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January 25th, 2001, 10:05 PM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: Space Yard Ships
The closest thing I know of to having several shipyards work together is to build a ship, then retrofit it to a more complex design. As near as I can tell, all shipyards join in the repair effort from that point on. It's not really much help, but there it is.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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January 25th, 2001, 10:17 PM
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Captain
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Join Date: Jan 2001
Location: Texas
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Re: Space Yard Ships
quote: Originally posted by Nyx:
The closest thing I know of to having several shipyards work together is to build a ship, then retrofit it to a more complex design. As near as I can tell, all shipyards join in the repair effort from that point on. It's not really much help, but there it is.
Do you ever build repair ships or even repair bases outfitted with the Repair Component III which can repair 8 components per turn? A Battlecruiser or 500KT Space Station can mount 3 of these components for a total of 24 components repaired per turn.
When I play, I like to send a couple of these Repair Battlecruisers with my fleets in addition to a Spaceyard Ship. This makes it very easy and quite quick to do in-place upgrades of ships fighting on the front lines.
Couple that with supply cruisers mounted with tons and tons of Solar Collectors III, and you can easily maintain a nice moving battle far from home.
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January 25th, 2001, 10:36 PM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: Space Yard Ships
I do that quite often, though I've found shipyard ships more useful since they can build replacement troops, fighters, and smaller ships while out on crusade. Repair ships can only keep the original fleet in fighting condition.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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January 25th, 2001, 10:42 PM
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Captain
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Join Date: Jan 2001
Location: Texas
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Re: Space Yard Ships
quote: Originally posted by Nyx:
I do that quite often, though I've found shipyard ships more useful since they can build replacement troops, fighters, and smaller ships while out on crusade. Repair ships can only keep the original fleet in fighting condition.
True. But doesn't a repair component III repair more components per turn than a Space Yard III component? Plus, the Space Yard component is much more expensive, and you can only fit one one a ship.
Speaking of Space Yard Ships with your fleets... have you ever gone to the Construction Queue screen and, in a mad rush to tell all your space yards to build stuff, accidentally selected the space yard ships that are currently moving from one place to another? Very annoying... Especially if the SY isn't traveling with a transport if it's building units. :-)
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January 25th, 2001, 11:29 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Space Yard Ships
Space yard III components also repair 8 items per turn the only downside is they take up a lot more space. They are 400KT instead of 150KT also you can put more than one repair components in the same size ship to repair more per turn and use less space. But then the space yards are more useful because they can build as well as repair so its a trade off.
[This message has been edited by Tomgs (edited 25 January 2001).]
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January 27th, 2001, 02:48 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Space Yard Ships
I like Tenyru's idea about ramping up production. This is the way it is in real life, you just don't immediately switch production of a new item to maximum.
Another idea on this line would be to have an increase in cost when you switch between items. If you build 5 of the same ship in a row at the same yard the cost per ship and time per ship could decrease as each was built. This would allow you to have yards that build specific ships faster than others.
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January 26th, 2001, 03:11 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Space Yard Ships
Personally, I don't really care if emergency production is altered although being more realistic is always nice. What I care about is the AI knowing HOW TO USE Emergency Build. I agree (for playability - is that a word?) that these can be "arbitrary" values for production increases /penalties as long as the AI uses them also. As it stands now, the Emergency Build seems to be a "cheat" since the AI never uses it.
That IMO is the only problem with any of these "loopholes" that allow human players advantages over AIs. If the AI uses them also, they're no longer cheats....
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