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  #1  
Old October 27th, 2001, 08:33 PM

prader prader is offline
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Default Re: Transporting Bases

To tell the truth I wouldn't care either way, tractor or other. I like the idea. Why only one turn though? The reason for the question is that I've noticed that mobile shipyards have crappy build rates and you can't build bases at planets without a shipyard (which makes sense, not arguing it) So I started thinking of ways they could be moved. Could you do me a HUGE favor and design that component for me to paste? I would, but unfortunately I know dink about programing this stuff even though it is simple text files.
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Old October 27th, 2001, 08:38 PM

Phoenix-D Phoenix-D is offline
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Default Re: Transporting Bases

That setup would take hardcode changes, *any* method of moving bases would take hardcode changes.

Code we don't have access to.

You can make the ship shipyards build faster if you want though.

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  #3  
Old October 27th, 2001, 11:52 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Transporting Bases

Yes, the ability to tow another ship/base has been requested many times. I've also requested 'docking bays' to let a ship be hidden inside a base. No response from MM so far. All I can say is, keep requesting. When the interest reaches a certain level he'll decide it's worth implementing.

As far as the time required to build a base at a remote location, there have also been requests to let several space yards "team up" on a single project so it can be completed faster. Same deal as the towing request, no response so far...

[This message has been edited by Baron Munchausen (edited 27 October 2001).]
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Old October 28th, 2001, 03:26 AM
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Skulky Skulky is offline
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Default Re: Transporting Bases

If your wanted, a size of ships could be created in the ship size section that are the same size (or slightly smaller) than bases and can be launched like a fighter or satelite. Some Range check errors might occur. Building them in one location would just be easier. I will request that MM hardcode tractor beams/docking bays in, these bays could have ability to repair/retorfit faster than normal and could hold ships inside to hide them, could also mothball ships without others seeing them

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  #5  
Old October 28th, 2001, 03:49 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Transporting Bases

quote:
The final result is a ship/base fleet with 2MP available, for one turn only.
That would be because the fleet is specially created when you "use component" -> tractor beam. It would be artificially set to 2/0 movement at that time.
On the next turn, the regular movement refill code would give the fleet 0/0 movement.

Kinda simple and Hacky. You'd have to break the fleet and then re-use your tractor beam the next turn.

I think that moving bases is worth a little MicroManagement.
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Old October 28th, 2001, 09:16 AM

CW CW is offline
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Default Re: Transporting Bases

I've never tried it, but I believe you can put an emergency populsion pod on your base and move it a few sectors each turn. Just pair it up with a space yard ship so the pod gets repaired each turn.
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Old October 28th, 2001, 09:22 AM

CW CW is offline
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Default Re: Transporting Bases

I actually mentioned this to MM before but I don't understand why you still can't use components in a fleet... that makes the pod useless if you want a fleet of ships to make a quick get-away with it, at least without breaking up your legendary fleet!
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