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June 14th, 2001, 01:01 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: 5 Carriers versus 2 Starbases
I agree with you especially if you own a planet in the system. You can fly extra fighters from the planet to reinforce the base if needed. I like that combo, base plus fighters. If you fly the fighters in you can create your own special fighter type group sizes, as they stay grouped like you bring them in.
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June 14th, 2001, 01:45 AM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: 5 Carriers versus 2 Starbases
quote: Originally posted by LCC:
...Bases cannot move unless you put an Emergency Propulsion V pod on them, in which case they can move 5...
I thought that was taken out????? What Version are you running???
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June 13th, 2001, 05:09 PM
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Re: 5 Carriers versus 2 Starbases
quote: Originally posted by rdouglass:
I thought that was taken out????? What Version are you running???
V1.35 with TDM-Modpack - one is fine, I just checked. But if you try to add more it says you can only have one. That's fine with me since one is all I need. Warps and crosses a system in three game turns. It probably takes longer than three turns to consolidate a newly conquered system. Once you have warped through, you can launch your fighters on the strategic map and have them rejoin you when you are ready to warp to the next system down the road. Mobile bases HAH!
Edit : If you replace all the fighter bays by cargo on the design for a third base then your cargo is 21750 holding 870 spare fighters. Costs 43050 0 4640 versus 661200 0 6090 for the rocket pod equipped fighters. In other words the fighters cost 15 times the cargo base cost. Build LOTS of space yard space stations to build fighters. To build 870 fighters in 20 turns you need 22 yards for another 200200 22000 33000 initial investment. If you start building the bases on the turn all your yard stations are built, then the fighters will be ready by the time the bases are built. Of course if you have plenty of idle colonies you could have them build fighters instead of using stations - they do not even need a yard....
[This message has been edited by LCC (edited 13 June 2001).]
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June 13th, 2001, 05:31 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: 5 Carriers versus 2 Starbases
Sounds like a bug but could be a neat feature! A mobile defense unit.
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June 13th, 2001, 05:47 PM
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Re: 5 Carriers versus 2 Starbases
quote: Originally posted by Nitram Draw:
Sounds like a bug but could be a neat feature! A mobile defense unit.
NOT A BUG! It is just a big (2500 vs 1500)slow (0+5 vs 8+5) baseship. At least I hope MM sees it that way....
Edit : Arrgh! I just thought, with no engines would you be unable to WARP ? A fatal flaw in the plan if so...
[This message has been edited by LCC (edited 13 June 2001).]
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June 13th, 2001, 05:50 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: 5 Carriers versus 2 Starbases
quote: NOT A BUG! It is just a big (2500 vs 1500)slow (0+5 vs 8+5) baseship. At least I hope MM sees it that way...
Definitely a bug.
Just goto Shipsizes.txt, and change "base" to "ship", and make them ten engines per move. Instant mobile base mod.
Plus, you can force players to transport supplies to their bases, or just limit the amount of suppies from "unlimited" to whatever amount you give the hull.
[This message has been edited by suicide_junkie (edited 13 June 2001).]
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June 13th, 2001, 05:58 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: 5 Carriers versus 2 Starbases
I kind of like the idea of a mobile base that can't leave a system. It can't attack unless it carries fighters and might provide a little more variety.
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