Few Advanced Questions (including playing as pirate)
Posted: Mon Feb 02, 2015 1:57 pm
Hey,
I've played the game quite a few hours now and understand most of the mechanics behind the game (thanks to the forums and little to no automation!). I still had a few questions (or possible bugs?) that I was wondering if anyone knew the answer to. Feel free to use this as a general discussion thread around the topics/issues also. These are while playing with Extended AI mod if that makes a difference.
1. Smuggling (as pirate) - its still a bit confusing as to when my civilian [smuggler] ships are eligible for smuggling missions. I have some 80+ freighters with only a single pirate base and a handful of mining bases, yet my smugglers seem to be tied up doing internal goods transport (in pathetic quantities) instead of performing my accepted missions. Any ideas?
2. Pirate mining income - what is this? any clues on calculation? Is this like trade income from independents going to my mines and purchasing directly?
3. Smuggler hyperspeed upgrades (and retrofit) - After researching a existing hyperspeed component upgrade, all non state vessels still are hyper jumping at the slower original component speed (not the recently researched faster speed for the same component). Is this just a bug or is there something I need to do? also is there any way to tell smugglers to retrofit (given that pirates purchase the ships directly).
4. Detials on race characteristics - does anyone have any additional info on race characteristics from an economy perspective? eg, I've read cautious means races stock additional items in facilities. Is this just random junk in anticipation of retrofit, or does this mean extra weapons/def? Does this happen from the constructor (carries extra when building), or does this tie up all my transports delivering 50 quantity of everything to a new mine?
Thanks!
I've played the game quite a few hours now and understand most of the mechanics behind the game (thanks to the forums and little to no automation!). I still had a few questions (or possible bugs?) that I was wondering if anyone knew the answer to. Feel free to use this as a general discussion thread around the topics/issues also. These are while playing with Extended AI mod if that makes a difference.
1. Smuggling (as pirate) - its still a bit confusing as to when my civilian [smuggler] ships are eligible for smuggling missions. I have some 80+ freighters with only a single pirate base and a handful of mining bases, yet my smugglers seem to be tied up doing internal goods transport (in pathetic quantities) instead of performing my accepted missions. Any ideas?
2. Pirate mining income - what is this? any clues on calculation? Is this like trade income from independents going to my mines and purchasing directly?
3. Smuggler hyperspeed upgrades (and retrofit) - After researching a existing hyperspeed component upgrade, all non state vessels still are hyper jumping at the slower original component speed (not the recently researched faster speed for the same component). Is this just a bug or is there something I need to do? also is there any way to tell smugglers to retrofit (given that pirates purchase the ships directly).
4. Detials on race characteristics - does anyone have any additional info on race characteristics from an economy perspective? eg, I've read cautious means races stock additional items in facilities. Is this just random junk in anticipation of retrofit, or does this mean extra weapons/def? Does this happen from the constructor (carries extra when building), or does this tie up all my transports delivering 50 quantity of everything to a new mine?
Thanks!