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Topic Summary

Posted by: ollobrains
« on: February 18, 2012, 04:43:53 AM »

I think the maintence faiclities-maintence supplies need a rework anyway or some expansion and streamlining
Posted by: Father Tim
« on: April 21, 2011, 01:15:12 AM »

To be fair, Maintenance Facilities used to build maintenance supplies, before Steve changed the way they worked.
Posted by: Thiosk
« on: April 20, 2011, 07:53:03 PM »

ah ha!  learn something new every day.  or in this game, every fifteen minutes.
Posted by: Peter Rhodan
« on: April 20, 2011, 07:02:43 PM »

Maintenance Supplies are in the drop down production menu on the left - Installations.. Missiles... Fighters...................Maintenance Supplies right at the bottom - build them like any other Industrial project.
Posted by: Thiosk
« on: April 20, 2011, 06:29:15 PM »

Incidentally, since maintenance facilities use resources, what creates maintenance supplies?  Maintenance facilities?  I'm confused, my supplies are at 0.
Posted by: SakSak
« on: April 20, 2011, 08:19:20 AM »

You ran out of trained crew pool, so they have to use recruits (which start from -10%) to crew the vessels.

Increase the number of academies you have and/or reduce your racial training level.
Posted by: jseah
« on: April 20, 2011, 07:40:49 AM »

PS - they'll suck the maintenance resources when you overhaul them.  Overhaul uses maintenance at a multiplied rate - I think it's 4x to match the rate at which the clock unwinds.  TANSTAAFL ;D
Actually, I don't think so. 

Currently, my 20 Chimeras are using 379 duranium per year at my maintenance. 
At the current time of posting, the last three chimeras to be built have just finished their overhaul. 

The production window still says 379 duranium per year. 
Posted by: Narmio
« on: April 18, 2011, 01:50:00 AM »

Ammo and fuel dumps are absolute lifesavers for long-distance long-term ops.  I use tons of them, as well as remote maintenance facilities. This game is all about the logistics, which is pretty awesome.
Posted by: jseah
« on: April 18, 2011, 12:58:02 AM »

Well, I could always build PDCs with hangar bays to train my FACs.  And use the light carriers when those get built. 
I can support the fuel consumption of my normal ship movements.  It's the FACs that I can't support. 

Sigh.  It looks like my days of peace are over. 
My jumpship that I've been using to probe jumppoints enters the system of Freehaven from Val Alorn. 
There's a stable wormhole in there. 

Well, crap.  Some Freehaven that was. 

And it's 5 jumps away from my home system, which makes it uncomfortably far away to picket.  =(
I only hope it will take them time to pass through the Val Alorn system while I build up my fleet and missile stocks. 

So screw the crew training.  I need more ships even if they have to have totally conscript crews!  Against those invaders, I suspect I will need every last missile I can throw. 

Perhaps I could make an ammo and fuel dump in the Riva system which is at the end of my jumpgate chain and an important warppoint nexus... *mutters about fleet strategy and goes to implement*

---------------------------------------------------

Also, my cargo ships and colony ships do spend alot of time idling.  I tend to use government contracts for general transport instead of doing it myself. 
Posted by: sloanjh
« on: April 18, 2011, 12:34:39 AM »

(FYI, I train the whole fleet together.  Including coillers and troop transports, of which there are only 5 so far.  The slow speed of my support ships keeps fuel costs of training down.  Almost nil in fact since the troop transport doesn't have engines... XD)
This is arguably a bug/exploit that Steve should probably fix - I'm pretty sure it wasn't intentional (unlike the fact that FAC/fighters don't suck fuel while training in hangar bays).  The major expense for training is fuel; one shouldn't be able to cut this cost to zero by sticking a speed-1 ship in the mix.  A previous version of this exploit that Steve did fix was to set your TG to 1 before starting training.
Quote
- My logic is that I don't want to spend BP building engines for ships that spend alot of time idling in orbit.  Government cargo, colony, jump gate construction and troop transports do not have engines.  I attach tugs to them when I need them.  The tugs see far more use than the ships themselves. 
Yeah!!!  This is a strategy that I've long advocated/used (albeit only for ships that spend lots of time idling, unlike cargo/colony ships).

