Construction ships. (Full Version)

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Lex Talionias -> Construction ships. (8/15/2012 3:17:01 PM)

do multiple construction yards on construction ships speed up station building?

I am currently building large space stations around my empire in gas clouds and other such to act as outposts and staging grounds. As they are large I want to do it as quickly as possible so I was thinking of building a specialist large construction ship to do the job for me, with other experiments like seeing if gas extractors could re-fuel ships I just experimented but this seems like it would take far to long. (btw, you cant refuel that way [:(])

I have been looking for a while but I cant find anything to help me with this one which is a pity as google plus the right key words answered all my other questions so far.

feelotraveller -> RE: Construction ships. (8/15/2012 5:38:27 PM)

No they don't as construction ships only build one thing at a time.

If you are building really big bases make sure that you have enough cargo space on your construction ship that it can load all the resources needed for the job in one go.

Wild_Bill -> RE: Construction ships. (8/15/2012 10:33:22 PM)

feelotraveller, how many would you consider 'enough'?

feelotraveller -> RE: Construction ships. (8/16/2012 3:33:16 PM)



feelotraveller, how many would you consider 'enough'?

That's like asking me 'how long is a piece of string?' [:D]

My comment above was simply to point out that if you do not load all needed resources at once then it will take substantially longer, as you will either need to send your constructor back for a second load or wait for freighters to supply the shortfall.

To figure out what resources any particular base needs to be built go to the design details screen for that base and then click on the construction summary button. I did this for the starting MSP for a normal human game and got the below. In short to build this base (ignoring the fact that it is a spaceport built at a colony... [;)] ) you would need cargo space of at least 1491 assuming your holds start empty or only with resources that will be needed.


Okay, normally your bases are smaller than that (although the OP mentioned large space stations so I assume that they are at least somewhat bigger than this...) and you do not need so much. Last full game I played (back around .10) I included enough cargo space in my constructors to build 7 small mining bases before needing to reload at a space station. That saved a lot of time in game (I guesstimate about 40% savings of constructor time, and that's substantial) although working out the logistics to do so took me ages. Remember if you are playing with the storylines on you will probably need some constructors with large cargo holds for repairing world destroyers.

Wild_Bill -> RE: Construction ships. (8/16/2012 8:14:08 PM)

Thanks! That information was what I really needed, even if it wasn't what I asked for (HA!). I've been playing now for not quite two weeks and have only finished one game (got my butt severely kicked!!!). I'm building up my own gaming guide and ever little bit counts towards a winning strategy. Check the size of the project to be built by looking at the Construction summary and then add enough cargo modules to the construction ship to get the job done the first time.

ehsumrell1 -> RE: Construction ships. (8/16/2012 9:03:41 PM)

Excellent assist Feelotraveller! [:)]

Panpiper -> RE: Construction ships. (8/16/2012 10:20:19 PM)

May I add my thanks? I too am just starting out on my learning curve, and 'feelotraveller' really gave me a big clue.

Lex Talionias -> RE: Construction ships. (8/17/2012 2:58:52 PM)

thanks for the tip feelotraveller, just wasn't practical to test it out myself.

pitty you cant have multiple constructor modules as it would speed things up ALOT.

also the size of the bases was 900, for starters as I get up in tech I am gonna make them even bigger. these are deep space bases by the way so that is 900 without energy collectors.

WarDad -> RE: Construction ships. (10/5/2012 4:38:56 AM)

I add shields and weapons to my construction ships and set them to fight weaker targets. They get more work done, and don't abandon the job site to the pirates. The escorts get time to show up. Ranged weapons and fighters help.
Anyway - This means I also have to add more cargo bays to maintain the 35% space requirement. I'm cost cautious about adding to many weapons in the early game

Wild_Bill -> RE: Construction ships. (10/6/2012 12:19:51 AM)

If you weaponize your construction ships (and I do) you will get complaints when they refuel at foreign bases. I just ignore the complaints, but I guess it might affect your 'reputation'.

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