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Space station help


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#1 Frank117

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Posted 08 March 2010 - 08:54 PM

Hey guys,

First of all let me say I love this mod.. It took a while to get used to, but I love it, especially the galactic map, with gas giants being huge, Mustafar being tiny, and a purple Byss. Lag was an issue for me at first, but once I widdle down pirate forces the game runs fine.

In any case, my problem concerns space stations - Which ones should I be building and which ones unlock additional ships/upgrades? I always play as the Empire if it makes a difference..

Thanks,

Edited by Frank117, 08 March 2010 - 08:54 PM.


#2 Kitkun

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Posted 08 March 2010 - 11:08 PM

Station 1: Fighters/Bombers
Station 2: Transports/Freighters/Corvettes
Station 3: Frigates/Cruisers
Station 4: Destroyers/Capitals
Station 5: Dreadnoughts

Build a research center on the ground to access corresponding upgrades.

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#3 Frank117

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Posted 09 March 2010 - 06:57 PM

Thanks, but that was not exactly what I was looking for.. There are 4 different types of space stations, space colony, golan, and two other types.. Which of those should I be building on each planet? I noticed I can build the different kinds often more than once, so which should I be using?

#4 evilbobthebob

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Posted 09 March 2010 - 07:59 PM

That's up to you, really. Space Colonies are the basic station that gives population and as you upgrade it, allows access to the higher level of the other stations on that planet. The next basic station are the manufacturing ones listed by Kitkun. These allow you to build units. Golan Space Defence Platforms pack a lot more firepower and health than the other space station types. They are for defence. The other defensive station is the X9 platform. That has limited weaponry, but spawns more fighters than the Golan and is cheaper to build. The number of stations you can build depends on the planet. You can always build at least a level one Space Colony, and you can usually add around 4 or 5 extra stations to.

To summarise: when you're building stations, decide what you want that planet to produce. So, upgrade your space colony to the level you need, build the manufacturing space station of that level. You might want to build multiple unit types; so build multiple manufacturing station levels. If you want more defence, add Golans or X9s as you see fit.

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#5 Tropical Bob

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Posted 09 March 2010 - 09:00 PM

Whether or not you build Space Stations over Golans depends on the planet and how much pressure you're being put under. The only time you should build Golans, really, is on a frontier world near the enemy, to beef it up. If you already have a large fleet at that planet, probably build Space Stations.

#6 Phoenix Rising

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Posted 10 March 2010 - 12:29 AM

Thanks for playing, Frank. Everything they've said is correct except the part about the XQ5 being a defensive station - it actually provides income. Since it has the worst armament of any station, that's probably not something you'd want to build on the front lines.

#7 Tropical Bob

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Posted 10 March 2010 - 05:56 AM

OOooooooOOHhhHHHhh.

I didn't know the XQ5 provided income. New possibilities...

#8 Phoenix Rising

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Posted 10 March 2010 - 05:58 AM

Yeah... we need to do better with descriptions.

#9 evilbobthebob

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Posted 10 March 2010 - 11:36 AM

What, it provides income? ;) Well. Uh, yeah. Descriptions ;)

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#10 Tropical Bob

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Posted 10 March 2010 - 02:55 PM

I always figured it was just a really poor man's Golan...

#11 Phoenix Rising

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Posted 11 March 2010 - 03:05 AM

The idea was to add a customs station that simulated the piracy corruption mission, the one where you get income for passing ships. Well, once I finished the XQ5 model, I realized that wasn't technically possible and I fell back on a percentage income bonus. (Not to mention, as the mod matured, it didn't even make sense to have a tax on passing ships because it didn't fit with our gameplay - you'd need tons of stealth units running around.) So it's sort of a half-finished concept like that, but the idea now is that it imposes sort of a tariff on all the unseen interplanetary trade going on.

#12 Frank117

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Posted 19 March 2010 - 05:03 PM

Thanks everyone for your help, it makes perfect sense now..

I did have two other questions; does building multiple Level 4/5 manufacturing stations speed up ship production? And is it normal for Venators to take so long to build?

#13 Phoenix Rising

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Posted 19 March 2010 - 06:18 PM

Yes and yes. You're building tons of fighter squadrons to fill the Venator's hangars at the same time.

#14 Tropical Bob

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Posted 19 March 2010 - 08:03 PM

At least one Venator is an extremely good addition to any fleet. So it's worth the extended build time.

#15 McDman

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Posted 24 March 2010 - 04:10 PM

Whats the exactly number of squadrons that Venators hold?

#16 Kitkun

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Posted 24 March 2010 - 04:14 PM

http://www.eawpr.net..._star_destroyer
35+3 transport squadrons.

Edited by Kitkun, 24 March 2010 - 04:16 PM.

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#17 evilbobthebob

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Posted 24 March 2010 - 04:16 PM

35 squadrons. Two different sets of 16 fighter squadrons, and 3 squadrons of bombers, usually.

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