|
|
|
 |

November 5th, 2002, 11:04 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Retrofit Order revocation
Ah, thanks for the clarification and the informaiton.
So to mod a "Scotty" component you would give it a Ship Yard ability with Zero build and a repair bay with limited build, (perhaps 1 per turn). This would allow a ship to retro fit at the front lines.
Edit:
I wonder how to mod the Scottish accent.
[ November 05, 2002, 21:53: Message edited by: Gryphin ]
|

November 7th, 2002, 11:35 AM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Retrofit Order revocation
Quote:
Create a "Engineering Section" that is: 1/4 size repair bay at say 1/4 the repair rate and 1/3 the cost. It would have the Ship Yard ability but would require self imposed control to only use it for retrofitting. This would be useful to simulate having a Federation Chief Engineer on board.
|
Gryph, you ever played Devnullmod? It has something very much like this: An engineering section which grants limited construction /repair (I think), extra combat speed and an auxiliary control.
|

November 7th, 2002, 11:50 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Retrofit Order revocation
Quote:
Originally posted by Gryphin:
Ah, thanks for the clarification and the informaiton.
So to mod a "Scotty" component you would give it a Ship Yard ability with Zero build and a repair bay with limited build, (perhaps 1 per turn). This would allow a ship to retro fit at the front lines.
Edit:
I wonder how to mod the Scottish accent.
|
Write the description in a thick Scottish accent. 
|

November 8th, 2002, 02:15 AM
|
 |
Private
|
|
Join Date: Nov 2001
Location: England
Posts: 43
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Retrofit Order revocation
I usually build a 'Logistics Fleet' with a couple of Space Yard Ships, at least 2 (usually more) Repair Ships and a whole bunch of Tankers. Farm out some or most of the Tankers to the active fleets, the rest of the LF tracks in behind the main force (usually the other side of a warp point) and provides rear-area repair/refit facilities.
Forex, if I'm taking on a Home Planet in Proportions, I'll start off with an anti-ship fleet and eliminate the defence force before entering the planet square. Then I convert to one with a LOT of point defence in order to take out the fighters based on the planet, finally convert to a huge number of CSM and lay siege, bombarding the place until I can make a landing to capture it. All without ever having to return to base with the combat force.
Steve.
__________________
Nature always obeys her own laws - Leonardo da Vinci
|

November 8th, 2002, 02:43 AM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Retrofit Order revocation
dogscoff ,
I have not tried the Devnul Mod. Hm, guess I should. Can I use TDM with it? I'm thinking not due to the various mods.
|

November 8th, 2002, 02:48 AM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Retrofit Order revocation
You can't use the TDM mod very effectively with Devnullmod unless you tweak the research & ship design parts of the various AIs, but I've a feeling someone may have done this work for you already.
Also, I believe Devnullmod comes ready-supplied with some AIs by Rollo, who is a TDM-certified AI modder anyway.
I'm pretty sure that's all true, anyway. Either ask Rollo or take a look through the Devnullmod readme...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|