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  #201  
Old March 23rd, 2006, 05:34 AM

StarShadow StarShadow is offline
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Default Super Fast Transports

This is something that I thought up the other day, I hope someone finds it useful.

You can make a 'super fast transport' with a large hull (for example: a battleship) by adding spaceyard and emergency propulsion components to it. You'll have to babysit it but you can use the emergency propulsion every turn (the space yard will repair it). The end result is a transport with 16 movement and 3250kt of cargo (at max tech/with a battle ship).

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  #202  
Old March 23rd, 2006, 08:59 AM
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Default Re: Super Fast Transports

I think emergency propulsion components need to be repaired at a planetary space yard...
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  #203  
Old March 23rd, 2006, 09:44 AM

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Default Re: Super Fast Transports

I thought so too, but I tested it out before posting and it works.
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  #204  
Old March 23rd, 2006, 11:35 AM
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Default Re: Ship Upgrades

Any space yard will do, and repair bays can help. Even a modded space yard with 0 repair rate allows repair bays in the same sector to repair emergency components.
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  #205  
Old March 23rd, 2006, 12:49 PM
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Default Re: Ship Upgrades

I use that very "super fast" battleship design also for my Stellar Manipulation ships. You paid big bucks for them, you are paying big maintenance for them, you can't have them spending too much unproductive time moving around. It's good if you retro-series build and/or want to retrofit to a different configuration because the basic hull-engines-spaceyard-etc is the same.

With these designs, they usually operate solo so they have to be "minefield resistant". Keep them protected behind your lines, use armor instead of shields. So long as the spaceyard component survives, it will repair itself.

I also make a "super fast" rescue ship. Same basic idea with repair bays added also. I'll build these at strategic places and mothball them. In the rare occurrence that a fleet takes lots of damage and it will be several turns before the fleet's existing repair capability completes repairs (or the fleet's repair ships got killed), I'll activate these ships to assist.
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  #206  
Old March 24th, 2006, 05:16 PM

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Default To stop captured Bases from glassing their world

Set the base strategy to not fire on planets or satellites. Captured bases would no longer fire on the planet or satellites they once protected.

Note: If captured you could neutralize them by changing there strategy to not fire on anything.

Second Note: If you capture a base (or ship) retro fit it ASAP even if it’s to the same design. (Too bad if it has unique tech.)
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  #207  
Old April 1st, 2006, 06:15 PM

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Default Re: Planet Creation

This tip is for single player games and is somewhat cheesy (mmmmm cheese )...Save the turn before you create a planet, if it's not your type, try again. The planet you get on the second try will be the kind you get EVERY time (on the 2nd+ try). Most of the time it tends to be Carbon Dioxide. If it's still not your type, reload and try again next turn.
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  #208  
Old April 3rd, 2006, 11:01 AM
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Default Re: Planet Creation

Yes and if you move to different sqares in certain orders you can change what type it is. The formula to determin planet type and atmosphere seem to be based partially on where the ship moved tat turn.
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  #209  
Old July 2nd, 2007, 11:14 AM
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Default Re: Planet Creation

Maybe if the ship moves somewhere else, then other 'hidden things' use up a random number. Which are different from dice in that we can see the future of a random number line, but we cannot see the future of a random dice roll.
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  #210  
Old July 2nd, 2007, 06:58 PM
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Default Re: Massive Planetary Shield Generators

This sounds a lot like the Artifact discovery. It is hooked to the random number geterator. I have heard that the Simulator will rerandomize it. This means you are not stuck with the second planet type. Just run a simulation and then create the planet again from the save.

And Yes, this is cheezy.
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