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-   -   How do you quickly build warp modules? (http://forum.shrapnelgames.com/showthread.php?t=9374)

billb in Austin May 8th, 2003 05:29 AM

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?

Captain Kwok May 8th, 2003 05:50 AM

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...

Cyrien May 8th, 2003 07:03 AM

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.

Pocus May 8th, 2003 07:24 AM

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?

Fyron May 8th, 2003 10:21 AM

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.

Dingocat85 May 8th, 2003 12:18 PM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by Cyrien:
You can build them faster by getting Temporal Space Yards 3. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Temporal Space Yards 3, on a population-maxed Sphereworld, with Advanced Storage Techniques (for the extra population), Hardy Industrialists, and +50% Construction Aptitude http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

(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 )

dogscoff May 8th, 2003 03:40 PM

Re: How do you quickly build warp modules?
 
Quote:

Temporal Space Yards 3, on a population-maxed Sphereworld, with Advanced Storage Techniques (for the extra population), Hardy Industrialists, and +50% Construction Aptitude
<font size="2" face="Verdana, Helvetica, sans-serif">And emergency build, don't forget emergency build.

Fyron May 8th, 2003 08:07 PM

Re: How do you quickly build warp modules?
 
Quote:

Advanced Storage Techniques (for the extra population),
<font size="2" face="Verdana, Helvetica, sans-serif">Makes 0 difference on a SW. The highest population bonus is gotten at 10 billion. So, having 77 billion instead of 65 billion (or whatever the numbers are) does not make any difference at all. In fact, it is a waste of population to have more than 10 billion on a SW or RW.

geoschmo May 8th, 2003 08:17 PM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> Advanced Storage Techniques (for the extra population),
<font size="2" face="Verdana, Helvetica, sans-serif">Makes 0 difference on a SW. The highest population bonus is gotten at 10 billion. So, having 77 billion instead of 65 billion (or whatever the numbers are) does not make any difference at all. In fact, it is a waste of population to have more than 10 billion on a SW or RW.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">As far as construction or production bonuses you are correct. But there is one useful aspect of having more population located there. More babies! http://forum.shrapnelgames.com/images/icons/icon7.gif You can use it to cut down on the micromanagment if you are trying to max out the population of all your planets. Your empire wide birth rate doesn't improve all that much, but you only have to send your transports to one place to get them.

Geoschmo

Fyron May 8th, 2003 08:19 PM

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

Ruatha May 8th, 2003 08:33 PM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by billb in Austin:
But does anyone know the steps to remodel a ship in one turn into a warp capable ship?
<font size="2" face="Verdana, Helvetica, sans-serif">No.

Phoenix-D May 8th, 2003 08:44 PM

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.

Andrés May 8th, 2003 08:45 PM

Re: How do you quickly build warp modules?
 
Ain't multi retrofitting considered cheating?

Ruatha May 8th, 2003 08:47 PM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by Andres:
Ain't multi retrofitting considered cheating?
<font size="2" face="Verdana, Helvetica, sans-serif">Usually no, it depends on what the host has stated before the game begins.
I always allow it.

Grandpa Kim May 8th, 2003 10:16 PM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by Andres:
Ain't multi retrofitting considered cheating?
<font size="2" face="Verdana, Helvetica, sans-serif">Goodness no!!

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?

Fyron May 8th, 2003 10:32 PM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by Phoenix-D:
"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.

<font size="2" face="Verdana, Helvetica, sans-serif">So can a few 1000 large shield troops. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Originally posted by Andres:
Ain't multi retrofitting considered cheating?
<font size="2" face="Verdana, Helvetica, sans-serif">Most certainly not. Gamey, yes. But it is in no way cheating, unless expressly forbidden in the game setup description.

[ May 08, 2003, 21:33: Message edited by: Imperator Fyron ]

Phoenix-D May 9th, 2003 12:42 AM

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)

Loser May 9th, 2003 01:28 AM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by Imperator Fyron:
Trust me, it is quite possible to retroseries build to WP manipulating ships.
<font size="2" face="Verdana, Helvetica, sans-serif">I'll second that with a quote.

"Mr. President, it is not only possible, it is essential." [quote]Originally posted by Dingocat85:
Quote:

... on a population-maxed Sphereworld...
<font size="2" face="Verdana, Helvetica, sans-serif">I was under the impression there was no population bonus after ten billion, only a fraction of the maximum available to a sphere world. Is this not so?

Grandpa Kim May 9th, 2003 02:34 AM

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.

Quote:

Version 1.84:

4. Changed - When planets take damage, weapon platforms will be destroyed
first. After all weapon platforms are destroyed, then the remaining
units will take damage randomly.
<font size="2" face="Verdana, Helvetica, sans-serif">

Ed Kolis May 9th, 2003 03:00 AM

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})

Fyron May 9th, 2003 05:22 AM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by Phoenix-D:
"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)

<font size="2" face="Verdana, Helvetica, sans-serif">Unless you use Neutron Radiation bombs, which kill only population. But, this all requires tactical combat. In strategic combat (where all of this actually matters, for MP games), troops will not be destroyed by continued bombardment when there are troop transports attacking. The WPs always get destroyed first, and ships stop firing on the planet once all WPs are gone.

atari_eric May 9th, 2003 10:58 PM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by Ed Kolis:
In P&N, give them the Cheap Component mount!
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, that's what I want on my ship, a crappy Warp Opener! I can have all the fun of it accidentally opening a gate into, oh, I dunno, HELL? http://forum.shrapnelgames.com/images/icons/shock.gif
Quote:

Originally posted by Ed Kolis:
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
<font size="2" face="Verdana, Helvetica, sans-serif">Considering it doesn't even survive being used that might not be a problem. It'll proably take less stuff to repair, too.

Ed Kolis May 9th, 2003 11:14 PM

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

spoon May 9th, 2003 11:23 PM

Re: How do you quickly build warp modules?
 
Quote:

Originally posted by billb in Austin:
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.
<font size="2" face="Verdana, Helvetica, sans-serif">I think you can build one in about 7-9 turns using a series of retrofits, and the final cost is only about double.


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