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-   -   Ship Config for Mining (http://forum.shrapnelgames.com/showthread.php?t=14602)

Triumvir Blap December 23rd, 2000 06:32 PM

Ship Config for Mining
 
I've seen the AI mining asteroids with Destroyer class ships.

Now .. I can't put together a config that will show a profit (vs ship maint. costs) for anything less than a Lt.Cru. and *that* is marginal.

What are y'all using?

Courageous December 23rd, 2000 08:44 PM

Re: Ship Config for Mining
 
At a guess, people aren't doing this much right now. Can you fit a robo miner on a large satellite? Satellites don't pay maintenance.

C//

Courageous December 23rd, 2000 08:47 PM

Re: Ship Config for Mining
 
Come to think of it, that won't work because of the restriction of one-per-asteroid field. It would seem to me that the thing to do would be for MM to support a "miner" hull which maybe doesn't pay maintenance costs or some such. It could then demand a higher than 50% miner allocation or something.


C//

Puke December 23rd, 2000 09:27 PM

Re: Ship Config for Mining
 
Courageous, that is a wicked-cool idea. I have been working on a orbiting mining laser component that would give effective mining capabilities to stations or ships, but your idea of a mining ship hull is even better.

that hull is getting implemented on my game, Thanks!

Tomgs December 23rd, 2000 09:44 PM

Re: Ship Config for Mining
 
Another option is to edit the components.txt to either lower the cost of the robominers components or to increase the amount of resources generated per turn by the component.

Tenryu December 24th, 2000 12:01 AM

Re: Ship Config for Mining
 
Here are 3 examples of file additions I made that address the mining problem. Hope they help.


Tenryu December 24th, 2000 12:06 AM

Re: Ship Config for Mining
 
Btw- I was seriously considering reducing the supplies used on the mining component to 20 per turn, but do whatever turns ya on. The bogus combat defense minus was to discourage myself form mounting weapons and stuff on it. In fact it may actually need to have added some attacking minuses to fully discourage it's use as a warship. Anyway, you guys get the idea I'm sure

Noble713 December 24th, 2000 02:12 AM

Re: Ship Config for Mining
 
If you have the "miners deplete asteroids" thing on, is there any way to affect how quickly the field deteriorates? Is it based on the number of points the miner withdraws per turn, or what? I like the fact that asteroids can be totally mined out, I just think it happens too quickly and would like to change it.


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