Post Reply 
 
Thread Rating:
  • 1 Votes - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Various strange questions and answers about game mechanics
2017-09-07, 01:17 AM (This post was last modified: 2017-09-07 01:49 AM by Richard Dastardly.)
Post: #51
RE: Alternative ways of getting power?
Prefabbing an empty box might work, hadn't considered that before.

Edit: it does not.

Poke my boat! mostly pre-2.0 learning & catalogue thread - Update: Heavy & light tanks 12/01/18 for 2.1. 6 ships made 2.0 aware. If it's not AotE I can't do it regularily - sea -> post processing -> eyestrain.
Find all posts by this user
Quote this message in a reply
2017-09-07, 05:47 AM (This post was last modified: 2017-09-07 05:47 AM by Normal69.)
Post: #52
RE: Alternative ways of getting power?
Oh you've meant it for supply-chains not for resupply fuel.
(an empty one filled by refineries is cheaper way)

From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73

[Image: 6yFiDvF.jpg]
Visit this user's website Find all posts by this user
Quote this message in a reply
2017-09-07, 01:28 PM
Post: #53
RE: Alternative ways of getting power?
I use small 3x3x20ish jets made out of storage with a single large jet and some RTGs. They go at 100+m/s, and carry 150,000 resources or something. I have larger hydrofoil cargo ships which carry more but go slightly slower. I also have huge 2mil capacity cargo ships going 8m/s

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast
Find all posts by this user
Quote this message in a reply
2017-09-07, 04:11 PM
Post: #54
RE: Alternative ways of getting power?
Cool ideas.
I wonder about a resource-grid from undersea bunkers on Neter, like I did stealth tower areas with Cybrans.
Imagine a grid of buildings spanning several strategic rectangles - could they be fit into one fleet?

From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73

[Image: 6yFiDvF.jpg]
Visit this user's website Find all posts by this user
Quote this message in a reply
2017-09-07, 06:11 PM
Post: #55
RE: Various strange questions and answers about game mechanics
You can make resource transfer chains, it's a big pain though. I've done it with satellites & undersea structures & the cost does add up - you need to use a ton of resource boxes to increase the transfer range if you don't want to use a million of the things. Really annoying laying them out too.

[Image: 36898825716_7b834a6200_c.jpg]

I have jet hydrofoil/hover resource boats, but I've been trying to build a little more realistically. The purchase cost of a big fuel tanker is horrible Confused

[Image: 33966237725_e569ae1c94_c.jpg]

"more realistically" does not mean "good at aesthetics", unfortunately.

Poke my boat! mostly pre-2.0 learning & catalogue thread - Update: Heavy & light tanks 12/01/18 for 2.1. 6 ships made 2.0 aware. If it's not AotE I can't do it regularily - sea -> post processing -> eyestrain.
Find all posts by this user
Quote this message in a reply
2017-09-07, 11:12 PM
Post: #56
RE: Various strange questions and answers about game mechanics
They look pretty good.


Or at least they look better then what I make.
Find all posts by this user
Quote this message in a reply
2017-09-08, 08:06 AM
Post: #57
RE: Various strange questions and answers about game mechanics
I know I can do resource transfer chains, one of the strengths of my faction are points into resource-transfer range.
I wonder can you assign (for example) all of your transfer chain units into one fleet regardless of the great distance?
And in that case when a battle happens along that line, would all of them spawn in? Big Grin

I wouldn't use them for transferring materials in a line, but put down them in a 2D grid, so any battle happening in that area are supplied well.

From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73

[Image: 6yFiDvF.jpg]
Visit this user's website Find all posts by this user
Quote this message in a reply
2017-09-08, 04:22 PM
Post: #58
RE: Various strange questions and answers about game mechanics
You can assign units into a fleet only if they're within a certain distance of each other. Afterwards, I suppose you could move them to appropriate positions, but for static resource-transfer-pipeline units, on the rare occasions I use them, I just put a bunch of oil material tanks as a structure on the bottom of the ocean and call it a pipeline. In that case it's more efficient to build a line or tree structure to somewhere near your front line and let your ships distribute stuff.

I usually use a spacecraft to transfer resources though. That is the fastest and most efficient way.
Find all posts by this user
Quote this message in a reply
2017-09-08, 04:49 PM
Post: #59
RE: Various strange questions and answers about game mechanics
I'm not sure you can spawn in craft out of battle range ( whatever that is ) even if they're in the same fleet. Haven't got round to deliberately trying, though.

Poke my boat! mostly pre-2.0 learning & catalogue thread - Update: Heavy & light tanks 12/01/18 for 2.1. 6 ships made 2.0 aware. If it's not AotE I can't do it regularily - sea -> post processing -> eyestrain.
Find all posts by this user
Quote this message in a reply
2017-09-08, 06:09 PM
Post: #60
RE: Various strange questions and answers about game mechanics
You would NOT be able to put them in the same fleet, you could with 2-3 of them, but not a whole line.

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)