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-   -   ship mainenance cost (http://forum.shrapnelgames.com/showthread.php?t=1412)

Nordhead January 14th, 2001 08:11 PM

ship mainenance cost
 
I have a question concerning ship maintenance costs when it comes to designing a ship that mines asteriods. Early on I designed a miner using a Frigate ship and installed a robo mining 1 component an found out my maintenace costs far exceeded the amount of minerals mined per turn which does not make sense. Can someone tell me what type ship and components to install in order to have a positive mineral flow

thanks

apache January 14th, 2001 08:32 PM

Re: ship mainenance cost
 
Well, satellites don't pay maintainance...

DirkHowitzer January 15th, 2001 12:38 AM

Re: ship mainenance cost
 
There is no profitable way to remote mine with big ships unless you reduce the maintenance costs or increase mining gains in one of the .txt files. Though, as stated previously, sats have no maint. costs. It is my opinion that remote mining is not feasible.

------------------

"He's dead, Jim."-- Lt. Commander Leonard "Bones" McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)

Jubala January 15th, 2001 01:27 AM

Re: ship mainenance cost
 
With large sats you can remote mine without maintainance costs, but you can only have one sat per sector to mine so the flow of resources won't be great. You can also build really big ships to get a positive flow but imo the best way without modding is to build a mining starbase. 50% upkeep reduction does alot. Have to get a ship yard ship there to do it though, which means you got to have cruisers. Smallest ship that can house a space yard.

Barnacle Bill January 15th, 2001 04:15 AM

Re: ship mainenance cost
 
>With large sats you can remote mine without
>maintainance costs, but you can only have
>one sat per sector to mine so the flow of
>resources won't be great.

The latest patch is supposed to have fixed that, so you can remote mine with every satallite in the group. I haven't tested it, though.

Jubala January 15th, 2001 06:51 AM

Re: ship mainenance cost
 
I did. Only one sat mines even if you have 14 there.

alasyr January 15th, 2001 10:43 AM

Re: ship mainenance cost
 
The only way I found profitable is using minning bases.Bases have only 1/2 upkeep which helps.Space station could be filled with 4 miners, it could make some minerals but not worth the trouble.The first base design which pays is battlestation fitted with 14 miners.The interesting thing about robo miners (farmers, extractor) don't get hit by appropriate racial bonuses (pennalties).

Tomgs January 15th, 2001 11:00 AM

Re: ship mainenance cost
 
Quote:
4. Fixed - A satellite group cannot remote mine with all of the satellites present.

End Quote.

I took this to mean they fixed it so you could not mine with more than one satellite at a time. And that seems to be the way it is working. If you can remote mine with large ships with more than one component at a time that is probably a bug. I don't know if it works because I don't bother to remote mine anyway.

Jubala January 15th, 2001 03:35 PM

Re: ship mainenance cost
 
Tomgs, I don't think it's a bug that all miners on a ship/base can mine. Ships and bases have upkeep but sats don't. If only one miner could mine there would be absolutely no point to remote mining whatsoever. As it is now that's almost the case anyway.

DirectorTsaarx January 16th, 2001 10:59 PM

Re: ship mainenance cost
 
Actually, I agree with alasyr; a battlestation with 14 remote mining/farming/extracting components works pretty well. I have a couple of these, with 10 robo-miners and 4 robo-rad extractors (I'm using temporal tech, which requires a bit more radioactives than others), and they work great - 11kT minerals per turn, 4kT radioactives, and the maintenance is around 10% of that. The only problem is they took forever to build (space yard I component, 2 turns at normal build and 10 turns on emergency, for total of 12 turns each).


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