Jump to content

skullcowboy60

Members
  • Posts

    31
  • Joined

  • Last visited

skullcowboy60's Achievements

0

Reputation

  1. Here is the info you seek, though I will let you forage through to find it. It can also be found here. This IS spoiler type info so you have been warned. 8)
  2. The notes feature on the galaxy map is good for keeping track of factories that have things you want. As for storing, you could build a 'warehouse' in an empty sector. A ship mainly cargo hold. Doesn't even need engines. Gather your goods, jump in and transfer them to it. Rinse and repeat. You may need to defend it while you are in the sector but just kill everything before you leave.
  3. ;D I can totally understand that. ::)
  4. Forgive me if I just missed it but, the two chunks of code referenced above would be?
  5. I like the salary mechanic, and with it goes morale. Without one the other would be of no use. And to me, it's not near as 'grindy' as, with the present economy, trying to gather material to feed Turret Factories. I make plenty of credits to pay the crew just by doing things I would be doing anyway. And it could be worse. At least you don't have to feed them.
  6. I'm with Falkenherz. Computer cores should count towards jump calculating. Or maybe something like a new crew type, navigators. Having more can cut the time down as long as they are paid. <shrug>
  7. Give it some time. I am sure at some point a mod will show up allowing you to press gang slaves you buy into crewman. Low morale would probably be an issue but at least you won't have to pay them.
  8. Simply avoiding sector patrols is awesome and fabulous until you jump in or enter through a gate right on top of one. Happened to me twice while toting rockets to a turret factory for launchers. THAT is annoying.
  9. Not sure if I grok your question, but if you press and hold the R key while in build mode it will bring up 3 axis circles around the block and you can use the mouse to rotate it along those lines. Is that what you meant?
  10. Interesting. Once you start one moving it shouldn't stop until it hits something.
  11. Another tip to remember is the farther from the center mass of your ship, the more efficient thrusters are. My current ship is severely ass heavy. All my thrusters are close to the bow. Takes me 15 to 20km to go from full speed to full stop but it pivots on a dime.
  12. Makes perfect sense. The wiki mentions that trading with planets is a planned thing.
×
×
  • Create New...