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May 14th, 2001, 04:07 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Pirates & Nomads update
Actually, if you're trying to capture ships, this change should make it easier... The game was not hitting the cheap self-destructs & stuff as often as it should, and you'd finish off the Last 15 components with one shot. If the AIs aren't using cheap mounts, then don't worry about it
You do realize that skimping on component expenses reduces their hitpoints to 25%, right?
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May 14th, 2001, 10:08 PM
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Lieutenant Colonel
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Re: Pirates & Nomads update
Yeah, which is why I used them on my remote miners (get the most out of my "money")... my warships (all six of them until the endgame, right now) use normal components.
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
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May 14th, 2001, 11:28 PM
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Shrapnel Fanatic
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Re: Pirates & Nomads update
quote: my warships (all six of them until the endgame, right now) use normal components.
Even armor? I know 2x the price is quite harsh, but you do get a 40% stronger armor plate with Premium
If you skimp on the internals, you can spend the money on better armor for your ship, and still pay the same price overall.
Also, has the AI been using "cheap" mount internals?
[This message has been edited by suicide_junkie (edited 14 May 2001).]
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May 15th, 2001, 01:37 AM
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Private
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Re: Pirates & Nomads update
How do you get the Hydroponics bay and similiar components to work. I've built ships with them but they make nothing?
Frank V.
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May 15th, 2001, 04:29 AM
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Shrapnel Fanatic
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Re: Pirates & Nomads update
They only work on the Resource Ship/ Resource Base.
The description says something about them being a plug-in module.
The way it works is that the Resource ship/base hull has giant ramscoops to collect gas, which the plug-ins convert to minerals/organics/radioactives.
So, just put them on a resource ship, and you'll be all set.
Note that the resource production listed is affected by your maintenance trait, so it will not be totally accurate.
BTW, I highly suggest using resource ships as warships early on... They have about the same space (after required comps) as an escort, and they pay for themselves  .
[This message has been edited by suicide_junkie (edited 15 May 2001).]
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May 15th, 2001, 05:46 AM
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Lieutenant Colonel
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Re: Pirates & Nomads update
quote: Originally posted by suicide_junkie:
Even armor? I know 2x the price is quite harsh, but you do get a 40% stronger armor plate with Premium
If you skimp on the internals, you can spend the money on better armor for your ship, and still pay the same price overall.
Also, has the AI been using "cheap" mount internals?
[This message has been edited by suicide_junkie (edited 14 May 2001).]
Yep, even armor... I had to use my resource converter every turn and run at least one Resource Procurement op every two turns to stay afloat with just three DS, one LC, two BB... and two ES SYSs that went back and forth, repairing the warships on the lines and retrofitting mining bases. But anyway, I am much better at research than the AI, especially when I can capture/analyze to get a lot of tech, so I got Heavy Shield Gens around turn 60, while the AI is still on PShield Vs (what's left of the AI, that is). That's one component on the warships that I make cheap mount, 160kT damage won't make too much difference once 2500+ is done
As for the AI designs, I think I have yet to see a non-weapon internal that was not cheap mount. I'm just glad the AI never got around to putting Self-Nukes on their ships 
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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May 15th, 2001, 05:57 PM
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Shrapnel Fanatic
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Re: Pirates & Nomads update
quote: while the AI is still on PShield Vs
The AIs aren't programmed to research shields past lev 10, so they will almost never get Heavy Shields.
In my story game, the Jreanar must have picked up heavy shields from an ancient ruins, and its really messed with their designs. They still try to fit 5 shield generators on their DNs, but end up with only 3, and skimp a bit on weapons & other defences
They're still tough to kill, though.
How many slave yards do you have operating? And how often do you manage to capture a ship?
What kind of maintenance rate are you paying?
I would suggest fighters & sats as a good investment, if you give a carrier a boarding party, the fighters can do the dirty work, and the carrier can capture the ships.
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