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January 11th, 2003, 06:50 PM
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Corporal
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Join Date: Jul 2002
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Re: Can I make colony ship using bigger ships?
Then what is the point in having multiple colony components on the same ship?
Can you transfer it to another ship like cargo??
[ January 11, 2003, 16:56: Message edited by: Tough Guy ]
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January 11th, 2003, 07:09 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Can I make colony ship using bigger ships?
Ummm... one rock, one ice, one gas. Send it anywhere. Give the colonize order. The ship uses the correct one, the rest are just small, expensive, cargo bays.
This is done in late game, when you have the colonization minister on, and you just want him to go crazy mit der Kolonisation ding
If anyone actually speaks German I'm sorry -- I'm just playing around 'cause I'm at work and bored.
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January 11th, 2003, 07:11 PM
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Lieutenant Colonel
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Re: Can I make colony ship using bigger ships?
Quote:
Originally posted by Tough Guy:
Then what is the point in having multiple colony components on the same ship?
Can you transfer it to another ship like cargo??
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The only reason I can think off is if you are using the ship to explore unseen territory and thus do not know what type of planets you will find.
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January 11th, 2003, 09:38 PM
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Second Lieutenant
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Re: Can I make colony ship using bigger ships?
Quote:
Originally posted by Arkcon:
Yes. The destroyer class is the same size as a colony ship, and doesn't have engine restrictions.
Light cruisers are a favorite size.
I even use dreads sometimes, put all 3 colony components on and send it anywhere.
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I use (in solo max-tech games played to try out a new mod or the like) Large Transport hulls for the same purpose. Colony components count as Cargo components, so one of each (600kT total) satisfies the "50% cargo" requirement.
The other 300kT gets control components, engines, supply (a solar panel or two, say), and ... more cargo. Drop colonies with more people.
Other than in maxtech ... I sometimes use Medium Transports as colony ship; the doubled space lets me (a) pack in some more cargo bays for a larger population, (b) pack in more supply components to extend range, and (b) even put in a single CSM (or similar), and maybe stealth armor, "just in case" the ship runs across a lightly or even UNarmed hostile.
IMO, there shopuld BE a larger -colony- hull; some mods include just that sort of ship (mine will; Exodus will have the "HCO: Heavy Colony" hull at, IIRC, 500kT).
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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January 11th, 2003, 09:44 PM
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Second Lieutenant
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Re: Can I make colony ship using bigger ships?
Quote:
Originally posted by DavidG:
quote: Originally posted by Tough Guy:
Then what is the point in having multiple colony components on the same ship?
Can you transfer it to another ship like cargo??
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The only reason I can think off is if you are using the ship to explore unseen territory and thus do not know what type of planets you will find. Also in Maxtech, so you don't have to count up "Hmmm, I need 12 Gas colony ships, 11 Ice colony ships, and 17 Rock colony ships, built at my five shipyards" ... and then have to figure out which shipyard builds how many of what type of ship, etc, etc, based on WHERE each colonisable planet is (send to the furthest, first, barring neighbor relations, etc, etc).
IOW, solely a lazy means of lessening MM.
Personally, I wish there WERE "Multicolony" components, and Exodus WILL have one (able to colonise all three worlds, at 400kT size). IIRC, some other mods already have similar components.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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January 11th, 2003, 10:08 PM
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Shrapnel Fanatic
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Re: Can I make colony ship using bigger ships?
Building those multi-colony module ships does waste a lot of resources though.
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January 11th, 2003, 11:11 PM
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Brigadier General
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Re: Can I make colony ship using bigger ships?
Quote:
Originally posted by Imperator Fyron:
Building those multi-colony module ships does waste a lot of resources though.
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Yes, I agree this is not efficient. So probably not something you want to do in multiplayer.
For solo play it might be handy to reduce some tedious micromanagement.
Note that you can mod the component.txt file to include a universal colony module that is able to colonize all three planet types. Not only is this convenient for the human player, but also (IMO) it benefits the AI.
Rollo
[ January 11, 2003, 21:13: Message edited by: Rollo ]
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