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Specific facilities, what do they do?
I have several questions about the functions of some of the facilities and stuff, because they don't seem to be explained too well in the docs. Thanks in advance for any answers. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
1- Resource convertor. I haven't seen any way to tell it what/when to convert, so I'm assuming it's automatic. Does this convert, for example, Organics and Rads to Minerals only when you run out of minerals? Or will it convert excess (more than you can store) to other types that you can store? Also, it says "one effective per system." Would you ever need more than one of these in your empire? If so, why? 2- Atmosphere convertor. I've seen mention of this but haven't found it yet. I assume it's way up the "Planet Utilization" tree. Anyway, my race is Hydrogen, but I also have a ton of CO2 breathers, about 60% of my population, and they're out of room... Is it possible to convert to whatever type of atmosphere you want, or will they only convert to your empire's "native" type? 3- Condition Improvement plant. I have yet to see a use for these. My population grows so fast it's usually maxed out within a year or two and I tend to take a 10% racial happy bonus, so I can't see what good a 2% "improvement" would do over a period of 2 years. Is there a place/time in the game where these are really useful? 4- Repair. Is it just my imagination, or is repairing stuff free? I've been sitting a warp point opener on my home system and making a nice spider web of warp points to all my systems and it doesn't seem to cost anything every turn when it's repaired. Not that this is good or bad, but I just wanted to figure out if I should be calculating that into the costs of everything I'm doing every turn. |
Re: Specific facilities, what do they do?
Don't know what all of them do but the atmospheric convertr is one of the best facilities you can have. Build one on a planet that does not have your races atmosphere, wait 30 turns and bingo, atmosphere automatically converted, more facilities available etc. Best of all you can scrap it once the atmosphere converts.
Build'em! |
Re: Specific facilities, what do they do?
Resource Converter - Does not work automagically. If you click on the planet with the converter, you get a new icon in the upper right. Click it, and you can pick what resources you want to convert to what.
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Re: Specific facilities, what do they do?
1) See Doggy's Post.
2) After X years, the planet will be converted to an atmosphere that the majority of the population can breathe. So, no matter who's on the planet, they get the proper atmosphere. (As long as its not vaccuum breathers on a gas giant - you can't remove the atmosphere of a gas giant http://www.shrapnelgames.com/ubb/images/icons/icon7.gif) If you have 60%/40% population, the atmosphere will become whatever the 60% majority breathes. If they breathe different stuff, one of the races will have to leave, or the planet will always be domed. 3) Well, if your planet gets damaged, and the conditions are deadly, you may want to fix them so your people can grow. That's where you use the CI plant. Also, if you take -50% to environment resist, you still get full reproduction on a "Optimal" world, so you can use the plants to get full reproduction while saving racial points. 4) Repairing stuff is free. Retro and rebuilding lost ships will cost you. Therefore, repair everything. NOTE: You can repair ships that are mothballed, so if your ship has taken 98% damage (4/105 components), then mothball so you pay no maintenance while the ship gets repaired over the next 1.5 years. You will save the cost of rebuilding a new ship, and not pay a cent while the repairs happen http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. [This message has been edited by suicide_junkie (edited 25 April 2001).] [This message has been edited by suicide_junkie (edited 25 April 2001).] |
Re: Specific facilities, what do they do?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Oggy ben Doggy:
Resource Converter - Does not work automagically. If you click on the planet with the converter, you get a new icon in the upper right. Click it, and you can pick what resources you want to convert to what. <HR></BLOCKQUOTE> Thank you VERY MUCH! I have asked in another thread, but never really got an answer....so you WOULD only need 1 per empire! Boy is that underpriced! only 6000 points IIRC! |
Re: Specific facilities, what do they do?
Well, you only get 50% of your minerals converted, the rest are wasted during the conVersion process.
Better to trade with an AI one-for-one. This allows you to get LOTS converted at once or when you need emergency resources, or when the universe is at war with you. |
Re: Specific facilities, what do they do?
A note on SJ's post about repairing mothballed ships. You can also retrofit mothballed ships to new designs. Handy for keeping an up to date fleet in being.
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Re: Specific facilities, what do they do?
Kewl, thanks for the quick answers! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
BTW I do make sure to keep non-breathers off those worlds, and I'm glad to hear that the AC should work for my other people. My population is humungous at this point, as I have about 6 jam-packed huge breathables (plus a few large/med/small breathables) in only 4 systems. It's freaky when you're doing a cargo swap and all of a sudden your population is 7000 out of 500 o_0 so I make it a point to avoid that. |
Re: Specific facilities, what do they do?
