not stored as Geo says. And yes, you are a card-carrying Nitpicker... which is why I call you Dr.Alneyan and why you are such a valued member of this community...
even if Puke hates you. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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