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Re: How do you quickly build warp modules?
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Re: How do you quickly build warp modules?
"In fact, it is a waste of population to have more than 10 billion on a SW or RW."
Aside from the already mentioned..64B worth of militia can make life a bit hairy for an invasion force even if all the surface troops and WPs are killed. |
Re: How do you quickly build warp modules?
Ain't multi retrofitting considered cheating?
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Re: How do you quickly build warp modules?
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I always allow it. |
Re: How do you quickly build warp modules?
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The only time I would call it cheating is in turn based where you could keep retrofitting a ship on the same turn till you ran out of resources. Since turned based is solo play, who are you really cheating? |
Re: How do you quickly build warp modules?
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[ May 08, 2003, 21:33: Message edited by: Imperator Fyron ] |
Re: How do you quickly build warp modules?
"So can a few 1000 large shield troops."
Troops can be killed from orbit; militia can't unless you bombard down the population (and, incidently, destroy facilities) |
Re: How do you quickly build warp modules?
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"Mr. President, it is not only possible, it is essential." [quote]Originally posted by Dingocat85: Quote:
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Re: How do you quickly build warp modules?
Troops can be killed from orbit but not if a troop transport is bearing down on it.
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Re: How do you quickly build warp modules?
In P&N, give them the Cheap Component mount! http://forum.shrapnelgames.com/images/icons/icon10.gif Reduces the component's hitpoints by 50%, sure, but it takes 20% off the cost - your warp opener probably wouldn't survive a combat anyway http://forum.shrapnelgames.com/images/icons/tongue.gif
Of course, now that I suggested to SJ that Cheap Components consume more supply, then that could change things http://forum.shrapnelgames.com/images/icons/icon10.gif (I did suggest that, right? {checks pirates thread}) |
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