John
Posted by: jseah
« on: April 18, 2011, 12:18:11 AM »

Fuel refineries?  400 and so far not a problem.  My fuel count is still increasing (68 million+) even when I took my ships out for a spin into a possibly precursor system, more to iron out little problems like fuel and maintenance than to actually shoot something. 
Results were satisfactory.  Didn't seem to burn too much fuel. 

It's also the reason why I don't deploy my FAC fleet and why I'm trying build light FAC carriers.  FAC engines will gobble all my fuel.  I don't want to have to support 30 FACs running around all the time. 
(FYI, I train the whole fleet together.  Including coillers and troop transports, of which there are only 5 so far.  The slow speed of my support ships keeps fuel costs of training down.  Almost nil in fact since the troop transport doesn't have engines... XD)
 - My logic is that I don't want to spend BP building engines for ships that spend alot of time idling in orbit.  Government cargo, colony, jump gate construction and troop transports do not have engines.  I attach tugs to them when I need them.  The tugs see far more use than the ships themselves. 


I did not know about the maintenance resource use. I shall watch my maintenance facilities to see if it does. 
Posted by: sloanjh
« on: April 17, 2011, 11:58:08 PM »

sloanjh:
I might as well train them anyway.  Some TF points is better than no TF points and when they're out training, they aren't sucking resources for maintenance.  
Yes, my fleet is big enough that it is becoming a significant factor.  

How many fuel factories/sorium to you have?  ;D  (That's the closest I can get to Big Evil Grin here).

John

PS - they'll suck the maintenance resources when you overhaul them.  Overhaul uses maintenance at a multiplied rate - I think it's 4x to match the rate at which the clock unwinds.  TANSTAAFL ;D

John
Posted by: jseah
« on: April 17, 2011, 11:46:01 PM »

sloanjh:
I might as well train them anyway.  Some TF points is better than no TF points and when they're out training, they aren't sucking resources for maintenance.  
Yes, my fleet is big enough that it is becoming a significant factor.  

Then again, going by the numbers of missiles people throw around, my fleet missile output per 50 seconds is of comparable size to most alpha strikes from a fighter wing.  (310 size 5 missiles per 50 seconds.  And I estimate I could double the size of my fleet in just over a year)
So perhaps I could slow down ship production a wee bit.  =)  'sides, my missiles stocks are roughly on the order of 5 minutes shooting.  

Too much focus on expanding my production base I see.  I can build ships faster than I can find people to crew them!


Narmio:
Yeah, I went through and set alot of stuff to conscript crews only.  I'm still running out though. 
Posted by: Narmio
« on: April 17, 2011, 11:41:20 PM »

Add in coillers, jumpships, gate construction ships, maintenance PDCs, salvage, tankers & resupply, maintenance vessels, ... aaaaa...
Use conscripts for all of these (except maybe jumpships, depends how you're using them).  If it doesn't need to respond quickly in combat or fire a weapon...  Conscript crews all the way.
Posted by: sloanjh
« on: April 17, 2011, 11:31:03 PM »

Yes, I am doing fleet training.  The ships do nothing but train actually, since I have nothing to shoot.  

Just to be clear, "Fleet training" changes the TF training level of a ship (last column on the F12 screen), not the crew grade ("Grade Bonus" - 2nd to last).  The crew grade is determined by the the initial crew makeup (you pick the racial training level, and if you run out of crew they're mixed with conscripts) and is increased by assigning a captain to the ship with a non-zero crew training rating - the grade bonus will keep up whether the ship's in orbit, doing fleet training, or even in overhaul/refit (unless Steve fixed that last bit).  IIRC you can also get grade bonus points by being in combat (I think it's actually by being damaged in combat :) )

Fleet training only affects the TF training.  BTW, ships with a very poor grade bonus (e.g. -12%) gain TF training points veeeeery sloooooowly.

John