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Manufacturing Plants - 4/27/2012 2:01:25 PM   
weblife

 

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Do you need all three kinds to build something? - Or can, for example, a HighTech Plant build all items?

I think I saw a post somewhere, where it was mentioned that they could, but they would build slower when making components of the "wrong" techtype.

Can anyone confirm or deny this theory?
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RE: Manufacturing Plants - 4/27/2012 2:05:45 PM   
Shark7


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Yep, you need at least one of each type plus the construction module to build ships.

So each ship or Station you want to build/repair with should have at least one of each type of plant, else it won't build or repair anything.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to weblife)
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RE: Manufacturing Plants - 4/27/2012 2:26:04 PM   
Lonck

 

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plants build the items while the arms put them together. Each manu builds components of that family. Also, the more manus the faster a component is built.

< Message edited by Lonck -- 4/27/2012 2:27:33 PM >

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RE: Manufacturing Plants - 4/28/2012 6:08:39 PM   
Astax

 

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I been griping about this also.  If you need all kinds, why even make the distinction? Can someone come up with a scenario where you would specificlly install an uneven number of these?

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RE: Manufacturing Plants - 4/28/2012 7:07:47 PM   
Raap

 

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Wouldn't that depend on the actual ship you're building? Most ships have a majority of HighTech( shields, engines, etc.) components, so maybe having more of those would make some kind of sense.

At any rate, right now it doesn't really matter since ship building is so quick anyway, and building more plants if needed aren't exactly going to cripple your economy. Usually the only real delay is with transporting materials to the space port or planet.

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RE: Manufacturing Plants - 4/28/2012 8:40:02 PM   
onomastikon

 

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Probably in some prototype of DW, the creator took the mechanics of the predecessor, Space Empires. In its latest iteration, SE-V, things were exactly the same: 3 types of plants for the 3 types of materials. In SE-V, you might actually see a slight difference, depending if you needed more biomaterials etc. This may have been the case in the original workings of DW, but is no longer really relevant. Just my speculation of course, but I really cannot see a scenario where manufacturing need be diversified.

(in reply to Raap)
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RE: Manufacturing Plants - 4/29/2012 11:04:45 AM   
feelotraveller


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quote:

ORIGINAL: Astax

I been griping about this also.  If you need all kinds, why even make the distinction? Can someone come up with a scenario where you would specificlly install an uneven number of these?


At 40+ yards building only (or just about only) civilian ships I would put a second energy plant and a second hi tech plant (but not a second weapons plant). Otherwise building speed would start to slow slightly, or you would have a redundant weapons plant.

Pretty hard to ensure that you would have a sufficient ongoing supply of civilian orders at this spaceport to make that scenario pratical though... Given the low potential cost though it's worth building a second weapons plant just in case (as will happen sooner or later) you decide to use this mega-builder port to construct military.

Other than that you'd be looking at ridiculous numbers of yards before any imbalance of plant types would be useful.

(in reply to Astax)
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RE: Manufacturing Plants - 4/29/2012 1:59:41 PM   
Litjan

 

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It´s another example of where "role-playing" superseeded "gameplay". Just like building a ship from scratch - you can´t build one without a command bridge (or whatever its called) - so why not just do away with that requirement? There is no decision to be made here - just some tedious button clicks for the player. Yes, you could add a second bridge for redundancy - but why not slap on some extra armor instead?

Jan

(in reply to feelotraveller)
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RE: Manufacturing Plants - 5/1/2012 5:55:34 AM   
jpwrunyan


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More clicky clicky = moar fun

(in reply to Litjan)
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