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-   -   refiting an existing ship (http://forum.shrapnelgames.com/showthread.php?t=9275)

Pocus April 26th, 2003 08:41 AM

refiting an existing ship
 
Damn I feel shameful to ask such a question. Is it possible? You can upgrade a design, but I have not found how to convert an existing ship from model A to B.

Slick April 26th, 2003 08:46 AM

Re: refiting an existing ship
 
From the Newbie FAQ (very good to read the whole thing):

5.5.6.1 Q: How exactly do I retrofit?
A: a) Create your new design and ensure that the total resources (minerals + organics + rads) is not greater than 150% of the total resources of the original ship. If you want to retrofit to a more expensive design, you need to make multiple steps, each with no more than 150% increase.
b) Move your ship to a sector with a spaceyard, either planet based or on a ship/base works fine.
c) Click on any one of the ships in that sector then click the green triangle (retrofit, scrap, analyze, etc) (Hotkey G) for a new window.
d) Select the ship you want to retrofit, then click the retrofit button.
e) A new window pops up with all available designs that you can retrofit to. select your desired upgrade ship.
f) Click OK.
g) Your ship is now retrofitted and any new components must be repaired by the spaceyard. Once repaired you are good to go. Note that if you retrofit engines and you don't have a Resupply Depot on the planet, you could end up with a ship with 0 supplies because retrofitted engines come with no supplies.

Slick.

Pocus April 26th, 2003 10:36 AM

Re: refiting an existing ship
 
you know what? I knew that it existed, it appeared so mandatory. But when you hover the mouse on the recycle triangle icon, it says:

'scrap/analyze/mothball'

no clue about retrofit. My wrong anyway. I will read the faq.

thx

Elowan April 26th, 2003 04:44 PM

Re: refiting an existing ship
 
Quote:

Originally posted by Slick:

g) ... Note that if you retrofit engines and you don't have a Resupply Depot on the planet, you could end up with a ship with 0 supplies because retrofitted engines come with no supplies.

Slick.

<font size="2" face="Verdana, Helvetica, sans-serif">Is that true? Every ship that I've retrofitted on planets with only SY's gets fully supplied. Sending ships low on supplies to a planet with a SY - ditto.

General Woundwort April 26th, 2003 05:14 PM

Re: refiting an existing ship
 
Quote:

Originally posted by Elowan:
Is that true? Every ship that I've retrofitted on planets with only SY's gets fully supplied. Sending ships low on supplies to a planet with a SY - ditto.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, it is true. I've gotten gigged by this more than once. The key is if you retrofit engines, where most of your supplies are stored to begin with. After screwing this up a couple of times, I learned to always put Resupply Depots on every planet with a Space Yard... just to be safe. Besides, you can never have too many Resupply Depots... http://forum.shrapnelgames.com/images/icons/icon12.gif

Slynky April 26th, 2003 05:51 PM

Re: refiting an existing ship
 
And, I'll add a comment that happened to me. I don't know if it was a bug but just be aware of it.

Lots of times, when you get a new colonizing ability, you need to create new ships. If you do it the way I do it, then you click on the existing colony design, click copy, delete the existing colony module, and add the new colony module. And, DUH!, save with a new name.

Then, for exisitng colony ships sitting over a yard, you do a retrofit to the new colony design. And here is the problem I experienced: It came back with a strange message saying the refit failed. I thought was because the module was too big of an item to retrofit. What I DID learn, though, was that if the new design had the new colony module in the exact position as the old colony module (and not at the end...where it goes when you just add it), the retrofit worked perfectly.

So, remember that little quirk. Of course, it may have just been something wrong with my patch level but I can tell you for sure...I always build my new colony ships so they look exactly like the older colony ship except for the colony module in "slot" #1.

Grandpa Kim April 26th, 2003 05:56 PM

Re: refiting an existing ship
 
Quote:

Originally posted by Elowan:
Is that true? Every ship that I've retrofitted on planets with only SY's gets fully supplied. Sending ships low on supplies to a planet with a SY - ditto.
<font size="2" face="Verdana, Helvetica, sans-serif">Er... And you did this by modding your space yards to have the resupply ability, maybe?? http://forum.shrapnelgames.com/image...s/confused.gif

oleg April 26th, 2003 06:14 PM

Re: refiting an existing ship
 
Quote:

Originally posted by Slynky:
And, I'll add a comment that happened to me. I don't know if it was a bug but just be aware of it.

Lots of times, when you get a new colonizing ability, you need to create new ships. If you do it the way I do it, then you click on the existing colony design, click copy, delete the existing colony module, and add the new colony module. And, DUH!, save with a new name.

Then, for exisitng colony ships sitting over a yard, you do a retrofit to the new colony design. And here is the problem I experienced: It came back with a strange message saying the refit failed. I thought was because the module was too big of an item to retrofit. What I DID learn, though, was that if the new design had the new colony module in the exact position as the old colony module (and not at the end...where it goes when you just add it), the retrofit worked perfectly.

