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September 7th, 2000, 07:31 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Cargo/launch bays
Heh. I did run into resource trouble in one max-tech/max-power game -- not due to ship maintenance, but because of the simultaneous construction of many, many Atmosphere Converters. Had to suddenly halt ship production (fleet was already sufficient, anyway, so not a problem) and start cranking out org/rad facilities like crazy (minerals were never a problem. IIRC, one usually starts with more mineral-producing facs than org and rad). Came within several turns of running out of those two before the trend reversed. ;-)
[ But I *did* end up with ca. 130+ planets, almost all with oxygen atmospheres by game end, for perhaps many, many turns of potential pop growth]
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-- The thing that goes bump in the night
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September 7th, 2000, 08:30 PM
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Private
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Join Date: Aug 2000
Location: LavalUniversity, Quebec, Canada
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Re: Cargo/launch bays
I perfectly agree about the necessity of restrictions on CargoVessels, and would definitely prefer a restriction on the weapons than % of cargo holds... On the other hand, I would use it to make self-sustaining (many solar collectors), long-range-scanning transports, or even colony transports (wait, cruisers allow for a starting pop. of 94M ;-)
It would deballance things a bit... Perhaps the best way is to have Satelite/mine launchers count as cargo holds...
BTW, how can you research Atmosphere converters? Is it in the demo??
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September 7th, 2000, 09:26 PM
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Major General
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Re: Cargo/launch bays
Re: converters (Atmospheric Modification Plant the official name, my bad) --
They're in the demo, at least 0.56, The slowest Version needs level 7 Planet Utilization (9 max) and 15k each resource, and 30 turns; Version III takes the same resources, +2 tech, and 20 turns. Very nice if you can afford it and start early enough (that's at least 20% of the demo's length...), since it can make even the smaller worlds useful.
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-- The thing that goes bump in the night
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September 7th, 2000, 11:53 PM
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Sergeant
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Re: Cargo/launch bays
"I perfectly agree about the necessity of restrictions on CargoVessels, and would definitely prefer a restriction on the weapons than % of cargo holds"
I like the cargo hold restriction, but think it should be altered so supply storage components counts are cargo for this calculation.
"It would deballance things a bit... Perhaps the best way is to have Satelite/mine launchers count as cargo holds..."
They do. Go into the ship designer and add 14 Cargo Storage III components to a medium transport. When you add a fighter, mine, or satellite bay, the 50% requirement disappears.
A Medium Transport with the following:
Bridge, 2 Life Support, 2 Crew Quaters, 1 Shield Generator V, 15 Fighter Bay I, 4 Jacketed Photon Engine I, and 1 Cargo Storage III
has room for 40 fighters, meets all design requirements for a transport, and costs 400 minerals less than a light carrier with the same amount of cargo space (of course, the CVL has room left for more stuff, but that's besides the point).
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September 8th, 2000, 12:26 AM
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Major
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Re: Cargo/launch bays
One restriction on fighter bays:
You can only launch so many fighters a turn in tactical (well both) combat. So a transport with cargo bays and one fighter bay would launch fighters very slowly (but it doesnt affect your normal ability to launch fighters in the normal view)
Hmm idea:
Use a carrier in junction with a transport as described above. The carrier could provide defense quickly, while the transport launches reinforcements.
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September 8th, 2000, 04:19 AM
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Corporal
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Re: Cargo/launch bays
Hmnnn,, I don't use fighters at least in the demo since they are too small to carry a decent weapon and max engines.
But my question is,, what would happen if you used the "dump cargo button" and dumped the whole fighter load. Having one fighter launch bay would let you recover all of them I bet.
Hmnnn,, I am considering satalites though. If I can do the "dump" trick that would be as good as a space station and by manuvering arround them I would have the chance to get the enemy in a cross fire. Hmnn
I have to go test this one..
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Wingte
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