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#1 |
![]() Join Date: Feb 2010
Reputation: 2
Posts: 74
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Few Questions and Game Notes.
Not been playing the game to long, but found a few things that i dont think im using correctly.
1. Refinery ships, im using them to save slots on planets. I got them to collect, refine and drop off, but there are some oddities in their AI. They keep dropping the ore off on planets with low export rates so they are running at a fraction of what they can. Is it possible to tell them refine and drop off at specific planets? (not manually every time) 2. Ship construction. Is there a quick way to build ships? At the moment i have a planet full with ship ports to import the resources needed, but this is very slow even when building ships of only scale 200. I did try a few things to overcome this, such as haulers, but this is slow and a bit flawed, as they can only take the amount available on other planets. I also tried to sort this by export docks, see (3.) 3. I was trying to overcome problem (2.), i was trying to get higher import rates to build ships faster by building stations loaded with export modules around planets, but i cant get them running i assume due to AI setting problems. (The stats say global transfer rate, so i assume export modules also import.) 4. Retro fitting, is it possible to queue them? When i tell a fleet to retrofit one ship enters a planet and then the rest of the fleet cancel the order .Edit: this is caused by engage at will command over riding retrofit order when a ship shows up? (e.g. every 10s a scout ship...) Observations: (off this topic but things i noticed) Are lasers terrible? there dps/range are awful, plasma throws also use no ammo, but are almost on par with railguns. Nano-armour seems insanely overpowered. The regen rate can make one of my 200 scale ships tank a whole fleet of 20-60 scale ships. Last edited by Zoladex: 07-29-2012 at 07:36 AM. |
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#2 |
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Join Date: Mar 2012
Reputation: 0
Posts: 6
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Zoladex, did you ever get any answers to your questions, perhaps in a PM? I just started playing, so have been trying to read all the tips and notes that I can
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#3 | |
![]() Join Date: Dec 2011
Reputation: 0
Posts: 16
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Let's see...
#1. You should be able to use "Keep supplying" option. #2. This one is tricky. Everything in SR works in 'ticks' more or less concurrently. Let me give you example: Let's say. Mines generate 1000 Metal per tick. You have room to hold 100 Metal, currently have zero. Your ship need 5000 Metal. Your construction site can process 100 Metal (this is figure of speech, but it is represented by labor). Your port can import/export 100. On the first tick: 1000 Metal gets generated. You have room for 100, so 100 gets generated, 900 stays as Ore. You have room to export 100, BUT your cargo will only let you export 50% of what you have, so 50 gets exported. Your construction site can process 100, but you only have 50 in cargo. You consume 50 to make your ship. Between the first and second tick, something happens to your mine. On the second tick: 0 Metal gets generated. You have room for 100, but Mine is gone, so no metal for you. You have room to import 100, BUT your cargo will only let you import 50% of what you can have, so 50 gets imported. Your construction site can process 100, but you only have 50 in cargo. You consume 50 to make your ship. Between the second and third tick, you triple cargo room and import. On the third tick: 0 Metal. Room for 300 You can import 300. You get 150. You can only use 100 to build ship, so 50 gets left in the cargo. As you can see, lack of cargo space/labor can be as much a bottleneck as generation/import. #3 Export Dock, does just that, export. There is no such thing as Import Dock, unless you use a mod. I was told GA has this feature, and I plan to add it to next version of Minister too. #4 If a ship is part of active fleet, it will not retrofit. Now, I am not 100% sure what it means to be 'active'. Quote:
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