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April 18th, 2004, 11:55 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
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Re: Supplies.
It should have been "remote mining" indeed. That will teach me why posting when you are still half-asleep is a very bad idea!
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April 18th, 2004, 10:03 PM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
Posts: 290
Thanks: 0
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Re: Supplies.
I just love remote mining in DevNullMod FQM maps with those asteroyds of +200% minerals and cheap mining bases 
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April 19th, 2004, 06:13 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
Thanks: 1
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Re: Supplies.
Thanks for the info, I didn't know that remote mining income isn't included in trade agreements. So I guess that if we use those new point-generation abilities in a mod, those won't be included in trades either?
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April 19th, 2004, 11:12 AM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
Posts: 2,255
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Re: Supplies.
If I put out 10 mineral miner satellites over an asteroid, will it reduce the value by 10% or 1 % each turn?
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April 19th, 2004, 11:49 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Supplies.
I think only 1 satellite will work. It says in the component description only 1 vessel can mine a single location.
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April 19th, 2004, 11:51 AM
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Corporal
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Join Date: Aug 2002
Location: belgium
Posts: 93
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Re: Supplies.
AFAIK, there can only be one ship mining in a sector at a time, so I don't think stacking all those remote miners is such a good idea
damn, beaten to it by Randallw
[ April 19, 2004, 10:52: Message edited by: ace joh ]
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April 19th, 2004, 11:57 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Supplies.
 . It might be worth investigating though. We know more than 1 "vessel" can't mine together, but as units stack will they perhaps work together.
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