Aeson -> RE: Manufacturers, Life Support, and Hab Modules (7/3/2014 5:13:51 AM)
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It looks a little strange not having bases positioned around my colonies. Everything seems so...plain and open, I guess. Should I just make a 'civilian' starbase/spaceport with docking, containers, and medical/recreation just so my freighters have additional spots to drop off their luxury materials and/or strategic materials for the colony itself? Again, it's personal preference unless you're really looking to optimize. If you want to, there's not a significant problem with keeping a small spaceport around each planet, with perhaps two or three construction yards and half a dozen docking bays. The computer doesn't distribute resources as well with many small and some large spaceports as with only a couple large spaceports, but it's rarely crippling if you have a decent number of mines. If you are looking to really optimize resource distribution while keeping a station or two over every planet, then yes, you do want to have a base design with medical, recreational, and commerce facilities and a few docking bays but no construction yards (this cannot be a spaceport, as the three spaceport roles all require construction yards as part of the design, but it could be any other state base you want to use, with resort bases and starbases being somewhat obvious choices as resort bases already have most of what you'll want and starbases are frequently unused). quote:
Somewhat off topic, but do you know if there is a way to create world destroyers in the galaxy editor? I've asked but apparently no one knows, or no one's talking. Sort of. If you go to the 'ruins' tab in the galaxy editor, you can give yourself a ruin with a superweapon in it. Make sure the ruin gives you super beam weapons by double-clicking on the planet you added the ruin to, and you can set the weapon it gives you (your choices are super area weapons, super beam weapons, or warp field precursors, and yes, it is kind of odd that the first hyperdrive comes from Ruin - Superweapon, but it's an existing ruin that gives technologies so I'd guess that's why it was used). Give yourself an exploration ship near it. Exit the editor, have your exploration ship trigger the ruin, and go design a planet killer (the standard world destroyer icon is at the top of the list of possible ship icons, if you want to use that one), and make certain that you include at least one Death Ray (note that Death Rays require a significant amount of reactor storage capacity in order to fire; check and make sure your design has enough before you save it). Go back into the editor and spawn one or more of these custom-designed planet killers. Double-click on the planet killer and set its empire to 'none.' I don't know how to make it so that you need to repair it before you can use it, so this thing will be a ready-made planet killer for the first one to find it. It may also be the case that the debris field in the ruins tab will randomly spawn with a planet killer in it, but I don't know if this happens, nor do I know how to force it to spawn this type of debris field. You may also be able to take the super beam weapons tech away from yourself afterwards under 'Edit Empires' -> 'Edit Technology,' but I don't know for certain.
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