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December 11th, 2005, 06:18 AM
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Sergeant
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Space Stations as Resupply depots...
I'm working on a personal mode and am thinking about using Space Stations as Resupply points instead of planet based resupply depots. I'm trying to make bases more needed in my mode and I think this would help in doing that.
My question though, it says in stock game files that space Stations use "Endless" amount of supplies. So does that mean they can be used to refuel ships/fleets at will when built? If I strip resupply depots from my mode, will the Space Stations still produce supplies when built or would I need to use some sort of component (like the solar collector component) to keep the stations supplies stocked up?
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Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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December 11th, 2005, 06:39 AM
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Major General
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Re: Space Stations as Resupply depots...
You can put the resupply base(s) under "Ships", thereby giving it finite supply. Create a resupply component (Supply Generation ability generates infinite supplies per turn) too big to fit on any other ship, and create a mount so you can put it on the resupply base(s). Build one of these bases, fleet it with one or more ships low on supplies and the next turn they'll be fully refueled.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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December 11th, 2005, 01:34 PM
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Brigadier General
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Re: Space Stations as Resupply depots...
See settings.txt to allow bases to be placed in fleets. In stock this idea lead to abuse and bases are not allowed in fleets by default.
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Slick.
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December 11th, 2005, 01:36 PM
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Shrapnel Fanatic
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Re: Space Stations as Resupply depots...
You also need lots of supply storage on those bases, but that is a design issue.
If you make the supply generation per kt reasonable, then you don't need to use any restrictive mounting schemes.
Just making it 10x the size and 12x the supply generation of a solar panel should be plenty.
More for convenience, than anything else. Having a big solar panel component instead of a huge pile of little ones keeps things simple.
See:
Pirates&Nomads-PBW version for an example.
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December 12th, 2005, 08:58 PM
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Sergeant
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Re: Space Stations as Resupply depots...
Ok, I think I like SJ idea the best. Has less problems too it. I was thinking of having Solar Panels big too, but I also was hoping to have Solar Panels only available to bases. Not sure if this can be done though.
Now what about the AI? I will do what Slick indicated with the Settings.txt file, but will the AI be able to use this right? AI seems to build bases, but will the AI "Fleet" its ships with the bases to get them refueled?
__________________
Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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December 13th, 2005, 07:14 AM
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Major General
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Re: Space Stations as Resupply depots...
No.
If you manage to implement this, it'll be multiplayer-only. You could create a racial trait however that gives the AI access to the stock resupply methods, making sure their ships don't break down after some time in space and they continue to pose a (ahem) challenge.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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December 13th, 2005, 11:19 AM
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Sergeant
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Re: Space Stations as Resupply depots...
I thought you coould restrict components to just bases, but I could be wrong. If not making them excessively large, like 10,000kT, and using a mount to fit them to a resuply base. For example: make a new base size of 525kT and a mount for the solar sail comp family that is oversized, restrict the mount to fit only 525kT hulls, and set the component size to 1-5% (100-500kT), depending on the amount of room left after C&C comps have been added and how many you want to let people fit to a hull. You can restrict just about any component to any single size hull using this method.
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December 13th, 2005, 02:58 PM
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Shrapnel Fanatic
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Re: Space Stations as Resupply depots...
The main thing is... why do you really care if they use a couple panels on ships?
The bases are better because:
- Economy of scale (single 200-400kt panel can produce more than the equivalent tonnage of small panels.
- Maintenance reduction on the base
- Much bigger than the ships it services, so ships still get maxxed out when the supply base is low on storage.
- No tonnage wasted on engines.
Note:
If you use QNP, it will prevent players from using huge ship hulls with 60kt of engines (to keep up with warships) and a base worth of tonnage for supplies.
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December 15th, 2005, 06:00 AM
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Sergeant
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Re: Space Stations as Resupply depots...
Where can I get QNP SJ? I don't know where most modes are.
__________________
Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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December 15th, 2005, 06:05 AM
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Shrapnel Fanatic
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Re: Space Stations as Resupply depots...
You can find an easy to use implementation of QNP, including detailed explanation mostly written by SJ, on ModWorks.
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