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January 11th, 2003, 09:44 PM
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Second Lieutenant
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Re: Can I make colony ship using bigger ships?
Quote:
Originally posted by DavidG:
quote: Originally posted by Tough Guy:
Then what is the point in having multiple colony components on the same ship?
Can you transfer it to another ship like cargo??
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The only reason I can think off is if you are using the ship to explore unseen territory and thus do not know what type of planets you will find. Also in Maxtech, so you don't have to count up "Hmmm, I need 12 Gas colony ships, 11 Ice colony ships, and 17 Rock colony ships, built at my five shipyards" ... and then have to figure out which shipyard builds how many of what type of ship, etc, etc, based on WHERE each colonisable planet is (send to the furthest, first, barring neighbor relations, etc, etc).
IOW, solely a lazy means of lessening MM.
Personally, I wish there WERE "Multicolony" components, and Exodus WILL have one (able to colonise all three worlds, at 400kT size). IIRC, some other mods already have similar components.
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Download the Small Ships mod, v0.1b Beta 2.
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January 11th, 2003, 10:08 PM
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Shrapnel Fanatic
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Re: Can I make colony ship using bigger ships?
Building those multi-colony module ships does waste a lot of resources though.
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January 11th, 2003, 11:11 PM
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Brigadier General
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Re: Can I make colony ship using bigger ships?
Quote:
Originally posted by Imperator Fyron:
Building those multi-colony module ships does waste a lot of resources though.
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Yes, I agree this is not efficient. So probably not something you want to do in multiplayer.
For solo play it might be handy to reduce some tedious micromanagement.
Note that you can mod the component.txt file to include a universal colony module that is able to colonize all three planet types. Not only is this convenient for the human player, but also (IMO) it benefits the AI.
Rollo
[ January 11, 2003, 21:13: Message edited by: Rollo ]
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January 11th, 2003, 11:25 PM
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Colonel
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Re: Can I make colony ship using bigger ships?
Quote:
Originally posted by Imperator Fyron:
Building those multi-colony module ships does waste a lot of resources though.
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Oh yeah, that's for sure. Thats not as imoportant late game 'tho. When you're just colonizing to prevent the AI from regaining a foothold
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January 12th, 2003, 01:51 PM
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BANNED USER
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Re: Can I make colony ship using bigger ships?
Quote:
Originally posted by Pax:
< Snip >
IMO, there shopuld BE a larger -colony- hull; some mods include just that sort of ship (mine will; Exodus will have the "HCO: Heavy Colony" hull at, IIRC, 500kT).[/QB]
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Why didn't I think of that?
Since un modded Colony ships are twice the size of Escorts I guess I'll make my Medium and Large Colony ships 2x Frigate and Destroyer. These will be available when the coresponding Ship Building tech is available.
Thanks for the idea.
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January 13th, 2003, 02:17 AM
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Major General
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Re: Can I make colony ship using bigger ships?
B5 MOD has large colony ship hull, size is 600 Kt. I normally put 1-2 extra cargo holds so I can carry along troops, sats, weapon platforms...whatever so that the colony can survive an early atatck or start production earlier/faster...
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January 12th, 2003, 03:13 PM
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Brigadier General
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Re: Can I make colony ship using bigger ships?
One thing you have to be careful about when adding larger colony hulls is the AI. If the hull gets too big, the AI will use two colony modules on the ships.
IMO adding larger colony hulls to vehiclesize.txt only makes sense, if they have some built-in advantage. Something like extra supplies, built-in solar collectors, maintenance reduction, more engines allowed or (insert neat ability here). Otherwise it would make no differnce in just using a LC, CR or MT hull.
just my 2c
Rollo
[ January 13, 2003, 12:37: Message edited by: Rollo ]
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