Search found 134 matches
- Mon Oct 29, 2007 1:12 pm
- Forum: War Room
- Topic: Scavengers of the Shattered Empire
- Replies: 5
- Views: 3745
Re: Slow Construction times!
How slow, you ask? The first turn (2250.01), I built a siphoning station that cost 10 EP (I using fuel requirements so those increase a nation's supply). Normally this would take a mere 5 turns, but since my build modifer is 1/4+0.5 = 0.75, it takes me 10/0.75 = 13 turns to complete! In turn 2250.0...
- Fri Oct 19, 2007 2:24 pm
- Forum: War Room
- Topic: Rise of the Kingdom (FINISHED)
- Replies: 30
- Views: 16783
Re: Call for help
I'm looking for good-sounding Texan names for the Lone Star Union. Its an IND-3 power that is based (loosely) on Texas. So, I'm looking for names that are well-known in Texan history. Well, there are the standards: Stephen F. Austin Davie Crocket Jim Bowie Sam Houston William B. Travis Other lesser...
- Thu Oct 18, 2007 8:31 pm
- Forum: Hotlabs
- Topic: New VBAM Unit Traits
- Replies: 37
- Views: 18391
Instead of halving the number of Hull Boxes in Starmada, I would double the number of Hull hits on the Damage Chart. This way there is no confusion about how big the ship is (i.e. is it a hull 5 or hull 3?). Instead of a hull hit on a 1,3 or 5, you will take a hull hit no matter what is rolled. Int...
- Thu Oct 18, 2007 2:51 pm
- Forum: Hotlabs
- Topic: New VBAM Unit Traits
- Replies: 37
- Views: 18391
2.2.6.3 Pocket Ships Technically “war hulled”, the term Pocket Ship is what has stuck with the populace and media. This trait is a Micro research item. Units with this trait do not cripple; they are simply destroyed when they take their DV in damage. In return, the ships are comparatively cheaper t...
- Tue Oct 16, 2007 3:50 am
- Forum: Hotlabs
- Topic: Shipyard Options 2
- Replies: 14
- Views: 7632
Re: Shipyard Options 2
No more than # of bays and Construction Capacity is tied to cost, I would think.Emiricol wrote:Interesting. Does this alter the cost of the shipyards themselves? It seems like the cost could be tied to "design capacity" somehow.
- Mon Oct 15, 2007 12:44 pm
- Forum: War Room
- Topic: "Elegy For Fallen Gods" campaign
- Replies: 19
- Views: 10335
- Fri Oct 12, 2007 1:28 pm
- Forum: Hotlabs
- Topic: Increasing Facilities Construction Times
- Replies: 13
- Views: 6728
As Game Admin, you can always throw in the stipulation that you can only double the speed of production by using this rule. Using this rule, your 6 EP ships could be sped up to a max of 2 turns build time at a cost of 9 EP CC. Or another option is that you could allow them to more than double the s...
- Fri Oct 12, 2007 1:14 pm
- Forum: Hotlabs
- Topic: Increasing Facilities Construction Times
- Replies: 13
- Views: 6728
This is an interesting concept, but I'm worried about the fact that most homeworlds sit around Prod 10 and 60 EPs so you can rush a decent amount of ships in a single turn for no 'extra cost' (most turns I have capacity to spare). For Example: you could produce four 6EP ships in a single turn (6/15...
- Fri Oct 12, 2007 12:59 pm
- Forum: Hotlabs
- Topic: Ship scarcity in a tech level/research game
- Replies: 20
- Views: 10706
- Thu Oct 11, 2007 7:38 pm
- Forum: Hotlabs
- Topic: Increasing Facilities Construction Times
- Replies: 13
- Views: 6728
Another option for speeding up (or slowing down) construction is allocation of capacity. A normal 12 EP Ship takes 12 EP capacity of the yard and 6 turns to build. By dividing the EP of the ship by the capacity allocated at the beginning of the build , you can speed up or slow down the construction....
- Thu Oct 11, 2007 12:46 pm
- Forum: Hotlabs
- Topic: Ship scarcity in a tech level/research game
- Replies: 20
- Views: 10706
- Thu Oct 11, 2007 12:41 pm
- Forum: Hotlabs
- Topic: Increasing Facilities Construction Times
- Replies: 13
- Views: 6728
But how about merging shipyards? Lets say you had a single shipyard over your homeworld (Prod: 10, Output: 60). You could build 10 ships with 6EP cost each. But lets purchase another shipyard, but instead of creating another shipyard, it adds to the existing one. You now have a shipyard (2), that c...
- Mon Oct 08, 2007 3:01 pm
- Forum: Hotlabs
- Topic: Logistics Rating vs. Endurance
- Replies: 13
- Views: 7164