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April 4th, 2005, 03:12 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Star Trek Mod - Please need some help
Total counts. If a ship costs 2000 minerals 500 organics and 1000 radioactives, it is summed to a total of 3500 resources. When retrofitting, the new design is allowed to have a maximum TOTAL cost of 3500 * 150% = 5250 resources. Another retroseries is allowed to have 5250 * 150% then.
This can be even further exploited when adding components which only minorly increase mineral cost, but more organic oder radioactive cost. For example, the first design (which you construct and not retrofit) should hold alot of plague bombs. Those cost of lot of organics, but few minerals. That way, your TOTAL cost will majorly increase (and therefor the next 150% are more as well) while the total buildtime will not increase since you are only using more organics. Get me ?
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April 6th, 2005, 10:49 PM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
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Re: Star Trek Mod - Please need some help
Besides the destruction of boarding parties when they board, the space yard ability would force them to be one per ship max. It's best as a separate special purpose component IMO.
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April 6th, 2005, 10:52 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Star Trek Mod - Please need some help
I agree - no reason to assign it with boarding parties.
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April 6th, 2005, 11:08 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: Star Trek Mod - Please need some help
Ya, just tried it; only one space yard per ship flag appears, zero build rate worked ok, and the 'analyze' button wouldn't activate while the componant was damaged. Looks like a separate componant would be the way to go.
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April 7th, 2005, 12:25 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Star Trek Mod - Please need some help
A build rate of 0 means that an infinite number of resources will be available for construction. You need at least 1.
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April 7th, 2005, 12:25 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Star Trek Mod - Please need some help
Fyron tells me that 0 = infinite build rate, so perhaps a value of 1 would be ideal for the component.
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April 7th, 2005, 12:27 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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Re: Star Trek Mod - Please need some help
I have to say this is a very interesting idea wyrm.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 7th, 2005, 01:19 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Star Trek Mod - Please need some help
Thanks!
Maybe if all three build-with values are set to zero, then you get infinite build--dunno on that one. Just tried to construct a ship using one of these customized 'ship yard' ability componants, and the following code resulted in build time:Never
Code:
Number of Abilities := 1
Ability 1 Type := Space Yard
Ability 1 Descr := Used to analyze captured vessels.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
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