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April 26th, 2001, 11:14 AM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
Posts: 479
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Re: Specific facilities, what do they do?
quote: Originally posted by suicide_junkie:
Well, you only get 50% of your minerals converted
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you can get 70% conVersion if you research resource manipulation
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[Boo!]
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April 26th, 2001, 12:02 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: Specific facilities, what do they do?
quote: Originally posted by LemmyM:
you can get 70% conVersion if you research resource manipulation
Yes, one Converter III per empire and Monolith Facilities on every high-value planet, maybe a value improvement plant and you will hardly ever be lack of resources.
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April 27th, 2001, 11:01 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
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Re: Specific facilities, what do they do?
quote: Originally posted by serpwidgets:
4- Repair. Is it just my imagination, or is repairing stuff free? I've been sitting a warp point opener on my home system and making a nice spider web of warp points to all my systems and it doesn't seem to cost anything every turn when it's repaired. Not that this is good or bad, but I just wanted to figure out if I should be calculating that into the costs of everything I'm doing every turn.
Since no one else completely answered this one; yes, repairs are free, but you can only repair a certain number of components per turn. A repair bonus means you repair more components per turn (especially useful for retrofits, obviously). BTW - you can repair multiple ships per turn with one repair bay/shipyard. So a repair bay that can repair (for example) five components per turn can repair one component on each of five ships per turn, or five components on one ship, or any other combo that adds to five.
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April 27th, 2001, 11:27 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
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Re: Specific facilities, what do they do?
quote: Originally posted by DirectorTsaarx:
Since no one else completely answered this one; yes, repairs are free, but you can only repair a certain number of components per turn. A repair bonus means you repair more components per turn (especially useful for retrofits, obviously). BTW - you can repair multiple ships per turn with one repair bay/shipyard. So a repair bay that can repair (for example) five components per turn can repair one component on each of five ships per turn, or five components on one ship, or any other combo that adds to five.
And the repair penalties work as well. Or at least that's what I found out when I set a race to 50% capability and yes, it did indeed repair at half. Maybe someone could do that as a further handicap when playing against the AI. Refits and repairs take so much longer.
There also seems to be no way to prioritize ships. The components on a particular ship seems to get repaired in the order set on the repair priorities list, but it seems to repair one ship at a time so long as it has capacity to repair components. This isn't really a problem at my refit sites w/multiple repair bay IIIs, of course.
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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...can you and your associates arrange that for me, Mr. Morden?
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April 28th, 2001, 07:32 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
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Re: Specific facilities, what do they do?
quote: Originally posted by serpwidgets:
I have several questions about the functions of some of the facilities and stuff, because they don't seem to be explained too well in the docs. Thanks in advance for any answers.
1- Resource convertor. I haven't seen any way to tell it what/when to convert, so I'm assuming it's automatic. Does this convert, for example, Organics and Rads to Minerals only when you run out of minerals? Or will it convert excess (more than you can store) to other types that you can store? Also, it says "one effective per system." Would you ever need more than one of these in your empire? If so, why?
You have to tell it to convert the resorces
2- Atmosphere convertor. I've seen mention of this but haven't found it yet. I assume it's way up the "Planet Utilization" tree. Anyway, my race is Hydrogen, but I also have a ton of CO2 breathers, about 60% of my population, and they're out of room... Is it possible to convert to whatever type of atmosphere you want, or will they only convert to your empire's "native" type?
Yes it is top of tree if not using mods there are 3 converts to the Pop atmosphere that is on planet if you have 2 did I'm not sure what will happen
3- Condition Improvement plant. I have yet to see a use for these. My population grows so fast it's usually maxed out within a year or two and I tend to take a 10% racial happy bonus, so I can't see what good a 2% "improvement" would do over a period of 2 years. Is there a place/time in the game where these are really useful?
Conditions take a LONG time to max out and its max 3% per year not turn
4- Repair. Is it just my imagination, or is repairing stuff free? I've been sitting a warp point opener on my home system and making a nice spider web of warp points to all my systems and it doesn't seem to cost anything every turn when it's repaired. Not that this is good or bad, but I just wanted to figure out if I should be calculating that into the costs of everything I'm doing every turn.
??? do not have a clue
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mottlee@gte.net
"Kill em all let God sort em out"
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Kill em all let God sort em out
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