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Greybeard
February 18th, 2004, 04:01 AM
I am trying to do a retrofit. The original design costs a total of 14.56k and the new design costs a total of 20.92k. This is less than a 50% increase in vessel cost. However the cost of the retrofit is more than 50% of the original cost.

The "failure notice" states that the there can only be a maximum difference of 50% of the cost. Does this mean the cost of the retrofit and not of the designs?

Thanks...Greybeard

Fyron
February 18th, 2004, 04:43 AM
Is this in a mod? The max cost difference is just the difference in vehicle design costs. What are the exact costs?

Greybeard
February 18th, 2004, 05:08 AM
First ship: 11k , 1k, 1.56k
2nd ship: 18k , 1k, 1.92k

Greybeard
February 18th, 2004, 05:09 AM
Also, it's stock 1.84...

Greybeard
February 18th, 2004, 05:09 AM
Ooops...

[ February 18, 2004, 03:10: Message edited by: Greybeard ]

Slick
February 18th, 2004, 05:24 AM
Originally posted by Greybeard:
First ship: 11k , 1k, 1.56k
2nd ship: 18k , 1k, 1.92k <font size="2" face="sans-serif, arial, verdana">11 + 1 + 1.56 = 13.56

18 + 1 + 1.92 = 20.92

13.56 * 1.5 = 20.34.

20.92 is greater than 13.56 * 1.5 which is why the retrofit is failing. http://forum.shrapnelgames.com/images/icons/icon9.gif

Slick.

[ February 18, 2004, 03:24: Message edited by: Slick ]

Cipher7071
February 18th, 2004, 05:25 AM
Uh huh. 18 / 11 = 1.63?

aaah... I see. Thanks for clearing that up Slick.

[ February 18, 2004, 03:27: Message edited by: Cipher7071 ]

Greybeard
February 18th, 2004, 05:26 AM
Thanks Slick.
I added incorrectly and got 14.56 for the first ship. Maybe that's why I dropped being a math major 27 years ago...Greybeard http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron
February 18th, 2004, 07:34 AM
Originally posted by Cipher7071:
Uh huh. 18 / 11 = 1.63?
<font size="2" face="sans-serif, arial, verdana">It is total resource cost that can not differ by more than 50%, not each resource individually.

narf poit chez BOOM
February 18th, 2004, 07:45 AM
so you can only *pulls out a tiny little calculater* add 16% to the ships value in each mineral? well, i suppose it cuts down on fast building. *tugs at a wisker* but it kind of makes retrofitting useless for some stuff.

Fyron
February 18th, 2004, 08:05 AM
No. There is no limit on each resource. You could have the same org and rad cost and have 50% increased minerals cost, for example. Just total up the resource cost of the base ship and the target ship to be retrofitted to. The target ship can not be more than 150% the cost of the base ship.

PaladinX
February 18th, 2004, 08:08 AM
In the past I've been known to create "intermediate designs" that I never intend to build, just use as retrofit steps for ships I built in the early game. Sometimes retrofitting them 3 or 4 times to get them to current standard is faster than building one of my current top of the line models.

-Musashi

narf poit chez BOOM
February 18th, 2004, 08:33 AM
ok, that's the way i thought it worked, Fyron.

*scurries off in search of cheese. or a hovertank.*

[ February 18, 2004, 06:42: Message edited by: narf poit chez BOOM ]

Atrocities
February 18th, 2004, 08:48 AM
You should know better than to question Fyron Narf! Bad mouse. http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM
February 18th, 2004, 09:40 AM
http://forum.shrapnelgames.com/images/icons/tongue.gif

Paul1980au
February 18th, 2004, 09:58 AM
The intermediate retrofit strategy works well if you have inactive ship yards and ships moreso on defensive strategy - or if they are far from the front as you move them towards the front you can retrofit them along the way to keep them technologically up to date esp with low tech costs and the early rapid projectile and missile weapons discovery. Id like to see up to 15 levels of projectile and missile weapons - perhaps 3 at each stage ie 100 cost at level 1 and 2 fire range then at level 2 50 cost and 2 fire range, lev 3 25 cost and 2 fire range, then level 4 100 cost and 3 fire range - just to drag it out a bit more - perhaps lower the tech cost base to 4000 credits instead of 5000 just to make it fairer. Just makes the tech trees more lengthy - esp in larger games.

Always thought that the weapons advances are a little out of sync with the rest of the game advances.