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Transporting Bases
Can Bases be moved by putting them in a transport ship with enough cargo space to hold it and "dropped off" at another planet? I'm scared to try it because I'm not sure it will let me since you can't launch mines, sats, and fighters into space without the corresponding Bay.
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Re: Transporting Bases
Ships and bases can carry cargo, and cannot be loaded into transports. Fighters, sats, weapons platforms, and mines can't carry cargo, and can.
Phoenix-D |
Re: Transporting Bases
Can you use a tractor beam to "tug" it? Or is the only to get a base where you want it to build a mobile shipyard, move it to where you want the base, and then build the base?
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Re: Transporting Bases
Bases are immobile, period..only option is to build it where you want it.
Phoenix-D |
Re: Transporting Bases
Hmmmmmmmmmmmmmmmm.....
How about a new component called "Base Bay", takes the corresponding amount of tonnage of the base to have and the base can't be carrying anything itself. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Seriously, thanks for straightening that out for me. Have a good one. |
Re: Transporting Bases
I would prefer a tractor beam based system.
Use Component -> tractor beam Target -> base/crippled ship Both vehicles are then put into a fleet, and given the (weighted by mass) average of their speeds. So a 500KT cruiser with a T-beam and 6MP, can tractor a 1500KT space station. The final result is a ship/base fleet with 2MP available, for one turn only. (500KT * 6MP + 1500KT *0MP)/2000KT = 2MP (Rounded Down! No escorts pulling starbases at 1MP) An escort trying to pull the station would need 10MP just to move the base 1MP, but a Baseship would get half movement (since the two weigh the same) |
Re: Transporting Bases
To tell the truth I wouldn't care either way, tractor or other. I like the idea. Why only one turn though? The reason for the question is that I've noticed that mobile shipyards have crappy build rates and you can't build bases at planets without a shipyard (which makes sense, not arguing it) So I started thinking of ways they could be moved. Could you do me a HUGE favor and design that component for me to paste? I would, but unfortunately I know dink about programing this stuff even though it is simple text files.
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Re: Transporting Bases
That setup would take hardcode changes, *any* method of moving bases would take hardcode changes.
Code we don't have access to. You can make the ship shipyards build faster if you want though. Phoenix-D |
Re: Transporting Bases
Yes, the ability to tow another ship/base has been requested many times. I've also requested 'docking bays' to let a ship be hidden inside a base. No response from MM so far. All I can say is, keep requesting. When the interest reaches a certain level he'll decide it's worth implementing.
As far as the time required to build a base at a remote location, there have also been requests to let several space yards "team up" on a single project so it can be completed faster. Same deal as the towing request, no response so far... [This message has been edited by Baron Munchausen (edited 27 October 2001).] |
Re: Transporting Bases
If your wanted, a size of ships could be created in the ship size section that are the same size (or slightly smaller) than bases and can be launched like a fighter or satelite. Some Range check errors might occur. Building them in one location would just be easier. I will request that MM hardcode tractor beams/docking bays in, these bays could have ability to repair/retorfit faster than normal and could hold ships inside to hide them, could also mothball ships without others seeing them
------------------ Skulky: a lurking manner |
Re: Transporting Bases
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>The final result is a ship/base fleet with 2MP available, for one turn only.<HR></BLOCKQUOTE>That would be because the fleet is specially created when you "use component" -> tractor beam. It would be artificially set to 2/0 movement at that time.
On the next turn, the regular movement refill code would give the fleet 0/0 movement. Kinda simple and Hacky. You'd have to break the fleet and then re-use your tractor beam the next turn. I think that moving bases is worth a little MicroManagement. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Transporting Bases
I've never tried it, but I believe you can put an emergency populsion pod on your base and move it a few sectors each turn. Just pair it up with a space yard ship so the pod gets repaired each turn.
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Re: Transporting Bases
I actually mentioned this to MM before but I don't understand why you still can't use components in a fleet... that makes the pod useless if you want a fleet of ships to make a quick get-away with it, at least without breaking up your legendary fleet!
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Re: Transporting Bases
I thought that base-movement bug was fixed.
As for fleets, take half the ships out, use their pods, then put 'em back in. Take the other half out, use their pods, and put em back in. The fleet should now move at Emergency speed. |
Re: Transporting Bases
Or if you currently want mobile bases, until this is resolved, build and use baseships outfitted with componets for base, then move them to whatever location you want them. They are expensive to maintain, but you can always mothball them until you need them.
just some ideas mac |
Re: Transporting Bases
<b>Yes, the ability to tow another ship/base has been requested many times. I've also
requested 'docking bays' to let a ship be hidden inside a base. No response from MM so far. All I can say is, keep requesting. When the interest reaches a certain level he'll decide it's worth implementing.</b><hr><br><br> You could make big fighter 100 - 1000 and then make a Comp Mount that incease the weapons by like 5-10 and range by 2-3. |
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