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Home » Stars! 2.6/7 » The Academy » Ship design IDs, transfering fleets, and ship design slot management
Ship design IDs, transfering fleets, and ship design slot management Wed, 13 June 2012 18:20 Go to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Most of this is old hat, and many of you have probably figured out the rest. For everyone else...

As I understand fleet transfer, Stars! adds a tag to the ship design design to indicate that it has been transferred. This is necessary in order to avoid having parts you would not be able to build yourself removed from the design (as happens when you copy another players design). A result is that a ship transferred to another player and subsequently returned will occupy a separate design slot Sad.

This can be fixed by transferring all ships with that design, and transferring them back Smile. However, any new builds of that design will go to the old slot Crying or Very Sad.

Alternately two players can each build ships with identical designs, and once the ships have been transfered they will only occupy one design slot regardless the fact that they were built by different races Very Happy.

With a little forethought his can be used to allow a team to consolidate ship designs, effectively doubling their design capacity. Cheers

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Re: Ship design IDs, transfering fleets, and ship design slot management Wed, 13 June 2012 21:07 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
No, you can't "double" the design capacity. What you can do, however, is make sure that you have operating ships of all players in the alliance one year away for whatever reasons you would prefer. It is still a headache to achieve right.

AFAIK, this is more often used with bomber ships than with offensive ships since the player order influence greatly on the result(s) of the bombing(s).



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Re: Ship design IDs, transfering fleets, and ship design slot management Wed, 13 June 2012 22:47 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
I agree that this doesn't change design capacity, but if used to consolidate designs it "effectively" (notice the use of a qualifier) doubles the capacity for a team. If a team is using 1 not 2 design slot each for mine layers, chaff, sweepers, SFX, ...

chachacha Smirk

I don't know what you mean by "...make sure that you have operating ships of all players in the alliance one year away for whatever reasons you would prefer". Please explain.

You are right though, it can be a real PITA (but not as big a PITA as not having any design slots free). Aside from bombers, it can be useful for ships not in current use that we might want later (like a stack of 300 older BB designs maybe).

Somehow I knew you would disagree with me. Smile


[Updated on: Wed, 13 June 2012 22:50]

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Re: Ship design IDs, transfering fleets, and ship design slot management Thu, 14 June 2012 04:07 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
I simply disagree because, while still a valid tactic, it is not as good as you try to make it look like.

When I said that you would have offensive ships one year away from anything is because if every player have the flagged transfer ship then it is easy to transfer to whomever next turn. This mean that if a player have an advantage to have the ships somewhere at that turn you can do it on a whim. Or if you need the extra player on the battleboard for a certain battle you simply transfer one (or more) ships. Etc. However, from experience, this kind of coordination anywhere short of a team game is a real PITA. Sitting next to impossible to pull right half of the time. Unless you have an incredible ally you might already have trouble coordinating simple things around with your allies...

But to double designs space? No, really. Even if it is true that it would work like you said, while you are producing those ships the player producing them still have two identical designs taking space. If every player dedicate their time to building a specific design then every player will have this disadvantage. Not to say that it will most probably slow down production in the long term unless serious mineral exchange is put in place (ever tried to build only missile ships for a prolonged time, for example?) which is night impossible to do without a willing IT around...

It is only good for, as you mentioned yourself, old designs which already take up slots you could use for better ships but of which you have too many built and don't want to scrap for minerals just yet. And with this idea in mind, you're still starting behind of everybody else. Unless you have one or some players really behind in tech somewhere and those ships are still useful after all, which about never happen...



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Re: Ship design IDs, transfering fleets, and ship design slot management Thu, 14 June 2012 20:51 Go to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
You make good points Eagle. I don't want to paint this as the best thing since FTL, I just want to document it (as you say a valid tactic). At best, this is something that will have infrequent and incidental use, but might be of some help in limited situations.

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