View Full Version : Emergency supply pod
CW
August 28th, 2001, 03:09 PM
Say you have a ship with a supply storage capacity of 500 (1 engine), if you activates an emergency supply pod on this ship (ESP I provides 2000 extra supply), will you lose the excess over the storage capacity?
Gimboid
August 28th, 2001, 03:23 PM
Even though i dont use resupply pods id say yes you would lose the extra, just as you lose extra minerals and other resources that you dont spend each turn.
So just make sure you use it when it counts!
rdouglass
August 28th, 2001, 04:21 PM
Yes, you do lose the extra....
CyC
August 28th, 2001, 04:27 PM
For what possible reason would you only put 1 engine on a ship ?
Mayby if you were building a colony ship and you wanted to put max cargo instead of engines because the planet was right next door, but than you would not need the resuply anyway.
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CyC
L+++ GdX $!+ Fr+ C--- Sd T!- Sf++ Tcp++ A? M++ MpM RV Pw+ Fq++ Nd+++++ Rp++ G
Suicide Junkie
August 28th, 2001, 04:32 PM
One quantum engine, a solar sail, a solar panel.
8 Mp with Advanced propulsion, 4 in combat (with or without advanced propulsion).
Good speed, and you spend only 50KT for infinite range, leaving lots of space for weapons & shields
[This message has been edited by suicide_junkie (edited 28 August 2001).]
CW
August 29th, 2001, 02:23 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>One quantum engine, a solar sail, a solar panel.<HR></BLOCKQUOTE>
Exactly! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Mayby if you were building a colony ship<HR></BLOCKQUOTE>
Correct again! http://www.shrapnelgames.com/ubb/images/icons/icon10.gif
The cost for my unlimited range, 54 million population capacity colony ship is just over 5100 minerals. I'm trying to cut it down to below 4800, which is the normal build rate for my homeplanets.
[This message has been edited by CW (edited 29 August 2001).]
dogscoff
August 29th, 2001, 10:11 AM
Just Last night I designed a "siege engine", which is built specifically to blockade small AI planets. (NOT spaceyard worlds=-)
I put one contra-terrene engine, a little armour and a few point defence weapons (to take out fighters & satellites) onto an escort hull.
Speed is not really important since they are only intended to sit in orbit around a single planet.
For that reason I restricted it to one engine to keep the cost down - Each ships costs less than 2000 minerals, so they are low maintenence and I can produce them one per turn at a planetary spaceyard, or one every other turn at a mobile spaceyard.
You know it's hard work being a G-
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SE4 Code:
L Gd! $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD Pw RV Fq+ Nd- Rp+ G-
/SE4 Code
http://www.sandman43.fsnet.co.uk/se4main.htm
Puke
August 29th, 2001, 12:36 PM
do sats maintain a blocade? im fairly sure that fighters do not, so i am guessing that sats dont either.
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
geoschmo
August 29th, 2001, 12:47 PM
A quick test indicates, No.
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