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February 27th, 2003, 03:51 AM
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BANNED USER
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Re: retro-multi-model construction???
What is the cost of the retrofit? Say I have a 1000 kt ship and I want to retrofit to a 2000 kt ship. I ask because I'm currently receiving word that I cannot finance the refit, despite having more than twice the cost of the target ship set aside (e.g., > 4000 kt set aside in the above example).
Thanks,
Merry
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February 27th, 2003, 04:27 AM
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Brigadier General
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Re: retro-multi-model construction???
Quote:
Originally posted by Merry Jolkar:
What is the cost of the retrofit? Say I have a 1000 kt ship and I want to retrofit to a 2000 kt ship. I ask because I'm currently receiving word that I cannot finance the refit, despite having more than twice the cost of the target ship set aside (e.g., > 4000 kt set aside in the above example).
Thanks,
Merry
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I recommend asking a question in only 1 thread, so that we can just answer it in 1 thread.
From the other thread where you asked:
The relevent numbers are as follows:
Cost to add a component: 120%
Cost to remove a component: 30%
Maximum amount of change in ship cost: 150%, being total cost. i.e. new ship (M+O+R) can't be more than old ship (M+O+R) x 1.5. It is not on an individual resource basis.
These values can be found and modified in settings.txt:
Retrofit Cost Percent For Comps := 120
Retrofit Cost Percent For Comp Removal := 30
Retrofit Max Percent Difference in cost := 50
Slick.
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Slick.
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February 27th, 2003, 04:20 PM
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Major
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Re: retro-multi-model construction???
Quote:
Originally posted by Merry Jolkar:
What is the cost of the retrofit? Say I have a 1000 kt ship and I want to retrofit to a 2000 kt ship. I ask because I'm currently receiving word that I cannot finance the refit, despite having more than twice the cost of the target ship set aside (e.g., > 4000 kt set aside in the above example).
Thanks,
Merry
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You're saying 1000kt to 2000kt; are you trying to retrofit between hull sizes? That can't be done. You can't retrofit hulls - only components in the hulls.....
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February 27th, 2003, 06:41 PM
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Shrapnel Fanatic
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Re: retro-multi-model construction???
That's one of the problems involved in measuring everything in KT
Take a look at the projected retrofit cost; just before you click to select the design you are retrofitting to, look to the right, and you will see the price in each resource.
Note that you need to have the resources in storage.
Even if you are generating a 200,000 resource surplus, if you've only got 50,000 storage, you can't do a retrofit that costs 60,000 in any one resource.
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February 27th, 2003, 08:19 PM
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First Lieutenant
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Re: retro-multi-model construction???
I find it strange that this isn't considered a bug/exploit/cheat. Being able to build a Warp Opener in two turns seems, well, unbalancing...
In simultaneous turns it takes longer (~8 turns), but still, I think the (probably intended) long construction time of those vehicles is part of the balancing.
-Spoon
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February 28th, 2003, 02:24 AM
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First Lieutenant
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Re: retro-multi-model construction???
I tried this too, and found to my dismay that the cost of the warp openning component was so large that it exceeded the maximum retrofit limit of 50% for any conceivable ship I could build.
see: Retrofit Max Percent Difference in cost := 50
And so, for very very expensive components, you will find it exeedingly expensive to retroseries them into a ship.
If you really want the component in the fewest turns possible however this is what you must do:
i) build a ship that is really really expensive through several retroseries
ii) once the cost of your ship is equal to double of the cost of the component you want, go ahead and replace most of these expensive components with the desired component.
You will still find this takes a fair bit of micromanagement, and will significantly increase the time it takes to play a round of the game (for most of us this is a good thing  ). Is it imbalanced, well no, becuase it'll still take you a longer time than two to three turns, and it will cost your empire a huge amount of resources to do.
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February 28th, 2003, 02:36 AM
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Shrapnel Fanatic
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Re: retro-multi-model construction???
Quote:
Originally posted by spoon:
I find it strange that this isn't considered a bug/exploit/cheat. Being able to build a Warp Opener in two turns seems, well, unbalancing...
In simultaneous turns it takes longer (~8 turns), but still, I think the (probably intended) long construction time of those vehicles is part of the balancing.
-Spoon
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It is most certainly not a bug, as MM has already addressed retrofits by adding the cost difference limit in the first patch or so (or was that in the initial release, added in a later beta patch? I forget). It is not a cheat, as it is well within the game parameters to do it. Most do not consider it an exploit because of the huge costs involved in doing it. It costs a lot more to build a ship with retrofits than it does to build it normally.
The high maintenance and high build cost prevent you from getting very many stellar manipulation ships in service, regardless of how you build them. Using extensive retrofits does shave off many turns of build time, but it does magnify the overall cost to build by several factors (depending on how many retrofits you use).
[ February 28, 2003, 00:38: Message edited by: Imperator Fyron ]
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