Eldred Posted September 16, 2004 Report Share Posted September 16, 2004 Been studying Pete's latest addition to the turn and wondering why my spreadsheet doesn't quite match up. I have realised it is because I assumed that you need ICs to make the "troop" element of ground units. I assumed them to be 50,000 tons (troopers, imp army soldiers, etc all weigh 50,000) and calculated the ICs accordingly. It appears though that making troopers, etc costs just one IC! Is this correct, and where does it say that such units are a special case! Have I missed something?? Quote Link to comment Share on other sites More sharing options...
Ixitixl Posted September 16, 2004 Report Share Posted September 16, 2004 Making a trooper only "costs" one IC, this also includes Imperial Guard Soldier, Imperial Army Soldier, etc. To make these units the materials required are 1 colonist. To make the "specialized" troops (Ex:Imperial Guard Infantry) you need roughly 250,001 tons of material (usually 1 soldier, 150 000 tons of Weapons, 50 000 tons of Steel, 50 000 tons of Food Concentrates) That is when you really use up your ICs Quote Link to comment Share on other sites More sharing options...
Eldred Posted September 16, 2004 Author Report Share Posted September 16, 2004 Thanks, I never realised - wonder where it says they are a special case in the rules Whilst we're on the subject of Pete's figures it appears shipyards use no power at all. I thought this was a temporary fix to enable Pete to fix the code (ie shipyards use power when in use). It appears most unsatisfactory and does not fit with the ANZ (unless Pete's changed that as well). Did Pete say that he is going to revisit this? Quote Link to comment Share on other sites More sharing options...
Locklyn Posted September 16, 2004 Report Share Posted September 16, 2004 Shipyards only use power when you are actually building ships or scrapping them hence they have flexible power use Cheers /Locklyn Quote Link to comment Share on other sites More sharing options...
Palladium Regency Posted September 16, 2004 Report Share Posted September 16, 2004 Actually Locklyn, shipyards don't currently use any power at all at this time regardless if they are working on a ship or not per Pete as of last turn. Quote Link to comment Share on other sites More sharing options...
Locklyn Posted September 16, 2004 Report Share Posted September 16, 2004 LOL Pete told me twice that bug was fixed when asked. So now it isn't? Geez...and here I've been lugging ICMs to the colonial shipyards...*sigh* I would like to restate that I'd wish to have a ongoing thread about whats NOT fixed so at least everyone can abuse it at the same time... /Locklyn Quote Link to comment Share on other sites More sharing options...
Hughestrog Posted September 17, 2004 Report Share Posted September 17, 2004 Lockyns idea sounds great- anyone willing to start and support it? Quote Link to comment Share on other sites More sharing options...
RTGPete Posted September 20, 2004 Report Share Posted September 20, 2004 Shipyards do not currently use power. They are supposed to, but it's trickier than it looks, so I've skipped fooling with it for now. It's best to be prepared to power them up. Quote Link to comment Share on other sites More sharing options...
Ur Lord Tedric Posted September 20, 2004 Report Share Posted September 20, 2004 Wouldn't it be easier just to have the shipyards use power all the time? Then people wouldn't have to wonder about juggling extra Stripmines..... Mx Quote Link to comment Share on other sites More sharing options...
Clan Elder 'Keen Posted September 20, 2004 Report Share Posted September 20, 2004 Aye, just have them draw power all the time. And if you think that is too much of a burden, then reduce the per installation power requirement but make it a continuous draw. Either is more acceptable than leaving a loophole to be abused. Quote Link to comment Share on other sites More sharing options...
RTGPete Posted September 20, 2004 Report Share Posted September 20, 2004 Yep, they'll draw power all the time. It's easy enough to scrap and rebuild them later if they aren't being used. Quote Link to comment Share on other sites More sharing options...
Palladium Regency Posted September 20, 2004 Report Share Posted September 20, 2004 When is this fix going in? Quote Link to comment Share on other sites More sharing options...
EternusIV Posted September 21, 2004 Report Share Posted September 21, 2004 This minor detail about shipyards not absorbing power would have been nice to know. I know its not a BIG deal...but any future tidbits like this should be made public. Quote Link to comment Share on other sites More sharing options...
SargonKingOfSlith Posted September 21, 2004 Report Share Posted September 21, 2004 Yep, they'll draw power all the time. It's easy enough to scrap and rebuild them later if they aren't being used. I didn't know that they weren't drawing power either, but that doesn't matter. I made sure they had power available because every once-in-a-while I actually do max out my shipyards. As far as I'm concerned, they might as well draw power all the time. Quote Link to comment Share on other sites More sharing options...
RTGPete Posted September 21, 2004 Report Share Posted September 21, 2004 This minor detail about shipyards not absorbing power would have been nice to know. I know its not a BIG deal...but any future tidbits like this should be made public. Wasn't exactly a secret - but something that will be corrected, so I wouldn't count on zero power consumption. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.