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How do you quickly build warp modules?
Is there a way to quickly build warp modules after you have researched the technology? Even with a Level 3 ship yard on a populated planet, building a cruiser or battle cruiser with a warp closer or opener takes about 10 turns.
Now typically when one wants to build a battleship quickly one creates several models of it, each one with more modules and progressively more expensive than the previous model. Then, if you have an orbiting ship yard with many repair modules on it, all you do is build the cheapest model of the battleship, say crew quarters, bridge, life support and a few engines. And then once it is built, remodel that 4 or 5 times right then, and even though the ship you are going to build has 24 damage, because you have a lot of repair modules you can actually have it built on the next turn. The problem is, how does that process work for a building a ship with a warp module? A warp module costs so much, about 60K points or something, that even if you try to remodel a dreadnaught several times over I do not think it is possible to get it built in one turn. Once you have already built a ship with a warp module, then if you have the points it is immediate to remodel it with a later Version of the warp module, say Warp 3 or 4. But does anyone know the steps to remodel a ship in one turn into a warp capable ship? |
Re: How do you quickly build warp modules?
It's not possible in the normal game because retrofit design cannot cost more than 50% more than the previous design. Warp closers and openers are powerful tools that should not be easily obtained...
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Re: How do you quickly build warp modules?
You can build them faster by getting Temporal Space Yards 3. http://forum.shrapnelgames.com/images/icons/icon12.gif Heck. Even Temporal Space Yards 1 is better than normal Space Yards 3.
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Re: How do you quickly build warp modules?
Could it be possible that you build defficient but costly DN hulls in advances, and when you get warp modules you refit these? I suppose there is something else than warp modules which are costly?
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Re: How do you quickly build warp modules?
You can design ships with other components to use in the retroseries process. Trust me, it is quite possible to retroseries build to WP manipulating ships. Try using other SM comps for lower level steps in the series.
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Re: How do you quickly build warp modules?
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(All that does cost 6000 racial points, though...so take a -50% penalty in Physical Strength and a -8% penalty in Political Savvy, and you're all set http://forum.shrapnelgames.com/images/icons/icon12.gif ) |
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Geoschmo |
Re: How do you quickly build warp modules?
Well yeah, but it results in less production overall. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: How do you quickly build warp modules?
"In fact, it is a waste of population to have more than 10 billion on a SW or RW."
Aside from the already mentioned..64B worth of militia can make life a bit hairy for an invasion force even if all the surface troops and WPs are killed. |
Re: How do you quickly build warp modules?
Ain't multi retrofitting considered cheating?
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Re: How do you quickly build warp modules?
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I always allow it. |
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The only time I would call it cheating is in turn based where you could keep retrofitting a ship on the same turn till you ran out of resources. Since turned based is solo play, who are you really cheating? |
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[ May 08, 2003, 21:33: Message edited by: Imperator Fyron ] |
Re: How do you quickly build warp modules?
"So can a few 1000 large shield troops."
Troops can be killed from orbit; militia can't unless you bombard down the population (and, incidently, destroy facilities) |
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"Mr. President, it is not only possible, it is essential." [quote]Originally posted by Dingocat85: Quote:
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Re: How do you quickly build warp modules?
Troops can be killed from orbit but not if a troop transport is bearing down on it.
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Re: How do you quickly build warp modules?
In P&N, give them the Cheap Component mount! http://forum.shrapnelgames.com/images/icons/icon10.gif Reduces the component's hitpoints by 50%, sure, but it takes 20% off the cost - your warp opener probably wouldn't survive a combat anyway http://forum.shrapnelgames.com/images/icons/tongue.gif
Of course, now that I suggested to SJ that Cheap Components consume more supply, then that could change things http://forum.shrapnelgames.com/images/icons/icon10.gif (I did suggest that, right? {checks pirates thread}) |
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Re: How do you quickly build warp modules?
Actually, all components are equally easy to repair - a Repair Bay I can fix 3 warp opener components in one turn, or it can fix 3 armors in one turn, it doesn't care! http://forum.shrapnelgames.com/images/icons/icon12.gif
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