View Full Version : What To Do With a Dead Star?
Brando7778
November 4th, 2002, 07:59 AM
Hello all,
I am a newbie, a 3 day old newbie in fact *grin* and was curious if anyone had any suggestions on what to do with a dead star system.
If I am correct, if I destroy it, I create a black hole? But, can I revive the star?
What would any of you do with a dead star system?
Thanks in advance for your help and ideas
[ November 04, 2002, 06:00: Message edited by: Brando7778 ]
Atrocities
November 4th, 2002, 08:02 AM
You can not do much with it. Just put a base in the system to keep an eye out for new warp points when the AI achieves stellor manipulation.
You create a space yard ship, usually a baseship, and put a construction yard on it. Then use it to build remote bases.
Welcome to the game. I hope you enjoy it as much as all of us. http://forum.shrapnelgames.com/images/icons/icon7.gif
Taera
November 4th, 2002, 09:00 AM
Is a dead star is something new in SEIVG or just the plain dead star in SEIV?
Andrés
November 4th, 2002, 07:51 PM
The Dead Star system is one of the "new systems" that were added with gold.
Like all others except the nebulaes and BH, it's just an empty system with a new picture and no abilitiy or actual stellar body at all.
And like most of them it looks like something made by someone that does't know the game structure and made things that should have been sector types and not entire systems.
The picture resembles how destroyed stars looked in SE3, excpet that this one take half the system.
What to do with it?
Ignore it, lay a couple of sats to keep an eye there, and later bypass it with a new WP.
Note: do not mistake the Dead Star system with the good old destroyed star, that one can be revived and it's probably orbited by the asteroid remainders of its planets, that can also be revived.
[ November 04, 2002, 18:00: Message edited by: Andrés Lescano ]
Sinapus
November 4th, 2002, 07:56 PM
In my game, I gave all the new special systems properties dependant on their description. Most of them are considered "nebula" systems by the game, with a few counted as "black holes". So the correct stellar manip component can wipe one away if you feel like it.
geoschmo
November 4th, 2002, 08:18 PM
You can create a live star in the center sector of the dead star system. You need to build a ship with a star creator component. The odd thing is though that the dead star graphic will still be there, but with a live star at it's center.
To get rid of that graphic in game is a rather expensive process, but it can be done. You have to build a star there first. Then hit that new star with a stellar manipulation ship that will explode it into a nebulae or collapse it into a black hole. This will actually get rid of the dead star graphic. But then to make the system usable again you have to get rid of the nebulae or black hole you created, and make another star in the center.
Not really something someone would do unless they have wiped out all opposition and are just rebuilding the galaxy out of ego. http://forum.shrapnelgames.com/images/icons/icon7.gif
Geoschmo
mlmbd
November 4th, 2002, 09:35 PM
Hey, I think (Oh, I now that is objectionable to some of you) http://forum.shrapnelgames.com/images/icons/icon10.gif what you should do, is just ignore it. It may go away!!
mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif
Gryphin
November 4th, 2002, 10:01 PM
To get rid of it could you just mod it out?
Pax
November 4th, 2002, 10:30 PM
Originally posted by Atrocities:
You create a space yard ship, usually a baseship, and put a construction yard on it. Then use it to build remote bases.<font size="2" face="Verdana, Helvetica, sans-serif">Cruiser Hulls work remarkably well, too.
Bridge, LS, Quarters, one Solar Panel, a Spaceyard, fill the remaining space with engines (3 or 5, I forget how many LS/CQ a Cruser needs). You have the minimum needed to (slowly) move that Spaceyard about; the supply storage can be refilled during the (oft-lengthy) construction projects.
Much cheaper, especially in terms of research, than waiting for BAseships. Spaceyard ocmponents ARE only 400kT, after all. http://forum.shrapnelgames.com/images/icons/icon7.gif
TerranC
November 5th, 2002, 12:08 AM
Originally posted by Pax:
Bridge, LS, Quarters, one Solar Panel, a Spaceyard, fill the remaining space with engines (3 or 5, I forget how many LS/CQ a Cruser needs). You have the minimum needed to (slowly) move that Spaceyard about; the supply storage can be refilled during the (oft-lengthy) construction projects.<font size="2" face="Verdana, Helvetica, sans-serif">Or with 1 Master Computer, 6 Engines, 1 SY, and 1 Quantum reactor. Expensive, but it works best for me.
Atrocities
November 5th, 2002, 01:23 AM
Claim the system, then trade it off to the AI for something useful.
Arkcon
November 5th, 2002, 01:41 AM
Originally posted by Pax:
Bridge, LS, Quarters, one Solar Panel, a Spaceyard, fill the remaining space with engines (3 or 5, I forget how many LS/CQ a Cruser needs). <font size="2" face="Verdana, Helvetica, sans-serif">The Cruiser Hull with space yard will hold 5 engines and nothing else -- it's all I ever use that ship size for anyway. Your solar panels would make it hold 4 engines. I usually put 5 on and leave it at that. It can return to resupply once it's done building that base. I usually turn on emergency build, so I have a year to waste for the resupply and travel time.
If I wanted it to accompany my fleet, then I'd probably use the battle ship hull - so it could hold max engines, solar sail, and not slow the fleet down.
[ November 05, 2002, 02:00: Message edited by: Arkcon ]
Brando7778
November 5th, 2002, 05:12 AM
Thanks everyone for your help, much appreciated. I guess I'll just use it as a base :-)
Taz-in-Space
November 5th, 2002, 08:27 AM
Nothing can be done with a Raging Deadstar!
Opps! Wrong Thread!!!
SG-3
November 5th, 2002, 08:49 PM
I nomaly use a battlecruiser.
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