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RE: Auxilliaries
Posted: Sun Oct 05, 2008 7:19 am
by SamRo115
anoth way of putting this is :-
Example.
you dont convert the Ises or you only convert 1, would this "free up" yard space and thus quicken construction of ships in the build que?
Cheers
SamRo
RE: Auxilliaries
Posted: Sun Oct 05, 2008 8:08 am
by Terminus
Mining is not "FUBAR". In fact, it works a lot better (surface and sub mining; air mining is still an issue I believe).
RE: Auxilliaries
Posted: Sun Oct 05, 2008 8:21 am
by Yamato hugger
ORIGINAL: Terminus
In fact, it works a lot better
Matter of opinion [:'(]
RE: Auxilliaries
Posted: Sun Oct 05, 2008 8:28 am
by goodboyladdie
ORIGINAL: Yamato hugger
ORIGINAL: Terminus
In fact, it works a lot better
Matter of opinion [:'(]
Careful now. Joe will bang your heads together and make you stand in the corner if you conduct a dev forum conversation here [;)]
RE: Auxilliaries
Posted: Sun Oct 05, 2008 8:49 am
by Yamato hugger
ORIGINAL: SamRo115
anoth way of putting this is :-
Example.
you dont convert the Ises or you only convert 1, would this "free up" yard space and thus quicken construction of ships in the build que?
Cheers
SamRo
You have so many points to spend per day. You have a pool of points. If the pool goes to zero, production stops. If you have a lot of points in the pool, you can double the speed of a ships construction (instead of 1 day being ticked off it for a days production 2 days are ticked off). Speeding production in this way costs 3 times what it would cost for 1 days normal production (in essence you pay normal cost for the normal day and 2 times as much for the 2nd day - consider it overtime for the workers, wasted material because of a faster pace ect).
Careful now. Joe will bang your heads together and make you stand in the corner if you conduct a dev forum conversation here
Wouldnt be the first time [:D]