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Re: Retrofit Question
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.
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Re: Retrofit Question
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 |
Re: Retrofit Question
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 ] |
Re: Retrofit Question
You should know better than to question Fyron Narf! Bad mouse. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Retrofit Question
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Re: Retrofit Question
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. |
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