hobknob Posted August 22, 2003 Author Report Share Posted August 22, 2003 Nothing stands in the way of my Mk IV JSS and an explorer. Now on to improved cloning techniques so I can have several of them. Quote Link to comment Share on other sites More sharing options...
DWillard Posted August 25, 2003 Report Share Posted August 25, 2003 So far, highest level warp points for me are G's. About 53% of warp points so far are D and higher. Warp nexii are at about 48%. Quote Link to comment Share on other sites More sharing options...
Bovine Hegemony Posted August 25, 2003 Report Share Posted August 25, 2003 So Eternus IV, would you mind expanding on the importance of having all of the improved goods? Quote Link to comment Share on other sites More sharing options...
EternusIV Posted August 26, 2003 Report Share Posted August 26, 2003 With my main position, the Everlasting Spawn, I have a few goods that I cant even MAKE because I dont have the required Improved Goods. In creating Imrpoved Goods I was also hoping to: 1) open up some new technologies and installations; 2) establish a good foundation to be a trade race; and 3) have the required goods for the more advanced items I can build (ie Mk IV JSS) Ed- I can send you the total CM count for all the installations that can help with warp surveying if you like (away from spreadsheet now) I've tried it in one system and know others have too. It works like a charm. Quote Link to comment Share on other sites More sharing options...
octagon999 Posted August 27, 2003 Report Share Posted August 27, 2003 Only one problem with the drop a colony, Survey, pick up and move theory... When you drop the colonists, they turn into population. You would have to convert them back to colonists to pick them up. Nice theory, doesn't work quite that way in practice. Quote Link to comment Share on other sites More sharing options...
ShadowKitsune Posted August 27, 2003 Report Share Posted August 27, 2003 Octagon -- I must be missing your point. It seems to me the sequence would be: Turn X COLB Turn X+1 OC - Colonists, Construction Materials CON - Science Buildings SURV - Warp Point(s) DISM - Science Buildings CTRN - Retrain Colonists LC - Colonists, Construction Materials Turn X+2 ... repeat as necessary ... If you brought a "slow" (i.e. 2AP) Colonizer Fleet and one or more "fast" (i.e. 4AP+) Survey Fleets, you could bang out the Warp Points in non-Nexus Systems in short order. Nexus Systems are a nightmare of a different color. -SK Quote Link to comment Share on other sites More sharing options...
EternusIV Posted August 28, 2003 Report Share Posted August 28, 2003 Thats pretty slick. I tend to do things much more traditional. 1) Outer fleets SURV WPs best they can 2) Any sytems with planets are visited by exploration ships 3) Friendly worlds get permanent installations and/or convoy-colonizer route 4) rinse/repeat With my second position, I'll e happily SURVing away with my Mk IV Jump Survey Sensors which should handle 99% of the WPS in my neighborhood. Quote Link to comment Share on other sites More sharing options...
Tokmok Posted August 28, 2003 Report Share Posted August 28, 2003 Hello I have a newbie question I want to Survey a Class C (Diff 35) Jump point but has only Jump Survey sensor Mk I. 1) one Mk I sensor gives 20 points for surveying my question is would it be enough to have a level 2 explorer (adventurer) gives 20% bonus? 2) If my lifeforms exploration modifer is greater than 20 % would that also be enough or is the Exploration modifer only for the EXplore order? thanks Quote Link to comment Share on other sites More sharing options...
Eldred Posted August 28, 2003 Report Share Posted August 28, 2003 2nd level explorer gives 20% off = 7 Mk I Warp sensor = 20 You are therefore 8 short of the standard class C of 35. Not sure the exploration modifier works that way, although I'm sure it will make some difference, but I suspect not enough! If you could get half a dozen more Mk I Sensors to the WP then you would probably have enough. Alternatively, if your explorer gets to level 3 then you will only be about 3-4 points short and approx 3 Mk I's should suffice - or maybe your exploration modifier will make up the difference. Also remember that not all class Cs are rated at 35. Some are harder and a few are a little easier - you might just get lucky! Quote Link to comment Share on other sites More sharing options...
Ur Lord Tedric Posted August 28, 2003 Report Share Posted August 28, 2003 And if you haven't got a handy explorer, then 20 Mk I JSS will do a C. However, I recommend Mk II, then you only need 1. 4 of them will do a D...... Chief Cartographer to Ur-Lord Tedric Quote Link to comment Share on other sites More sharing options...
EternusIV Posted August 28, 2003 Report Share Posted August 28, 2003 Well it doesnt totally work that way on D's All of my ships have 3 Mk IIs. They fail on D's every once in a while. There is a random modifier in there. But I agree -- moving to Mk IIs is the best route early on. Will save you turns of backtracking etc. Quote Link to comment Share on other sites More sharing options...
MadMartinB Posted August 28, 2003 Report Share Posted August 28, 2003 Octagon -- I must be missing your point. It seems to me the sequence would be: Turn X COLB Turn X+1 OC - Colonists, Construction Materials CON - Science Buildings SURV - Warp Point(s) DISM - Science Buildings CTRN - Retrain Colonists LC - Colonists, Construction Materials Turn X+2 ... repeat as necessary ... If you brought a "slow" (i.e. 2AP) Colonizer Fleet and one or more "fast" (i.e. 4AP+) Survey Fleets, you could bang out the Warp Points in non-Nexus Systems in short order. Nexus Systems are a nightmare of a different color. -SK The above makes sense but you can do it even faster. Turn 1 - both ships warp into system (one is a warp survey ship the other has the beacons) Turn 2: Warp Ship: Survey/SS (check way home and see what is in system Colony Ship: Move to Orbit 1 and COLB Then do what our esteemed colleague reccomended. Nexus systems are a pain in the ass! Quote Link to comment Share on other sites More sharing options...
octagon999 Posted August 28, 2003 Report Share Posted August 28, 2003 Doesn't it take IC to train colonists? If not, then that is the source of my error. Quote Link to comment Share on other sites More sharing options...
MadMartinB Posted August 28, 2003 Report Share Posted August 28, 2003 nope. No ICs needed for training colonists. Quote Link to comment Share on other sites More sharing options...
WKE235 Posted August 29, 2003 Report Share Posted August 29, 2003 For really tough warp points, I send a Diplomat, Priest, and Martial Artist out to talk to them. Using soothing words and applying gentle massages to the taut fabric of space, they gently probe the warp point to get it to open up about it's past. The story is usually the same. A fiery and violent childhood followed by intense pressures as they matured, leading to their eventual collapse and withdrawing from the rest of the universe. A truely sad tale. But, once the probing gets them to open up, the healing can begin. Repeated discussions allow the warp point to soften and mellow out. And while none has reached the point of seeing the light and exploding back into the universe, they are less withdrawn and more open to travel than before. Quote Link to comment Share on other sites More sharing options...
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