|
|
|
 |

December 23rd, 2005, 01:38 PM
|
 |
Private
|
|
Join Date: Oct 2004
Location: PA USA
Posts: 33
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Massive Planetary Shield Generators
I think the addition of my post above is not obvious to most, since there is no answer and little views. I am going to post it as its own topic. Probably shouldn't be here anyway.
|

January 26th, 2006, 06:12 AM
|
Private
|
|
Join Date: Jan 2005
Location: New Zealand
Posts: 47
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Massive Planetary Shield Generators
I think this is the right place for your post. The simulator can't be trusted but I will add something I noticed. I haven't got to the bottom of this "issue" so I will only say what I have seen so far, in the hope that others may have seen this too!. I have tried different firering priorities and sometimes there seems to be no change even though I have done similar to you,... (changed from strongest to weakest etc) On many occasions I have given up and gone to resume my game. Thats when I noticed that the spaceyard build rates had changed, eg,.. a ship that normally takes 2 turns to build would now be taking 3 turns to build??. Also the amount of resources I had stored had reduced! ... and all I had done was use the simular!??. So I saved and quit. I then re-opened my game and everything was back in order. I then checked the same simulation and this time I did see a difference. So I only do a few simulations at a time and I always re-open to resume my game. Seems to work better?????? I think ! lol
Out of fustration I just made my firering priority Nearest, Nearest, Nearest, Nearest!
|

January 26th, 2006, 06:26 AM
|
Private
|
|
Join Date: Jan 2005
Location: New Zealand
Posts: 47
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Massive Planetary Shield Generators
Oh yeah,... was going to ask if anyone could recommend a good map for up to ten players. The game I am playing has a custom map. I would like to find something big??? Just interested in some feedback really. What your fav map?
|

January 26th, 2006, 06:52 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Massive Planetary Shield Generators
That sort of question should probably be posted in a new thread. Stickied threads should strive to remain on-topic, else they are not as useful as stickied threads.
|

March 23rd, 2006, 05:34 AM
|
Sergeant
|
|
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Super Fast Transports
This is something that I thought up the other day, I hope someone finds it useful.
You can make a 'super fast transport' with a large hull (for example: a battleship) by adding spaceyard and emergency propulsion components to it. You'll have to babysit it but you can use the emergency propulsion every turn (the space yard will repair it). The end result is a transport with 16 movement and 3250kt of cargo (at max tech/with a battle ship).
StarShadow
|

March 23rd, 2006, 08:59 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Super Fast Transports
I think emergency propulsion components need to be repaired at a planetary space yard...
|

March 23rd, 2006, 09:44 AM
|
Sergeant
|
|
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Super Fast Transports
I thought so too, but I tested it out before posting and it works.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|