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Timstone
April 16th, 2004, 11:39 AM
I have build a base on top of a warp point, will that base get unlimited supplies? Or do I need to install a quantum generator?

I've never tried this strategy, so it's kinda new for me.
This AI I'm combatting is forcing to dig myself in. To mount a good offence, you need a good defense.

Alneyan
April 16th, 2004, 11:47 AM
Bases have unlimited supplies, provided they are indeed bases according to the game. (The P&N PBW mod transforms these bases into immobile ships, which do not have unlimited supplies)

Timstone
April 16th, 2004, 11:52 AM
Alrighty then! Thanks!

Raging Deadstar
April 16th, 2004, 11:59 AM
Originally posted by Timstone:
To mount a good offence, you need a good defense. <font size="2" face="sans-serif, arial, verdana">Or a fleet of Mothballed Star Destroyers http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone
April 16th, 2004, 12:28 PM
Hahaha... Hmm... might net be such a bad idea. Although the rate at wich the techs are discovered would make them uttlerly outdated and useless. Ah well, I have dug myself in. Now to construct my fleet. You're gonna die, filthy AI!!!!

Ragnarok
April 16th, 2004, 02:39 PM
You can build the base there but you cannot fleet your ships with a base. This was patched out a couple patches ago I believe so you can no longer fleet with a base and gain more supplies. You have to either a) build a ship with the QG or b) resupply ships on a planet.

Captain Kwok
April 16th, 2004, 04:09 PM
There is an option in settings.txt to allow bases to be fleeted with ships (thus resupplying the fleet) but is set to false in the default file.

Kamog
April 17th, 2004, 02:08 AM
How do supplies for fighters work now? If your fighters are getting low on supplies, can you refuel them by landing them onto carriers or a planet and then relaunching them? If so, does it deplete the supplies of the carrier?

Also, what happens when you fleet your fighters with your ships? I seem to recall that the supplies of ships and fighters are not shared when they are fleeted together.

Fyron
April 17th, 2004, 03:29 AM
Fighters in cargo have no supply value. When you pick them up, then relaunch them, they will be filled with supplies and not take any from the carrier or anywhere else.

Fighters and ships can not share supplies. I think that the bug where fighters placed into a fleet would cause all ships in that fleet to drop to 0 supplies was fixed in 1.91.

[ April 17, 2004, 02:30: Message edited by: Imperator Fyron ]

Kamog
April 17th, 2004, 05:53 AM
Thanks, Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif

Kamog
April 17th, 2004, 05:54 AM
Edit: oops, double post

[ April 17, 2004, 04:55: Message edited by: Kamog ]

Randallw
April 17th, 2004, 09:56 AM
How do supplies work in regards to mining ships. I have a lot of mining ships and they still seem to be taking resources from asteroids, but I notice they have no supplies and the components use supplies.

Alneyan
April 17th, 2004, 10:37 AM
You do not need any supply to do remote-mining, but your ships will travel at a nice speed of 1 afterwards. But I don't suppose you will need them to travel until a very long time, and a base would likely replace them before their mining location is depleted.

Randallw
April 17th, 2004, 10:43 AM
Since the miners deplete the reources, If I have a surplus I remove them so that I am not wasting resources. Since I only need to move them off, or on, a movement of 1 is fine. Is the depletion rate 1% each turn or is it more If I have miners with a lot of high level components?.

Roanon
April 17th, 2004, 11:32 AM
1% per turn of any resource you mine, regardless of the amount you mine. So it's more effective if you use larger ships/bases and better equipment.

Fyron
April 17th, 2004, 05:35 PM
And it is more efficient if you only mine one resource at a time.

Timstone
April 17th, 2004, 06:38 PM
I've never used remote mining before. It's not a favorite of mine. I just stick to regular colonising. I colonize every planet from small size upwards. Seems to be enough for me.
But than again, I've only played two PBW games. I finished one (well, I was finished) and I had to drop the other one.

Randallw
April 18th, 2004, 06:08 AM
Well I had never really tried mining vessels before, but when the map only has maybe one colonisable system in 4 and the rest are either storms or asteroid belts I had no choice.

Alneyan
April 18th, 2004, 11:03 AM
Remote mining may be useful if somehow you have low values in your resource characteristics, as remote mining does not use these at all. (So remote nining works as well for an Empire with 25% mineral production and than for one with 150%)

Likewise, remote mining is not taken into account in trade agreements, so an Empire doing exclusively remote mining would only give 40 resources for a 20% trade alliance. (Every Empire has a "standard" resource production of 200, as long as no facility produces this resource.) So remote mining may help you if you do not want to give anything to your allies, while profiting of their own production. Granted, they might be reluctant to keep such a treaty with you, unless you do have a very good argument at your disposal. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 18, 2004, 10:54: Message edited by: Alneyan ]

Randallw
April 18th, 2004, 11:38 AM
I do not know what retromining is. I would have thought retromining meant using old components instead of up to date ones, but from your context that can not be. Do you mean living off trade resources instead of creating your own?.

Alneyan
April 18th, 2004, 11:55 AM
It should have been "remote mining" indeed. That will teach me why posting when you are still half-asleep is a very bad idea!

Pablo
April 18th, 2004, 10:03 PM
I just love remote mining in DevNullMod FQM maps with those asteroyds of +200% minerals and cheap mining bases http://forum.shrapnelgames.com/images/icons/icon7.gif

Kamog
April 19th, 2004, 06:13 AM
Thanks for the info, I didn't know that remote mining income isn't included in trade agreements. So I guess that if we use those new point-generation abilities in a mod, those won't be included in trades either?

Ruatha
April 19th, 2004, 11:12 AM
If I put out 10 mineral miner satellites over an asteroid, will it reduce the value by 10% or 1 % each turn?

Randallw
April 19th, 2004, 11:49 AM
I think only 1 satellite will work. It says in the component description only 1 vessel can mine a single location.

ace joh
April 19th, 2004, 11:51 AM
AFAIK, there can only be one ship mining in a sector at a time, so I don't think stacking all those remote miners is such a good idea http://forum.shrapnelgames.com/images/icons/icon7.gif

damn, beaten to it by Randallw http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ April 19, 2004, 10:52: Message edited by: ace joh ]

Randallw
April 19th, 2004, 11:57 AM
http://forum.shrapnelgames.com/images/icons/icon10.gif . It might be worth investigating though. We know more than 1 "vessel" can't mine together, but as units stack will they perhaps work together.

Alneyan
April 19th, 2004, 02:32 PM
As there aren't displayed in your own score (like remote mining if memory serves), the resource generation abilities are unlikely to be included when computing how much you give when involved in a trade agreement.

By the looks of it, only the resources produced at a facility actually alter your score, and are taken into account by the trade treaties, but I may be mistaken here.

Arkcon
April 19th, 2004, 02:44 PM
Only one ship/base works for remote mining, with unlimited individual extractors on the ship.

But 3 satelites, one each with mineral, organic, and rad extractors will work. No more than 3, and 2 or more mineral sats won't work. I just figure the game is hard coded to allow a specific ideal of remote mining.