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Re: Retrofit Order revocation
I think Phoenix-D was saying to total the repair ability amount of all components and facilities in the sector, not to add the ability to all components and facilities. http://forum.shrapnelgames.com/images/icons/icon7.gif
tbontob, your idea can work in non-simultaneous games. Retrofits are done immediately (not the repairs, though), so you can retrofit through a progression of several designs in one turn. In simultaneous, though, any (new) order on the Scrap/Analyze/Retrofit window cancels all previous orders (including other Scrap/Analyze/Retrofit orders). You have to wait until next turn to issue the next retrofit order. |
Re: Retrofit Order revocation
Gryphin, you you wouldn't need any self imposed control to limit it's use to only retrofits. You simply give it the construction ability, but with a zero value. That way it can't build anything. But anything with the construction ability can trigger a retrofit. Then you just need repair bays to do the repairs.
Geoschmo |
Re: Retrofit Order revocation
Gryphin: Uh, I didn't say that. http://forum.shrapnelgames.com/images/icons/icon7.gif
"Add the "repair" ability of every single ship, base, and planetary ship yard present. Multiply that by the repair rate in percent, i.e. 100% = 1, 80% = .8, 120% = 1.2, and so on." "add" as in addition. http://forum.shrapnelgames.com/images/icons/icon7.gif That's a way to determine how many components you can repair in a given sector per turn. Phoenix-D |
Re: Retrofit Order revocation
Ah, thanks for the clarification and the informaiton.
So to mod a "Scotty" component you would give it a Ship Yard ability with Zero build and a repair bay with limited build, (perhaps 1 per turn). This would allow a ship to retro fit at the front lines. Edit: I wonder how to mod the Scottish accent. [ November 05, 2002, 21:53: Message edited by: Gryphin ] |
Re: Retrofit Order revocation
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Re: Retrofit Order revocation
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Re: Retrofit Order revocation
I usually build a 'Logistics Fleet' with a couple of Space Yard Ships, at least 2 (usually more) Repair Ships and a whole bunch of Tankers. Farm out some or most of the Tankers to the active fleets, the rest of the LF tracks in behind the main force (usually the other side of a warp point) and provides rear-area repair/refit facilities.
Forex, if I'm taking on a Home Planet in Proportions, I'll start off with an anti-ship fleet and eliminate the defence force before entering the planet square. Then I convert to one with a LOT of point defence in order to take out the fighters based on the planet, finally convert to a huge number of CSM and lay siege, bombarding the place until I can make a landing to capture it. All without ever having to return to base with the combat force. Steve. |
Re: Retrofit Order revocation
dogscoff ,
I have not tried the Devnul Mod. Hm, guess I should. Can I use TDM with it? I'm thinking not due to the various mods. |
Re: Retrofit Order revocation
You can't use the TDM mod very effectively with Devnullmod unless you tweak the research & ship design parts of the various AIs, but I've a feeling someone may have done this work for you already.
Also, I believe Devnullmod comes ready-supplied with some AIs by Rollo, who is a TDM-certified AI modder anyway. I'm pretty sure that's all true, anyway. Either ask Rollo or take a look through the Devnullmod readme... |
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