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  #1  
Old December 8th, 2005, 01:41 PM
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Default Re: Ship Upgrades

Quote:
Alienboy said:
Hi Douglas,
Sorry dude, the quote from CaptainAL that I was refering to in my last post is quoted above and does not mention anything about scraping facilities at all. I was not refering to the bug you mentioned.
He mentioned scrap resources as a possible culprit a few posts later.

Quote:
Alienboy said:
I have always wondered about ship repairs and I have been under the belief that all repairs do actually cost resources to complete. ...
I have played in a game where I regularly did an IMMENSE amount of repairing every turn (retroseries building for ordinary combat ships) and had a rather tight budget. If repairs cost resources, my calculations in that game would have been very far off and I would have run out of resources quickly. They weren't, and I didn't.
Quote:
Alienboy said:
With regards to the 50% thing. A little while ago I designed a ship that took three upgrades to complete. I must have made a slight error in my calculations because I was unable to do the last upgrade, due to it costing over 50% more that the second upgrade. However I did not find this out at the first time ...
The game may indeed check for resources before checking the 50% limit, but that is completely unrelated to CaptainAl's problem. He was getting out-of-resources messages after carefully calculating that he did have enough resources.
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Old December 8th, 2005, 04:50 PM

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Default Re: Ship Upgrades

If you say so douglas, have a nice christmas.
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  #3  
Old March 23rd, 2006, 11:35 AM
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Default Re: Ship Upgrades

Any space yard will do, and repair bays can help. Even a modded space yard with 0 repair rate allows repair bays in the same sector to repair emergency components.
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Old March 23rd, 2006, 12:49 PM
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Default Re: Ship Upgrades

I use that very "super fast" battleship design also for my Stellar Manipulation ships. You paid big bucks for them, you are paying big maintenance for them, you can't have them spending too much unproductive time moving around. It's good if you retro-series build and/or want to retrofit to a different configuration because the basic hull-engines-spaceyard-etc is the same.

With these designs, they usually operate solo so they have to be "minefield resistant". Keep them protected behind your lines, use armor instead of shields. So long as the spaceyard component survives, it will repair itself.

I also make a "super fast" rescue ship. Same basic idea with repair bays added also. I'll build these at strategic places and mothball them. In the rare occurrence that a fleet takes lots of damage and it will be several turns before the fleet's existing repair capability completes repairs (or the fleet's repair ships got killed), I'll activate these ships to assist.
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  #5  
Old March 24th, 2006, 05:16 PM

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Default To stop captured Bases from glassing their world

Set the base strategy to not fire on planets or satellites. Captured bases would no longer fire on the planet or satellites they once protected.

Note: If captured you could neutralize them by changing there strategy to not fire on anything.

Second Note: If you capture a base (or ship) retro fit it ASAP even if it’s to the same design. (Too bad if it has unique tech.)
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  #6  
Old April 1st, 2006, 06:15 PM

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Default Re: Planet Creation

This tip is for single player games and is somewhat cheesy (mmmmm cheese )...Save the turn before you create a planet, if it's not your type, try again. The planet you get on the second try will be the kind you get EVERY time (on the 2nd+ try). Most of the time it tends to be Carbon Dioxide. If it's still not your type, reload and try again next turn.
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  #7  
Old April 3rd, 2006, 11:01 AM
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Default Re: Planet Creation

Yes and if you move to different sqares in certain orders you can change what type it is. The formula to determin planet type and atmosphere seem to be based partially on where the ship moved tat turn.
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Old July 2nd, 2007, 11:14 AM
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Default Re: Planet Creation

Maybe if the ship moves somewhere else, then other 'hidden things' use up a random number. Which are different from dice in that we can see the future of a random number line, but we cannot see the future of a random dice roll.
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