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Posted by: Girlinhat
« on: October 21, 2011, 01:02:48 AM »

Blue Emu, I feel like if I cut you, then concentrated craftiness would pour into my goblet and I could drain your power into my own.  The "refuel from" and "unload 90%" loop is ridiculously amazing and simply.  I've been scared to tackle sorium harvesters for this reason, but this looks very handy.

I also love the tanker+tender idea, that allows for some easy fueling wherever you're doing things.  I'm likely to make a Collier+Tender as my military support mothership.  I've always loved the idea that the biggest ships in my war fleet are hardened civilian behemoths.  Four times the size of a dreadnaught, but vulnerable to many things and mostly there to provide quick refueling and rearming and maybe repairs.  For Aurora, my version of the ship would be a massive collier+tanker with enough cargo to carry a few ordinance factories, infrastructure, and cryo, to set up temporary forward bases.  But I'm getting distracted.  Your idea behind sorium and tankers is fantastic either way.
Posted by: Ashery
« on: October 21, 2011, 12:39:32 AM »

Jump gates don't require tenders. Note that, for tenders, a commercial jump drive won't jump military ships through. Other than that, your info on gates looks good.

For your civvies, one solution is to temporarily set your unwanted designs as obsolete so that they're forced to build what you want. Used this earlier in my current game for the exact opposite reason: Massive numbers of freighters were sitting at Earth idle, but that was all they continued to build.
Posted by: Xelanthol
« on: October 21, 2011, 12:23:16 AM »

Seems like a very efficient design philosophy. So as a tender-It can let ANY number of ships through as long as it meets the size? And it just has to sit on the point? If I have a jump gate constructed do I need to use a Jump Tender? (The wiki didn't say too much-Though the last bit kinda looks like jump gates let ships of any size through?

Also-My civilian line, after I heavily subsidized it because I wanted more freighters-Has produced 2 freighters and 7 colony ships (When I don't want colony ships). Anything I did wrong causing this?
Posted by: blue emu
« on: October 21, 2011, 12:15:41 AM »

I combine Tug, Jump Tender and Tanker all in one ship.

A Jump Tender needs as much mass as your largest civilian non-Jump ship (around 40,000+ tons for five-hold Freighters), and the 40K Civilian Jump Drive only uses up part of that mass... so I load it down with a million or so liters of fuel storage and enough engines to bring it up to the required mass.

That gives me a powerful tug, which can also sit on a Jump Point and assist civilian vessels through, and can also refuel anyone who comes along while its on-station.
Posted by: Xelanthol
« on: October 21, 2011, 12:03:26 AM »

Hmkay, thanks a bunch blue emu. Guess I will have more of a giant sorium starbase sort of deal :D Now to learn how to design a tug then!
Posted by: blue emu
« on: October 21, 2011, 12:01:40 AM »

My way? Send a Tanker with orders to "Refuel from Target Fleet" and "Unload 90% fuel on Earth", repeat.
Posted by: Xelanthol
« on: October 20, 2011, 11:39:21 PM »

Blargh, that's kind of a rash. How does one drain the tanks by the way? Only place I see is in the conditional orders...*Found the release the fuel. It's a shame I can't get the automated Sorium harvesting to work. I appreciate the help anyways guys.
Posted by: blue emu
« on: October 20, 2011, 11:38:22 PM »

As I said, I find it easier to use a stack of immobile fuel harvesters (no engines) and just send a tanker once a year to siphon it all off.

Not sure how best to automate it... in my own case, it isn't really worth automating.
Posted by: Xelanthol
« on: October 20, 2011, 11:35:20 PM »

It's saying in the event log (Fuelers have been given conditional orders to unload 90% of fuel at Not Found and move to a gas giant with Sorium), it says they've completed orders, but they haven't done anything.

What do I do? All I have is the conditional If tanks full unload at nearrest colony and go to gas giant with sorium.
Posted by: Girlinhat
« on: October 20, 2011, 11:30:31 PM »

A small highly efficient ship could be told to fetch fuel...  But yeah, that's quite the bother...
Posted by: Xelanthol
« on: October 20, 2011, 11:27:40 PM »

Blargh-Using that they are unloading fuel at mercury-Which isn't really a colony so much as a place here i'm training my Geosurvey team. Thats upsetting :(
Posted by: blue emu
« on: October 20, 2011, 11:16:39 PM »

Isn't one of the conditional combos:

If fuel tanks are full, unload fuel at colony and move to Sorium source?
Posted by: Xelanthol
« on: October 20, 2011, 11:12:19 PM »

But after they have gone back to earth and dropped off their load-Is there anyway to get them to go back to saturn short of asking them myself? Thanks fo helpin' :)
Posted by: blue emu
« on: October 20, 2011, 11:07:06 PM »

No, just set the "Tanker" flag in the class design screen, and you should be fine. If not, try entering SM-mode, and then turning it off-and-back-on.

Not sure if this will fix your problem or not... let us know.

Make sure your Harvesters have no contingency "Refuel" orders (eg: when fuel < 30%, refuel at a colony within 4 jumps). Turn that stuff OFF.

Quote
*Edit-So I can see they are harvesting fuel, but the cycling I put on move to saturn (So they return to saturn after they drop off their fuel?) causes them to interrupt my turn-ending. How do you do this properly? O:

Don't use order-cycling. Put it in their contingency orders : "When Fuel Tanks are full = unload 90% fuel at nearest colony". That should be Earth anyway.

I don't do it quite like this... I build huge ships with no engines (Space Stations) and just tow them to Saturn with a tug. When they're full, a tanker will go get the fuel and transfer it to Earth.
Posted by: Xelanthol
« on: October 20, 2011, 11:02:02 PM »

Crap I didn't know I had to do that :3 I changed it now, but do my ships need to be re-built or anything weird like that?

*Edit-So I can see they are harvesting fuel, but the cycling I put on move to saturn (So they return to saturn after they drop off their fuel?) causes them to interrupt my turn-ending. How do you do this properly? O: