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TC 3.2 - Military outposts, headquarters, shipyards, etc. - what's the use?
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Sturmer





Joined: 09 Jun 2011



PostPosted: Thu, 3. May 12, 12:47    Post subject: TC 3.2 - Military outposts, headquarters, shipyards, etc. - what's the use? Reply with quote Print

Dunno if it's vanilla or one of the scripts I installed that did it, but in shipyards I can buy the stations listed in the title. They're not that cheap (for the cheapest I can get a sweet M1/2), so am really wondering are these stations of any use to a player? What can I do with a m. outpost apart from buying military equpiment and selling it? What can I do with a shipyard - can I produce ships? And where do I get the blueprints? And is the headquarters that I can buy the same PHQ I get through that plot?

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balistos





Joined: 15 May 2009
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PostPosted: Thu, 3. May 12, 13:30    Post subject: Reply with quote Print

hi,

in vanilla you can buy equipment dock and trading station.

when owned by the player, you cannot use the EQ to supply your ships with software, like npc ones.

but, there are many ways to use them. mine was :

refuel base : some traders home based there, with the best buy command to fetch in the entire universe for the tools i need (boarding pods, fighter drones, some missiles, shields, laser towers...).

i set the price at average +1, and i put another trader with best sell command, so that the latter would stock the stuff in its cargo (it extends the station cargo) as it won't find any buyer for this cost (at least for weapons/missiles/drones).

for ecells, i set the price at minimum, the stock is not gorgeous but just sufficient for my capitals (in case of an EQ).

(you may also use cls1/cls2/cag, but i find mk2 scripts are simply sufficient)

the argon and teladi trading port can hold an infinite number of m3/m4/m5, so it could be nice ;)

up to you to find other uses

well, it's usefull when you settle it near a spot of war :) like xenon sectors, or pirates, or any opponent. the hub does the same, but the former ones are nice because useful for local deployment.

EDIT: i only spoke of the vanilla view, the rest may be spoken in SM forum, as it's obviously available from a script you installed ... well you can have player HQ, but at the end of a looong plot :)

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Sturmer





Joined: 09 Jun 2011



PostPosted: Thu, 3. May 12, 18:03    Post subject: Reply with quote Print

Thanks for your reply!

As you said, this should probably be moved to the Scripting and modding section. Hopefully a mod does that.

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Jumee





Joined: 29 Oct 2011
Posts: 2145 on topic

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PostPosted: Thu, 3. May 12, 19:00    Post subject: Reply with quote Print

you can always pm one of them and ask to move the thread its more likely to happen then them accidentally noticing

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InFlamesForEver





Joined: 22 Jul 2011
Posts: 509 on topic
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PostPosted: Thu, 3. May 12, 19:01    Post subject: Reply with quote Print

Yes, those are all from a script or mod you've installed. I know they're in XRM, have you installed that? Otherwise, they probably come from the huge ship and station design thread by someone who's tag escapes me.

Anyway, what they do:
A shipyard and a HQ, are basically the same thing, except shipyards produce and reverse engineer ships more quickly, and probably have bigger holds for resources. To get blueprints, you either reverse engineer a ship at one of these places that you own, or you can get a few from random light bulb people in stations.
The HQ is also the same as the one through the plot, I would suggest buying a shipyard instead, for the reasons above, mainly because getting it through the plot takes a lot of time.

M. outposts are basically the same as equipment docks, and if you have them, asteroid bases are the same as well. They may or may not have different amounts of storage available.

To produce ships, search the forum in google for info on that, since, I have yet to start producing them, I'll be no help on that front.

Hope that helps Smile


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Sturmer





Joined: 09 Jun 2011



PostPosted: Thu, 3. May 12, 20:47    Post subject: Reply with quote Print

InFlamesForEver wrote:


Hope that helps Smile


Yes, it did, thanks! Smile With my questions answered, it really doesn't matter if this thread is moved. Smile

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Alan Phipps
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PostPosted: Thu, 3. May 12, 21:25    Post subject: Reply with quote Print

OK, rather than move it to S&M we'll just let it die.


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