![]() |
Retrofit Q
Does component order of the new design versus the old design make a difference?
That is, does the algorithm compare the two designs for deltas on a strict and literal box by box basis? Or does it look at the new design component by component and then hunt the old one for an exact match and then, if it finds one, not count it as a changed component? If the former, then component placement within a new design is very important. For example, if encountering a psychic converter race, then deleting the bridge+lifesupport+quarters on, say the front of a design, to be replaced by a MC at the end would be impossible. Instead, one would have to either think ahead to likely retrofits, or try to avoid position changes in retrofits. I ask because I seem to have gotten some odd Messages lately in one game when I have gone to retrofit. |
Re: Retrofit Q
Order of components dosen't matter.
Sliding them around is free, but different mounts will require a full break/repair. |
Re: Retrofit Q
I seem to remember that I once tried to retrofit from one design to another, and the only difference between the two designs was the order of the components (I think I wanted to change the weapon firing order or something). The game wouldn't let me retrofit because it thought they were the same design.
|
Re: Retrofit Q
Quote:
|
Re: Retrofit Q
Also Jim, I don't see the problem in your example. Here's what I think I'd see. You have a ship design with b+ls+cq. You add an mc. The design window complains that the design is too big for the hull (I'm guessing that's the problem?). You remove the b+ls+cq, and the warning goes away. You have a design now that has the mc as the Last component. That's not a problem, the ship doesn't behave any different for this "out of order" design.
What is the message you're getting when the retrofit fails? |
Re: Retrofit Q
I had done things along the lines of deleting the B+LS+CQ and appending the MC at the end. The message was that I had exceeded cost limits. You know, the one that says something like "we cannot build an entirely new ship."
I "solved" the problem by brute force, putting the MC in front and two armor IIIs in the other two slots. It was a pain to do, but it worked. Of course, I am not playing Gold, so maybe that is the difference. What I'd really like would be a Platinum, with the Last patch Version on the CD, and the updated mods. I especially would like the TDM one. Such a pc wuss, I am .... |
Re: Retrofit Q
Yeah, I should have realized what the problem was, the master computer is much more expensive than the other command and control components. I've often had the "I just met the psy-race" retrofits refused. Usually, I build from scratch in that case.
But, I think you'll find that it's easier to match the prices of a cruiser or larger -- the doubled components add almost enough cost, I might have to drop a PDC or am armor, but then it goes through. |
Re: Retrofit Q
Here is hoping we get a final SE4 Version 2 patch say the same time SE5 is nearing completion.
|
Re: Retrofit Q
Quote:
|
Re: Retrofit Q
OK, can someone educate this poor slob about how retrofitting *really* works?
I have been trying for two turns now to retrofit some ships I have in the Quadrants of COnflict game, and I've had similar problems with other games. basically it doesn't do the retrofit, sometimes with a "lacking resources" explanation sometimes without. In all cases, I have double checked and I have had what I thought were plenty of resources. I am assuming that the way retrofit works is that the new (target ship's) components get destroyed and then repaired, and that the cost in resources is the cost of the components that are repaired. In the cases where I have been screaming at the damn game I have had 3 ships that I am retorfitting, the new ship class to which I am retrofitting them has had only a SINGLE component different between it and the prior class, AND I have had more than enough surplus resources to repair said components. It's been extremely aggravating for me and now I'm behind the power curve. Help! Can someone educate me? thanks, Alarik |
Re: Retrofit Q
Is the one component a SY ?
There is a special rule prohibiting retrofitting SY components to non SY ships. |
Re: Retrofit Q
Nope, it's actually just replacing a component with an upgraded Version of the same type of component.
Quote:
|
Re: Retrofit Q
Quote:
|
Re: Retrofit Q
Hmmm...ok, well, this Last turn I tried refitting only one of the three ships at once...maybe that will work, if so, then I'll have a better idea of why, and it is probably the reason you state...
thanks, Alarik Quote:
|
Re: Retrofit Q
Let's just hope it isn't the infamous convert issue.
I once didn't understand why I couldn't retrofit ships when I had a multitude of resources in storage... It turned out that one planet had a convert resources order on repeat, converted all orgs to rads, then it tried to retrofit, WHAT NO ORGS!! Cant't retrofit! The resources from planets and trade then came in and when I open the turn it hasn't retrofitted and I have full resources in storage for all three resource types!! I thought it was a bug, sen't it to Malfador Machinations and they told me to check my orders... a bit embarrasing.. |
Re: Retrofit Q
Question: how can a planet have repeat orders to convert resources?? I didn't think that was possible. is there some advanced way to give orders that I'm not aware of?
-Tim |
Re: Retrofit Q
Nah, I don't have any resource conVersion tech yet...
Quote:
|
Re: Retrofit Q
Quote:
Quote:
Quote:
[ June 21, 2004, 17:58: Message edited by: Imperator Fyron ] |
Re: Retrofit Q
Ok, now I really am annoyed. for the third turn running I tried to retrofit. This time only a single ship, from one type of colonizer to another type colonizer, with the only difference being that single colonizer component. I had plenty of resources, was making a surplus and still had, in storage more than enough. WTF?
oh well. I'm about ready to give up on retrofitting... thanks, alarik |
Re: Retrofit Q
You cannot retrofit one colony module to another, at least in the default game. Refer to Fyron's post below to see the settings.txt entry.
|
Re: Retrofit Q
Quote:
Slick. |
Re: Retrofit Q
Does retrofitting work at all (for you) in that game ?
If not, you might have one of those very rare unexplainable bugs that come with a corrupted .emp file. If you’re not sure, save your .emp and start a testgame (full tech) and see if retrofitting works there. If its an .emp bug, I’m afraid there is no fix (that I know of) http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Retrofit Q
Quote:
Slick. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">A colony module is typically above the 50% resource limit for retrofitting. Retrofitting colony types would require a very expensive colony ship. (true in 1.49???) |
Re: Retrofit Q
Quote:
[ June 22, 2004, 16:39: Message edited by: geoschmo ] |
Re: Retrofit Q
thank you GEO.
|
All times are GMT -4. The time now is 04:42 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.