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April 4th, 2005, 12:58 PM
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Major General
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Join Date: Jan 2005
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Re: Star Trek Mod - Please need some help
This can indeed be very..... annoying - say, you're building a Tactical cube, and an event kills even 10M pop on a several B planet, you might experience slower production - look in Seetings for the population "threasholds" where you get increased production - and it might take another 3 turns extra. Or, also not so very nice, you can build at 2k minerals per turn and you have a ship costing 10300 minerals. It will STILL take six turns to finish.
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April 4th, 2005, 02:11 PM
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Re: Star Trek Mod - Please need some help
Then again i experienced player will just cut off some components and do a retrofit run, majorly decreasing the time to complete a a fleet / a ship at only minorly increased cost.
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April 4th, 2005, 02:27 PM
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Re: Star Trek Mod - Please need some help
Greetings,
It is exactly what I was thinking. Excuses my inexperience of the game. But can I build almost empty cubes then build many ships with space yards or repair units and make a fleet. Then I retrofit my cubes and incorporate them in the repair fleet. If I can repair tens of components by turns, I would be able to build the ships ASAP.
Thank you
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April 4th, 2005, 03:02 PM
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National Security Advisor
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Re: Star Trek Mod - Please need some help
You could do that, but there is a maximum cost difference between the two designs (usually 150%) allowed for retrofitting, so it won't really help all that much in your situation.
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April 4th, 2005, 03:04 PM
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Re: Star Trek Mod - Please need some help
Greetings,
I saw that difference of cost. Is it 150% more or 150% of the initial cost (50% more)? I am not English speaking born, so I don't understood this nuance in the text :
Initial ship cost 100.
Can you upgrade to 150 (50%) or 250 (150%)?
And once you upgraded, let's say it is 150 with an initial 100. And you upgrade again. Did the basis change to 150 or is it still 100?
Thank you
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April 4th, 2005, 03:12 PM
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Re: Star Trek Mod - Please need some help
Total counts. If a ship costs 2000 minerals 500 organics and 1000 radioactives, it is summed to a total of 3500 resources. When retrofitting, the new design is allowed to have a maximum TOTAL cost of 3500 * 150% = 5250 resources. Another retroseries is allowed to have 5250 * 150% then.
This can be even further exploited when adding components which only minorly increase mineral cost, but more organic oder radioactive cost. For example, the first design (which you construct and not retrofit) should hold alot of plague bombs. Those cost of lot of organics, but few minerals. That way, your TOTAL cost will majorly increase (and therefor the next 150% are more as well) while the total buildtime will not increase since you are only using more organics. Get me ?
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April 6th, 2005, 10:49 PM
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Re: Star Trek Mod - Please need some help
Besides the destruction of boarding parties when they board, the space yard ability would force them to be one per ship max. It's best as a separate special purpose component IMO.
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April 4th, 2005, 03:12 PM
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National Security Advisor
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Re: Star Trek Mod - Please need some help
The total cost of the new design cannot be more than 1.5x the total cost of the old design. For example, you could retrofit a ship that cost 1000 in resources to one that cost 1500.
Yes, you can also use a series of retrofits to overcome this hurdle. It's commonly referred to as "retroseries" building.
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April 4th, 2005, 03:14 PM
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Re: Star Trek Mod - Please need some help
Thank you very much for the fast answer!!!!
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