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Re: The Ultimate ship design
couslee
No problem, glad to be of help. http://forum.shrapnelgames.com/images/icons/icon12.gif In case you have not picked up, I'm good at doing things like that. Edit: BTW: You will also do it again along with sending out colony ships with no population on board. Most of these errors take place somewhere around 1AM. I persoanly think the game is programed to do that. < the Gryphin Gryns > [ January 17, 2003, 12:43: Message edited by: Gryphin ] |
Re: The Ultimate ship design
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If it looks too good to be true, it probably is. (fitting, yes?) hey, at least I am a good sport and shared. http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh ok, I see. I usually add the B, CQ, and LS first, then ECM, Combat sensors, and whatever else of that nature. And then I add the weapons, I usually it set in my mind how many weapons I want on a particular design. After I add those weapons I use the extra space for shields and armor or whatever. Other wise I end up over-doing or not putting enough shields and stuff on. So it just saves me some hassel. But others have their way of doing things so it's all good. |
Re: The Ultimate ship design
What the game needs is a 'Tug-ship' class where 75% must be Engines! add a Bridge, CQ, LifeSupport and Armor to take up the rest! LoL
It would be kind of funny to see a huge fleet being pulled by a bunch of tiny 'tugs'! LoL Cheers! [ January 17, 2003, 15:14: Message edited by: David Gervais ] |
Re: The Ultimate ship design
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Though it would be an interesting mod to make a hull class that could ONLY fit engines, crew neccesities, and detection equipment... |
Re: The Ultimate ship design
I did that before once. I couldn't understand why my cool new state-of-the-art battle cruiser just sat there. Thought it was a game bug! I say just leave your ships parked where they are, and use them like defense turrets for that planet (the tactical combat would be funny - sit, sit, wait, sit some more, now shoot)!
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Re: The Ultimate ship design
Posted by Phoenix-D:
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At key points, build repair bases to expedite retrofit repairs (when dealing with fleets). Nice to do this over a planet with Resupply and Training facilities. Kind of like one stop shopping. http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: The Ultimate ship design
A good way to avoid this mistake is to keep the components of your ship in a specific order. If you always put ship-control items first, THEN engines, THEN WEAPONS, etc... you are much less likely to 'forget' something vital. It can be a hassle to revise an old design and keep things in order, though. This is why I wish MM would return the 'replace' command to the ship design window so you can upgrade/change things without having to essentially re-assemble the entire design.
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Re: The Ultimate ship design
In a PBW game I had a fleet taht was low on supplies, so I build a ship with massive amounts of solar panels, called POWER.
When it's finished, I too see that I missed to add engines! It had a supply storage of 0 i think, so the solar panels didn't do anything. Lost some vaulable time there. |
Re: The Ultimate ship design
I am "anal" that way also. I will delete everything in a design just to keep things in "proper" order. I know it don't matter if the engines immed follow the cq, but it drives me nuts. That is what was so frustrating about my blunder. It should not have happened to MEEEEEE!
I have a plan, it's a good plan, I am gonna implement that plan, just as soon as I can get my head out of my arse. lol What I need to try and get use to, is not using the "upgrade" button. I spend a lot more mouse clicks removing items from an upgrade. would be easier to just "create". I still have not got that down to intuition yet, but have been using the upgrade button to check which components are upgradable. It would be nice, it there was an indicator of what components were just upgraded (highlighted, boxed, anything) Doobian, can't use them that way, because no engines=no supplies. besides, the support cost is too much for that. Might as well build a station or sats. No, the only viable options are reload save, or refit, or recycle. On to my rant.... I read, and it would seem to hold true, that obsolete designs with 0 in service get the design deleted when the game turn switches from .9 to .0. Based on that info, I did all my upgrades, even if only a minor retrofit, so that i could clean out all the old designs. it's turn .0, and all those obsolete designs with 0 in service are still there! http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif What other factor does there have to be to get rid of the damn things! I hope they add a "delete design" opion in the next patch, or allow editing of a design that has 0 in service and 0 in build queue. |
Re: The Ultimate ship design
couslee, Of course it should happen to you. < Gryns > If it didn't we would worry about you. How many times have you sent out an empty colonizer?
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