
April 8th, 2003, 04:42 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by desdinova:
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base spaceyards. thanks for seperating the temporal from the regular ones.
i realize this is probably going to be considered a cheat but if you take a battlestation and put 1 spaceyard and 3 repair units the maintenance cost actually becomes a negative amount. i use three repair units since they can repair 1 ship in 1 turn in most cases. discovered when i started running out of minerals that mtc cost negative. if you put on 2 or less repair units the mtc is positive. i have not actually checked to see if the negative amount is added back into reserves or not though.
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Thanks, the modifier on the repair bays will be removed and I will reduce their cost appropriately.
This will also reduce the building time for a Base Repair Stations, substantially
PTF, has a good point in respects to lowered Repair Char. This will be a fair resolution to his post.
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starliners: can you allow them small, medium, and large? basically add a larger one that can carry 3 million people. i have started using the large transport and that actually lets me carry 3 million people and gives better movement, upto 9 spaces as opposed to 4 with lrg starliner and quantum engines and gravitic drive.
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Raising Star Liner Cargo Storage may allow hauling cargo to the front too inexpensive.
All Transports at the right Cargo Tech, may already make for fast Transportation of Population and Equipment, as you illustrated above.
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Thanks Desdinova, this feedback is greatly appreciated, the changes will be made. 
[ April 08, 2003, 21:41: Message edited by: JLS ]
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