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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.
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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. |
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 |
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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. |
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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 |
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. |
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?
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http://www.shrapnelgames.com/cgi-bin...038;p=3#000031 Slick. |
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 |
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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). |
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.
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Slick. [ April 27, 2003, 08:10: Message edited by: Slick ] |
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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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