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  #1  
Old June 2nd, 2001, 06:01 PM
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Default 50% Cargo Containers on Transports

I just realized that at least in this Version, if you put a colony module on a transport ship it counts towards the 50% requirment, I noticed because that warning went away when I put a gas colony module on a small transport. That could make it more useful to send out small transports and forget about the colony ships all together.
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  #2  
Old June 2nd, 2001, 06:08 PM
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Default Re: 50% Cargo Containers on Transports

Hum? I will have to try this out.
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Old June 2nd, 2001, 06:13 PM
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Default Re: 50% Cargo Containers on Transports

50% of your ship must go to components that have the cargo ability. Any component that has any amount of cargo storage will count (even modded components with a storage ability of 0kT)
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Old June 2nd, 2001, 06:44 PM
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Default Re: 50% Cargo Containers on Transports

There is nothing that would prevent this, but I don't get how you think it would be more useful. The only diff between the colony and small transport hulls is the picture.

Later in the game though this idea has merit. A destroyer hull with a colony module can have 6 engines instead of 5.

One of my fav's is a light-cruiser-hull with a colony module. You can cram in extra supply storage for those more distant colonies. Or more cargo for more population or prebuilt defensive units for colonies in hostile areas.

A battleship hull is big enough for all three colony modules. Giving you a very expensive, but very usufull ship that can colonize anything.

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Old June 2nd, 2001, 06:58 PM
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Default Re: 50% Cargo Containers on Transports

You can also make expense colony ships that have weopons by using the battleship hull. Then you can glass an enemy planet and then drop you own colony on it. This is a cool tactic for one way missions.
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Old June 3rd, 2001, 07:43 PM
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Default Re: 50% Cargo Containers on Transports

quote:
One of my fav's is a light-cruiser-hull with a colony module. You can cram in extra supply storage for those more distant colonies. Or more cargo for more population or prebuilt defensive units for colonies in hostile areas.
Or enough armor to survive and place a colony in a system on the far side of an unstable warp point.


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