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January 15th, 2001, 11:19 AM
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Shrapnel Fanatic
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Re: Cashing production
alasyr, please don't take this the wrong way, but how much caffeen have you had over the Last 24 hours?
Reading your post was like looking into the mind of someone who just got done playing SEIV for 48 hours straight without a break.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
UCP/TCO Ship Yards

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January 15th, 2001, 11:56 AM
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Lieutenant General
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Re: Cashing production
quote: Originally posted by Atrocities:
alasyr, please don't take this the wrong way, but how much caffeen have you had over the Last 24 hours?
Go easy man. Being from Croatia, English is probably not his first language. I only know one language, so I think its commendable for people to go out of their way to post on a forign forum.
To reply to Alasyr's post, that is a good idea. If you keep your production queue buisy building 100 weapon platforms or something, you dont waste resources when you are waiting for the tech for your new cruiser design or something. Also, if you are building a ship design and you descover new technology before the first prototype is done, you can edit the design and all the production queues in process will switch to using the new design with no lost resources or production time.
[This message has been edited by Puke (edited 15 January 2001).]
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January 15th, 2001, 01:23 PM
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Sergeant
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Join Date: Nov 2000
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Re: Cashing production
There is one difference, though (as I recall, not having played either MOO game in a while). No matter how many resources you have piled up partially building that "100 satellites" or whatever, when you switch production to the new cruiser design you only get 1 ship. All resources above the amount used to build that ship which you move to the top of the que are lost. In the MOO games, the production que worked like the SE4 research que with "divide points evenly" turned off. So, let's say that your new cruiser design costs 1000, "something big" costs 15,000 and when the tech to build your new cruisers is in place you have 10,000 on account towards that "something big". So, you add 10 cruisers to the que, reorder the que & delete "something big". In SE4, you get 1 cruiser next turn and the other 9,000 is lost. The rest of the cruisers get built normally. In the MOO games you get all 10 cruisers next turn.
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January 16th, 2001, 02:32 AM
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Brigadier General
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Re: Cashing production
I liked the old moddel in SE3 to buy and "repair" ships much more... 
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January 15th, 2001, 05:39 PM
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Sergeant
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Re: Cashing production
It's been a while...please remind me how it worked in SE3.
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January 15th, 2001, 05:55 PM
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Major General
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Re: Cashing production
That queue-reordering preserves production is very likely a bug; ISTR something about one patch fixing a similar issue, namely that deleting the top project in the queue shifted accumulated production to the second item. I doubt that this is intentional...
If you do use this, 'tho, I'd suggest building fighters. If you change your mind, you've still got a group of units which can move in-system on its own, and can be very, very menacing as a defense force.
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January 15th, 2001, 07:26 PM
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Brigadier General
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Re: Cashing production
Back in the good old days  you bought a ship and resources were detracted at the end of the turn.
In the next turn a hulk with every component destroyed was placed in the "buying" shipyard. After this, all components must be repaired, space yards repaired 5 to 6 components per turn.
The bad thing for this was that a ship took longer if you added more components no matter the real costs in resources of the component.
Good thing was that it was a very consisted system. When damaged ships arrived on a space yard you had to decide what to do first: Repair the damaged ships or "building/repairing" the new ships. Better to build/repair ships that would be ready in one turn or the more powerful ship that needed 2 turns to repair due to more damage. That were tough decisions. And, btw, you could have massive space yards in one sector. Only 1 on a planet and as much as you wanted in a ship/station. You were able to shift the ships in need of repair between all the space yards of one sector.
quote: Originally posted by Barnacle Bill:
It's been a while...please remind me how it worked in SE3.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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