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February 27th, 2003, 04:05 AM
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Re: building faster?
Quote:
Originally posted by Merry Jolkar:
What is the rule for determining the cost of a refit? I'm trying to retrofit, and have more than twice the resources required by the target upgrade ship *brand new*, but keep getting message that I don't have enough. Any help would be appreciated, as this is a critical part of my strategy and I've been stuck for 3 turns now!
Thanks,
Merry
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Edit: I misunderstood your post. Data I gave does not apply. Sorry. 
[ February 27, 2003, 02:06: Message edited by: Ragnarok ]
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Ragnarok - Hevordian Story Thread
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Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
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February 27th, 2003, 04:18 AM
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Brigadier General
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Join Date: Apr 2002
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Re: building faster?
Quote:
Originally posted by Merry Jolkar:
What is the rule for determining the cost of a refit? I'm trying to retrofit, and have more than twice the resources required by the target upgrade ship *brand new*, but keep getting message that I don't have enough. Any help would be appreciated, as this is a critical part of my strategy and I've been stuck for 3 turns now!
I have
169,109 minerals
16,802 organics
118,376 radioactives.
and when trying to retrofit a ship that costs
76,000 minerals
1000 organics
32,000 radioactives
brand new, I get a message: "Our vehicle Gate 1 in system Texrek has not been retrofit, sire. You do not have enough resources to finance this retrofit."
I have more than twice the value of the ship, *and* I'm retrofitting from a ship that costs:
54,000 minerals
5000 organics
13,000 radioactives. (Note that the initial ship seems slightly less than 2/3 the value of the target but I think this is due to rounding.)
Thanks,
Merry
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Again, I direct your attention to the Newbie FAQ, there is a lot of good info there. Section 5.5 covers this.
http://www.shrapnelgames.com/cgi-bin...;f=23;t=005518
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.
[ February 27, 2003, 02:21: Message edited by: Slick ]
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Slick.
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February 27th, 2003, 05:05 PM
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Brigadier General
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Re: building faster?
Quote:
Originally posted by Slick:
It is not on an individual resource basis.
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IIRC it is on the individual resource base, i.e. M x 1.5, O x 1.5 and R x 1.5. However, Molly, do you convert resources in the game?
First, all the resource convertion is done. Second is retrofitting and then the IRS hits your planets. So if you convert too many resources you ships will not retrofit but when you see it next turn you have full storages again and wonde rwhat happend.
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February 27th, 2003, 05:29 PM
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Brigadier General
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Re: building faster?
Quote:
Originally posted by Mephisto:
quote: Originally posted by Slick:
It is not on an individual resource basis.
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IIRC it is on the individual resource base, i.e. M x 1.5, O x 1.5 and R x 1.5. Negatory, good buddy. I have tested this and it has also been confirmed by others. Add up your total resources M+O+R (before & after) and that's the number you use for the 150% rule. I used to think the same thing.
From another thread:
Quote:
Originally posted by Suicide Junkie:
... Once you have a stripped down design that can be built quickly, COPY that design, and add components until the TOTAL cost in all three resources COMBINED is close to 150% of the original's cost.
Note that the costs are combined!
1000 minerals +400 organics +100 rads is 150% the cost of a 0 minerals, 0 organics, 1000 rads cost design, and CAN be retrofitted to! ...
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Slick.
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Slick.
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February 27th, 2003, 06:32 PM
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Shrapnel Fanatic
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Re: building faster?
In addition, when you select the ships and hit "retrofit", then you will see the total costs to retro for each potential design just to the right of that design name.
Note that you need to have the resources in storage before the end of your turn, as retrofits happen before resource income.
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February 27th, 2003, 08:18 PM
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Shrapnel Fanatic
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Re: building faster?
It is not a good idea to bump up old threads and create a new one to ask a single question. It is a pretty large breach of nettiquite. 
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February 27th, 2003, 10:03 PM
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Brigadier General
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Re: building faster?
Quote:
Originally posted by Slick:
Negatory, good buddy. I have tested this and it has also been confirmed by others. Add up your total resources M+O+R (before & after) and that's the number you use for the 150% rule. I used to think the same thing.
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I'm not sure if this is correct.
I was in a PBEM game for a friend and had to retrofit his very old ships to new ones. The main problem were of course the engines because they increased in Rad. In my experience the 150% is really per resource HOWEVER there is a threshold like round about 1000 or so that you can upgrade ANYWAY. So you can upgrade your 100 R ship to a 1,100 ship but not your 10,000 to 16,000. I'm quite sure about this as I only upgraded the engines so the variables in the equation weren't too many. Anyway this was an early gold Version IIRC so it might have changed or I am simply wring. Unfortunately that I lack the time to test it.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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