Author Topic: Missile design question  (Read 3216 times)

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Offline TallTroll (OP)

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Re: Missile design question
« Reply #15 on: April 05, 2012, 12:00:45 PM »
On a related note, my new game (I broke the last one) I have a new missile design which says it has "Active 16" sensors in the Ord / Ftr tab when designing a PDC with mags. But - it has no sensors listed in the missile design screen, and I certainly didn't intend to give it any. There doesn't seem to be any design weight allocated to sensors either.

Have I broken missiles too, now?
 

Offline Thiosk

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Re: Missile design question
« Reply #16 on: April 05, 2012, 01:07:45 PM »
Look at the material required to build it.  If there is an exorbitant amount of resources needed, delete the design and remake a new one.  Theres a known bug with sensors on missiles that skews the resources needed to build the missile.
 

Offline Erik L

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Re: Missile design question
« Reply #17 on: April 05, 2012, 01:19:37 PM »
On a related note, my new game (I broke the last one) I have a new missile design which says it has "Active 16" sensors in the Ord / Ftr tab when designing a PDC with mags. But - it has no sensors listed in the missile design screen, and I certainly didn't intend to give it any. There doesn't seem to be any design weight allocated to sensors either.

Have I broken missiles too, now?

Did you design it yourself, or did you let the game design ships and such for you? If you let the game do it, some things don't quite add up right.

Offline TallTroll (OP)

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Re: Missile design question
« Reply #18 on: April 05, 2012, 01:33:36 PM »
Self-designed. Looking at the costs, there does seem to be a large amount of Uridium being used (which I find very amusing btw - although it should be used for engines or something specific to fighters, not scanners, obviously). I'll try a delete and redo then