So, remember that little quirk. Of course, it may have just been something wrong with my patch level but I can tell you for sure...I always build my new colony ships so they look exactly like the older colony ship except for the colony module in "slot" #1.

<font size="2" face="Verdana, Helvetica, sans-serif">I think it is related to the latest patch option : retrofit add colony module := true/false
It was introduced to remove cheating with building cheap ships with no colony module and then add one through retrofit. In you case, if you simply replace one module with another in exactly same spot, SE thinks it is OK and let you do this. But if you put into new slot, and thinks you are doing some old trick http://forum.shrapnelgames.com/images/icons/icon7.gif

Slynky April 26th, 2003 06:36 PM

Re: refiting an existing ship
 
Ahhhh, that should explain it, oleg. THANKS!

As to the "cheap" colony-module-less ship, I never even tried that.

Pocus April 26th, 2003 10:59 PM

Re: refiting an existing ship
 
I thought about that too. Is it a good strategy to make half ships and then retrofit them to the full Version? Perhaps it is perceived as an exploit?

Slick April 26th, 2003 11:35 PM

Re: refiting an existing ship
 
Quote:

Originally posted by Pocus:
I thought about that too. Is it a good strategy to make half ships and then retrofit them to the full Version? Perhaps it is perceived as an exploit?
<font size="2" face="Verdana, Helvetica, sans-serif">It is not an exploit. This thread covers the subject rather well:

http://www.shrapnelgames.com/cgi-bin...038;p=3#000031

Slick.

dominictus April 26th, 2003 11:52 PM

Re: refiting an existing ship
 
On a similiar note, here's an expensive little trick I used in a solo game. I play a psychic race so I capture a lot of enemy ships, but I always refit them to my own designs. One of my enemies had a very dissimiliar dreadnought that was more than a 50% difference on cost, and I couldn't refit. As a solution, I created a design that was about 1/2 way between it's cost and the cost of my own dreadnought. I then did a refit to my "middle" cost ship, then immediately refit again to my design.
I favor dedicated "scrapyards" where I build 2-3 repair bases (with 4 repair bays each) so I can refit and completely repair a dozen or so ships in one turn, then send them back out to the fight.

Dominictus

Pocus April 27th, 2003 08:12 AM

Re: refiting an existing ship
 
Slick :

I'm unsure if i'm really that devious, but the first time I saw retrofit, the idea of finishing ships by refiting appeared almost immediatly in my mind... I dont like the idea of spending two turns on a ship because my SY produce 3000 minerals of working power and my ship costs 3100.

Anyway I'm speaking of solo play here, so no big deal. In MP I doubt you can spot a player doing that (not that I will do this if I ever goes MP).

Fyron April 27th, 2003 08:26 AM

Re: refiting an existing ship
 
Retroseries building is a widely accepted strategy in MP games. Most people I have talked to about it (and that is quite a few people http://forum.shrapnelgames.com/images/icons/icon12.gif ) do it themselves from time to time.

Slick April 27th, 2003 09:08 AM

Re: refiting an existing ship
 
Quote:

Originally posted by Pocus:
Slick :

I'm unsure if i'm really that devious, but the first time I saw retrofit, the idea of finishing ships by refiting appeared almost immediatly in my mind... I dont like the idea of spending two turns on a ship because my SY produce 3000 minerals of working power and my ship costs 3100.

Anyway I'm speaking of solo play here, so no big deal. In MP I doubt you can spot a player doing that (not that I will do this if I ever goes MP).

<font size="2" face="Verdana, Helvetica, sans-serif">As stated, unless specifically disallowed in multiplayer, retrofitting to shorten build time is generally allowed. There is a trade off: it does cost a lot more to go through several retrofits than to build it from scratch. So you save time at the cost of much more resources. It's part of the game. Most people believe that if you want to pay for it, it's fine.

Slick.

[ April 27, 2003, 08:10: Message edited by: Slick ]

Xiodos April 27th, 2003 11:54 AM

Re: refiting an existing ship
 
Quote:

Originally posted by dominictus:
On a similiar note, here's an expensive little trick I used in a solo game. I play a psychic race so I capture a lot of enemy ships, but I always refit them to my own designs. One of my enemies had a very dissimiliar dreadnought that was more than a 50% difference on cost, and I couldn't refit. As a solution, I created a design that was about 1/2 way between it's cost and the cost of my own dreadnought. I then did a refit to my "middle" cost ship, then immediately refit again to my design.
I favor dedicated "scrapyards" where I build 2-3 repair bases (with 4 repair bays each) so I can refit and completely repair a dozen or so ships in one turn, then send them back out to the fight.

Dominictus

<font size="2" face="Verdana, Helvetica, sans-serif">Sounds hugely expensive, especially on a dreadnought.

Cyrien April 27th, 2003 05:22 PM

Re: refiting an existing ship
 
You should try it one stellar manipulation ships. Don't even talk about Ringworld type bases. The expenses can be mind blowing!


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