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RE: World Annihilator

 
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RE: World Annihilator - 5/22/2010 10:21:06 PM   
Astorax

 

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Astax, no, the speed of repair comes from the SY component, not the manufactory components. While its true you need to make the components, there is usually a backlog of available components made, just waiting on the SY to actually build it. I'm not sure how just straight up repairing something, rather than simply building it, is modeled but the point is that its your SY tech thats the key.

(in reply to Astax)
Post #: 31
RE: World Annihilator - 5/23/2010 12:05:07 AM   
Astax

 

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Thank you. One more on this topic. If I want stations to be self retrofitting,t hey need to have the manufacturing components, or the shipyard components or both?

(in reply to Astorax)
Post #: 32
RE: World Annihilator - 5/23/2010 6:19:31 AM   
Theopolis

 

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I found one and retired it.  It yielded a research bonus in armor.  Is this the best thing to do with it, since using it has such dire consequences? 

(in reply to Astax)
Post #: 33
RE: World Annihilator - 5/23/2010 8:24:28 AM   
Iamblichus

 

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There is no need to scrap it, as it is very useful for destroying other starships and stations. Just make sure not to target any planets with it.

(in reply to Theopolis)
Post #: 34
RE: World Annihilator - 5/23/2010 11:05:34 PM   
Falokis

 

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Did 1.049 fix the bug where the World Annihilator self destructs after being repaired? I haven't tried it yet and I don't want to waste the time repairing it if it hasn't been fixed yet.

(in reply to Challenger1978)
Post #: 35
RE: World Annihilator - 5/24/2010 5:56:39 PM   
Astorax

 

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Astax, for space ports its the planet building and retrofitting it, even if it has SY components on the base already. You can see this yourself by going into the ships and bases screen, click on the planet and checking its build queue. This is why, ideally, you don't want that planet building a colonizer or whatever if you want it to build a space port (or retrofit one) because it can only build/retrofit one thing at a time.

For bases not at a planet? Hmm, not sure about those ..I'll have to experiment and get back to you. Perhaps someone else knows already.

(in reply to Falokis)
Post #: 36
RE: World Annihilator - 5/24/2010 7:07:58 PM   
Yarasala

 

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quote:

ORIGINAL: Astorax

Astax, for space ports its the planet building and retrofitting it, even if it has SY components on the base already. You can see this yourself by going into the ships and bases screen, click on the planet and checking its build queue. This is why, ideally, you don't want that planet building a colonizer or whatever if you want it to build a space port (or retrofit one) because it can only build/retrofit one thing at a time.

For bases not at a planet? Hmm, not sure about those ..I'll have to experiment and get back to you. Perhaps someone else knows already.

I don't know the solution, but have the problem myself: how can I retrofit (privately owned) mining stations at all? I mean, I don't want them to have the ability to self-retrofit like Astax, but do it with a constructor, but I seem not to be able to find a possibility to do so ...

(in reply to Astorax)
Post #: 37
RE: World Annihilator - 5/24/2010 7:46:16 PM   
Astorax

 

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Well, before, the only thing you could do was to go into the Editor and erase the offending station and then just rebuild it with an available constructor. I *thought* they had introduced a new feature, namely, being able to retrofit mining stations and the like. Perhaps not.

(in reply to Yarasala)
Post #: 38
RE: World Annihilator - 5/24/2010 8:36:21 PM   
Astax

 

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I would love to be able to retro mining stations. I suppose only way to do it is to put a construction yard and component factories on it (expensive)

(in reply to Astorax)
Post #: 39
RE: World Annihilator - 5/24/2010 9:27:26 PM   
Yarasala

 

Posts: 185
Joined: 5/10/2010
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quote:

ORIGINAL: Astax

I would love to be able to retro mining stations. I suppose only way to do it is to put a construction yard and component factories on it (expensive)

There should be a better way to do it:

- Provide constructors with a respective command

* and / or *

- Make the private sector update their assets regularly (and provide the player with some feedback about that, because I don't like when I don't know what's going on in my empire; it's ok when I elect to not micromanage, but there should be the possiblilty to find out what happens when I choose to do so)

(in reply to Astax)
Post #: 40
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