ok, that makes since, i can see why the ai would need the different ones, i also noticed that about the ecm. i just noticed that the size of the ecm increases once certain levels are researched and it is a good thing that they are listed seperately as a destroyer cannot really hold the larger ones and still carry sufficient weapons. i like that it lets the larger ships help offset their penalties by giving components that they can carry but smaller ships wont necessary have room for. that armored structure is great, allows ships to take more punishment. but the increased minerals, and thus maintenance costs, i noticed nearly bankrupted me until i caught on. a destroyer with 5 of the ultra armored structure level 2 and the rest of the components costs over 10,000 minerals.
i really need to manage my fleets and resources better. (just what i need a game that reminds me how bad i am at resource management in reality

)
edit. just to see how the tech looks at higher levels i have started a game with all the tech and have a few questions.
1. starbase baseyard V has constuction capability of 2000 per turn but temporal baseyard III only has capability of 1500. since temporal baseyard 3 is the most advanced tech it is the one that shows when i use show only latest. thus we actually lose out on this.
2. shield generator 1 is 30k but sg 2 and above are 40kg, this is also true in the basic game, thus when upgrading ships i have to remove components to get the benefit of level 2. can either level one be change to 40kg or the others changed to 30kt?
3. point defense ship mounts are larger than small ship mounts but do less damage. is the point defense supposed to be a smaller mount than the small ship mount? edit: i guess it could be larger to take into account the extra targeting capabilities the pt def mod, as it is +40 to hit where as the small ship mount is only +10.
[ March 17, 2003, 06:19: Message edited by: desdinova ]