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Posted: Sun Dec 07, 2014 1:38 pm Post subject: Cooperative Construction, Retroseries Helpers and Other
Hi everyone, lately i've found out about the concept of retroseries and i went through the hassle of trying to make one.
With the help of excel i was able to see how many resources to put in each design "step", but i was still struggling to get exactly the amount of resources to build in the ship(i guess it's a common thing).
My first suggestion is to add a global components that are unlocked when you get storm manipulation(both create and destroy) in stellar manipulations, these would be filler components that wouldn't do nothing except "fill" the ship with resources:
- Mineral fill, 5 types 10, 100, 1000, 10000, 100000, cost in minerals and only minerals and they all use 1t on the ship;
- Organic fill, 5 types 10, 100, 1000, 10000, 100000, cost in organics and only organics and they all use 1t on the ship;
- Radioactive fill, 5 types 10, 100, 1000, 10000, 100000, cost in Radioactive and only Radioactive and they all use 1t on the ship.
It is really simple but adding these components will make designing retroseries a no-brainer, similar to how cargo and supply works on Darknova mod, 1, 5, 10, 50, 100 t variations, but just for retroseries
Second, still in the theme of making Space Fortress of awesome. Sometimes i end up making a way too expensive satelite or other unit and even with a high level of tech in shipyards it still can't make more than 2 a turn , i believe some of us have a similar problem and a way of avoiding this is by having multiple spacebase yards and having them all produce the same design at the same turn, so once they are done you get 50 at once rather 10 each turn for example.
So is it possible for a spaceyard to assist another yard construction? the math behind it could be:
NT = how much production of a certain resource you will have after you assist in the assisted yard;
N1 = How much production of a certain resource is in the assisted yard before being assisted;
N2 = How much production of a certain resource you have in the assisting Yard;
K = how many Yards are assisting already.
The K variable is only there to avoid making a stupendously powerful yard that can create a Galactus a turn with 100k production of each resource, adding more then one yard will have diminished results in end production, maybe research in "Cooperation" could improve that, but this is the base idea, the more yards you have assisting a single yard the less effective the next one will be.
Both suggestions revolve around the theme of very expensive ships, and small things i found in the mod and SEIV that could be improved.
Another idea is manufacturing and storing pre-built components, instead of building them on-demand when you have a ship that needs them. You could build them freely and send them to your construction yard planet to be consumed from cargo rather than built on spot to speed up construction and bring down costs in the end-planet. Just imagine, you have a frontier world with a space yard and freighters from different parts of your empire shipping parts to this world so it can quickly just build the hull, weld the components in and be done with a ship, it adds a level of realism and more use to the cargo space of a planet. Could also be studied and improve a conquering empire technology if they find a component they don't know anything about in the conquered planet, another incentive to invade rather than destroy .
Anyway that's all for now, Filippe999 signing out.
Thanks Back to top
Posted: Mon Dec 08, 2014 7:31 pm Post subject: Re: Cooperative Construction, Retroseries Helpers and Other
So is it possible for a spaceyard to assist another yard construction?
Unfortunately, no. Multiple SY facilities and components do stack, but the game doesn't allow you to add more than one facility or component. You can get around this somewhat on planets by using SY expansion facilities, and on ships by using ministers to design ships with multiple SY components. Different ships or planets sharing build time can't added via modding in SE4.
Another idea is manufacturing and storing pre-built components, instead of building them on-demand when you have a ship that needs them. You could build them freely and send them to your construction yard planet to be consumed from cargo rather than built on spot to speed up construction and bring down costs in the end-planet.
Unfortunately, there isn't any way to do this in SE4. You could probably make it work in SE5 using event scripts. Back to top
The AI doesn't respect limits for components. So if multiple SYs will fit on a hull the AI will add them if told to. You just have to mod an AI's designs and then use that AI's design minister. You can't edit the designs manually without removing all but one SY. Back to top
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