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  #11  
Old January 17th, 2003, 01:45 PM

Gryphin Gryphin is offline
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Default Re: The Ultimate ship design

couslee
No problem, glad to be of help. In case you have not picked up, I'm good at doing things like that.

Edit: BTW: You will also do it again along with sending out colony ships with no population on board. Most of these errors take place somewhere around 1AM. I persoanly think the game is programed to do that.
< the Gryphin Gryns >

[ January 17, 2003, 12:43: Message edited by: Gryphin ]
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  #12  
Old January 17th, 2003, 05:02 PM
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Ragnarok Ragnarok is offline
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Default Re: The Ultimate ship design

Quote:
Originally posted by couslee:
quote:
Originally posted by Ragnarok:
You should try to get in the habit of doing that as well.
Thats just it, I follow the same pattern. i put the bridge,LS,crew,enignes, then the ecms shields ect. weapons Last so I can pack as many on as will fit. I just plain arse forgot the mousey looking thangy. But it certainly would shoot down anything that came near it. I should have know better that something was off base being able to fit ALL those guns on it.

If it looks too good to be true, it probably is. (fitting, yes?)

hey, at least I am a good sport and shared.

Oh ok, I see.
I usually add the B, CQ, and LS first, then ECM, Combat sensors, and whatever else of that nature. And then I add the weapons, I usually it set in my mind how many weapons I want on a particular design. After I add those weapons I use the extra space for shields and armor or whatever. Other wise I end up over-doing or not putting enough shields and stuff on. So it just saves me some hassel.
But others have their way of doing things so it's all good.
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  #13  
Old January 17th, 2003, 05:10 PM
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David E. Gervais David E. Gervais is offline
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Default Re: The Ultimate ship design

What the game needs is a 'Tug-ship' class where 75% must be Engines! add a Bridge, CQ, LifeSupport and Armor to take up the rest! LoL

It would be kind of funny to see a huge fleet being pulled by a bunch of tiny 'tugs'! LoL

Cheers!

[ January 17, 2003, 15:14: Message edited by: David Gervais ]
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  #14  
Old January 17th, 2003, 09:26 PM
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atari_eric atari_eric is offline
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Default Re: The Ultimate ship design

Quote:
Originally posted by David Gervais:
What the game needs is a 'Tug-ship' class where 75% must be Engines! add a Bridge, CQ, LifeSupport and Armor to take up the rest! LoL

It would be kind of funny to see a huge fleet being pulled by a bunch of tiny 'tugs'! LoL

Cheers!
Unless these are incredibly small (so that %75 means 5 or six engines) most players will probably slap a large label over the word "tug" that says "SCOUT", as they will be the fastest ships in the fleet.

Though it would be an interesting mod to make a hull class that could ONLY fit engines, crew neccesities, and detection equipment...
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  #15  
Old January 17th, 2003, 09:34 PM
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Dobian Dobian is offline
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Default Re: The Ultimate ship design

I did that before once. I couldn't understand why my cool new state-of-the-art battle cruiser just sat there. Thought it was a game bug! I say just leave your ships parked where they are, and use them like defense turrets for that planet (the tactical combat would be funny - sit, sit, wait, sit some more, now shoot)!
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  #16  
Old January 17th, 2003, 10:06 PM

Stone Mill Stone Mill is offline
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Default Re: The Ultimate ship design

Posted by Phoenix-D:
Quote:
This is where the Retrofit command comes in handy.
Don't overlook Phoenix's answer. It's the key solution to this. I find myself retrofitting immediately after production more often than not. This way you can add the Lastest components.

At key points, build repair bases to expedite retrofit repairs (when dealing with fleets). Nice to do this over a planet with Resupply and Training facilities. Kind of like one stop shopping.
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  #17  
Old January 17th, 2003, 10:56 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: The Ultimate ship design

A good way to avoid this mistake is to keep the components of your ship in a specific order. If you always put ship-control items first, THEN engines, THEN WEAPONS, etc... you are much less likely to 'forget' something vital. It can be a hassle to revise an old design and keep things in order, though. This is why I wish MM would return the 'replace' command to the ship design window so you can upgrade/change things without having to essentially re-assemble the entire design.
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  #18  
Old January 18th, 2003, 02:39 AM
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Ruatha Ruatha is offline
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Default Re: The Ultimate ship design

In a PBW game I had a fleet taht was low on supplies, so I build a ship with massive amounts of solar panels, called POWER.
When it's finished, I too see that I missed to add engines!
It had a supply storage of 0 i think, so the solar panels didn't do anything.
Lost some vaulable time there.
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  #19  
Old January 18th, 2003, 03:53 AM

couslee couslee is offline
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Default Re: The Ultimate ship design

I am "anal" that way also. I will delete everything in a design just to keep things in "proper" order. I know it don't matter if the engines immed follow the cq, but it drives me nuts. That is what was so frustrating about my blunder. It should not have happened to MEEEEEE!
I have a plan, it's a good plan, I am gonna implement that plan, just as soon as I can get my head out of my arse. lol

What I need to try and get use to, is not using the "upgrade" button. I spend a lot more mouse clicks removing items from an upgrade. would be easier to just "create". I still have not got that down to intuition yet, but have been using the upgrade button to check which components are upgradable. It would be nice, it there was an indicator of what components were just upgraded (highlighted, boxed, anything)

Doobian, can't use them that way, because no engines=no supplies. besides, the support cost is too much for that. Might as well build a station or sats. No, the only viable options are reload save, or refit, or recycle.

On to my rant.... I read, and it would seem to hold true, that obsolete designs with 0 in service get the design deleted when the game turn switches from .9 to .0. Based on that info, I did all my upgrades, even if only a minor retrofit, so that i could clean out all the old designs. it's turn .0, and all those obsolete designs with 0 in service are still there! What other factor does there have to be to get rid of the damn things! I hope they add a "delete design" opion in the next patch, or allow editing of a design that has 0 in service and 0 in build queue.
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  #20  
Old January 18th, 2003, 05:15 AM

Gryphin Gryphin is offline
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Default Re: The Ultimate ship design

couslee, Of course it should happen to you. < Gryns > If it didn't we would worry about you. How many times have you sent out an empty colonizer?
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