Aurora 4x
New Players => The Academy => Topic started by: tryrar on February 15, 2012, 07:55:17 PM
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What are the rules for a ship to be available as an additional class if another ship is the primary at a shipyard? I can't seem to figure out the arcane reasons, say, for my salvage ship(which is a CIVILIAN design) to be an eligible additional class for my newest warship design....
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the cost differential between the two ships has to be around 20% so that were you to refit one design to another it would not cost very much. can you post the design specifications of both ships?
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Basically, both designs need to have their most expensive parts in common.
My geosurvey and gravsurvey ships are never compatible since the geo and grav modules typically make for over 50% total cost. My terraformers are compatible, since the only difference between them is the engines, amounting for less than 10% total cost. I've also been able to make armored freighters (for nebulas) from the same shipyards as normal ones, since only several armor layers are added.
In the class design screen, DAC/Rank/Info tab, there's a box titled "Eligible additional classes if ...", and below it the refit cost from another class. The refit cost needs to be at most 20% of the total cost. Yes, you can have a refit cost of over 100% the total cost.
So you have a naval shipyard, tooled to produce a warship, that can also build a salvage ship?... My guess is they have about the same size and armor, with the same engines. ... You put commercial engines on your warship? Now I need the design specs, as stated by Nathan.
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Ark Royal MkII class Frigate Leader 14,450 tons 1547 Crew 3052.4 BP TCS 289 TH 900 EM 450
3114 km/s JR 4-100 Armour 3-52 Shields 15-450 Sensors 1/1/0/0 Damage Control Rating 15 PPV 58
Maint Life 2.73 Years MSP 1980 AFR 111% IFR 1.5% 1YR 381 5YR 5713 Max Repair 1190 MSP
Extrek RTS 15k Jump Drive Max Ship Size 15000 tons Distance 100k km Squadron Size 4
Stardust Ion Drive (15) Power 60 Fuel Use 70% Signature 60 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 53.4 billion km (198 days at full power)
Gauntlet Beta Shields (10) Total Fuel Cost 105 Litres per day
Quad Anubis PD Laser Turret (2x4) Range 120,000km TS: 17350 km/s Power 16-16 RM 3 ROF 5 4 4 4 3 2 2 1 1 1 1
Osiris Laser (4) Range 180,000km TS: 5000 km/s Power 6-4 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
Eagle Eye Targeting (1) Max Range: 256,000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Raven PD Targeting (2) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
RT-1 R2 Fusion Plant (4) Total Power Output 48 Armour 0 Exp 5%
Active Search Sensor MR64-R100 (1) GPS 8000 Range 64.0m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
Scavenger class Salvager 15,600 tons 328 Crew 468 BP TCS 312 TH 600 EM 0
1923 km/s Armour 1-55 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 19 Max Repair 200 MSP
Salvager: 1 module(s) capable of salvaging 500 tons per day
Ion Engine E0.7 (4) Power 150 Fuel Use 7% Signature 150 Armour 0 Exp 1%
Fuel Capacity 50,000 Litres Range 82.4 billion km (496 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
...given what you guys said, this makes even LESS sense that before
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This makes negative sense.
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at the shipyard screen set up a refit for one ship to the other then click 'refit details' to see what the game says are the differences
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I have an idea! During the refit, they'd take all that fancy expensive military stuff, remove it to be scrapped, put half the revenue in their pocket, and finance the missing components with the rest. The sizes are similar, so 1 hull layer can stay mostly intact.
The warship is 6.5 times more expansive. Since scrapping returns 30% value... Refit is thus very cheap or free, and sizes are compatible, so it lets you build both from the same shipyard (if tooled for the warship). Very nice.
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I have an idea! During the refit, they'd take all that fancy expensive military stuff, remove it to be scrapped, put half the revenue in their pocket, and finance the missing components with the rest. The sizes are similar, so 1 hull layer can stay mostly intact.
The warship is 6.5 times more expansive. Since scrapping returns 30% value... Refit is thus very cheap or free, and sizes are compatible, so it lets you build both from the same shipyard (if tooled for the warship). Very nice.
Or recover some of the modules and some finanical and mineral returns thats a reasonable idea
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the problem here is that you have a fairly expensive primary class and a very cheap secondary.
The logic (in theory) is that if the cost to refit to the secondary class is less than 20% of the cost to build the primary class, then the secondary can be built in the same yard.
The way that the algorythm actually works is that since the cost to BUILD the secondary is less than 20% of the primary, then it gets included as an optional class, as Steve explained this to me a few years ago. While he acknowledeged it was a bit of a bug, it wasn't important enough for him to go hunting a resolution at the time (I think he was in the process of a fairly major re-write to missiles).