I think as long as the majority breathes the atmosphere you should be ok. Also I think once you build facilities it doesn't matter what the majority breathes, I don't think you lose the facilities. I captured some planets from a race that had the Advanced Storage trait and they had 30 facilities on a huge planet. I scrapped one to build a shipyard and it wouldn't let me build it because the planet was at max facilities but it let me keep the other extra facilities.
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Re: Specific facilities, what do they do?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Well, you only get 50% of your minerals converted, the rest are wasted during the conVersion process.
Better to trade with an AI one-for-one.<HR></BLOCKQUOTE> Once in a while, an AI will refuse a trade, though, sometimes because they can't afford to give you as much as you asked for. ------------------ Cap'n Q |
Re: Specific facilities, what do they do?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Well, you only get 50% of your minerals converted ... <HR></BLOCKQUOTE> you can get 70% conVersion if you research resource manipulation |
Re: Specific facilities, what do they do?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by LemmyM:
you can get 70% conVersion if you research resource manipulation <HR></BLOCKQUOTE> Yes, one Converter III per empire and Monolith Facilities on every high-value planet, maybe a value improvement plant and you will hardly ever be lack of resources. |
Re: Specific facilities, what do they do?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by serpwidgets:
4- Repair. Is it just my imagination, or is repairing stuff free? I've been sitting a warp point opener on my home system and making a nice spider web of warp points to all my systems and it doesn't seem to cost anything every turn when it's repaired. Not that this is good or bad, but I just wanted to figure out if I should be calculating that into the costs of everything I'm doing every turn.<HR></BLOCKQUOTE> Since no one else completely answered this one; yes, repairs are free, but you can only repair a certain number of components per turn. A repair bonus means you repair more components per turn (especially useful for retrofits, obviously). BTW - you can repair multiple ships per turn with one repair bay/shipyard. So a repair bay that can repair (for example) five components per turn can repair one component on each of five ships per turn, or five components on one ship, or any other combo that adds to five. |
Re: Specific facilities, what do they do?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by DirectorTsaarx:
Since no one else completely answered this one; yes, repairs are free, but you can only repair a certain number of components per turn. A repair bonus means you repair more components per turn (especially useful for retrofits, obviously). BTW - you can repair multiple ships per turn with one repair bay/shipyard. So a repair bay that can repair (for example) five components per turn can repair one component on each of five ships per turn, or five components on one ship, or any other combo that adds to five.<HR></BLOCKQUOTE> And the repair penalties work as well. Or at least that's what I found out when I set a race to 50% capability and yes, it did indeed repair at half. Maybe someone could do that as a further handicap when playing against the AI. Refits and repairs take so much longer. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif There also seems to be no way to prioritize ships. The components on a particular ship seems to get repaired in the order set on the repair priorities list, but it seems to repair one ship at a time so long as it has capacity to repair components. This isn't really a problem at my refit sites w/multiple repair bay IIIs, of course. ------------------ -- "What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?" |
Re: Specific facilities, what do they do?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by serpwidgets:
I have several questions about the functions of some of the facilities and stuff, because they don't seem to be explained too well in the docs. Thanks in advance for any answers. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif 1- Resource convertor. I haven't seen any way to tell it what/when to convert, so I'm assuming it's automatic. Does this convert, for example, Organics and Rads to Minerals only when you run out of minerals? Or will it convert excess (more than you can store) to other types that you can store? Also, it says "one effective per system." Would you ever need more than one of these in your empire? If so, why? You have to tell it to convert the resorces 2- Atmosphere convertor. I've seen mention of this but haven't found it yet. I assume it's way up the "Planet Utilization" tree. Anyway, my race is Hydrogen, but I also have a ton of CO2 breathers, about 60% of my population, and they're out of room... Is it possible to convert to whatever type of atmosphere you want, or will they only convert to your empire's "native" type? Yes it is top of tree if not using mods there are 3 converts to the Pop atmosphere that is on planet if you have 2 did I'm not sure what will happen 3- Condition Improvement plant. I have yet to see a use for these. My population grows so fast it's usually maxed out within a year or two and I tend to take a 10% racial happy bonus, so I can't see what good a 2% "improvement" would do over a period of 2 years. Is there a place/time in the game where these are really useful? Conditions take a LONG time to max out and its max 3% per year not turn 4- Repair. Is it just my imagination, or is repairing stuff free? I've been sitting a warp point opener on my home system and making a nice spider web of warp points to all my systems and it doesn't seem to cost anything every turn when it's repaired. Not that this is good or bad, but I just wanted to figure out if I should be calculating that into the costs of everything I'm doing every turn.<HR></BLOCKQUOTE> ??? do not have a clue http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ------------------ mottlee@gte.net "Kill em all let God sort em out" |
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