Osito -> RE: Manual Ship Design (1/21/2014 4:37:04 PM)
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I think this is the thread you're thinking of, Bingeling, in particular, Feelotraveller's post. Seems to be saying that one plant of each type will certainly handle 30+ construction yards. http://www.matrixgames.com/forums/tm.asp?m=3180183&mpage=1&key=plants? My understanding is that multiple construction yards allow you to build more than one ship at once. I don't think they speed up construction. To go back to you're original question, I don't think it's that hard to design ships manually, and it certainly gives you an edge when playing the game. You just need to dive in an try it. You'll make some mistakes at first, but you'll soon learn. Common mistakes of mine: - building a constructor with insufficient cargo capacity to build a mining station in one run - building a ship with a very low thrust speed (I built a coloniser once that couldn't colonise a planet, because it couldn't catch it) - building a ship with a lower sprint speed than cruise speed - compromising hyperdrive speed (and range) by adding insufficient reactors - compromising weapon firing ability by adding insufficient reactors I play prewarp empires, and the first thing I do is delete all the premade designs and create designs for an explorer, a constructor and a spaceport (actually, I load my own saved designs). I give them all the bare minimum components, then add more as needed. This enables you to get your first spaceport up very quickly, then get an explorer and constructor out early. I then retrofit my spaceport to add further components as and when needed. I add new ship designs as and when needed. I don't allow any private designs to exist at first, because I don't want my private fleet clogging up my spaceport and because I don't want them making ships till they can put a warp drive on them
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