tactical fusion cube woes -1 reply

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Guest

I didn't make it!

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#1 13 years ago

I can't seem to get tactical fusion cubes to refit and repair. They just start making a little circle near the matrix, but never dock. Occasionally they will, but I've found no rhyme or reason. Any help would be appreciated. I'm just playing the game straight, no mods or anything. Its really frustrating when someone knocks all the crew out of one of your cubes and you have to take it back and beam people on from 6 buildings and that still takes like 3 minutes, and repairs take forever! That's another question, is the only way for the borg to get repair vehicles to assimilate them? I suppose you can just recycle highly damaged vehicles and rebuild them.




blurb23

I take what n0e says way too seriously

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28th November 2004

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#2 13 years ago

i got no clue about the repair, but...

to get them to dock, i always find that it's MUCH MUCH easier to send them to some part of the map that doesn't have any ships, stations, or planets and let them do it there... i think that if you do it at your main base, the stations and ships get in the way




Twitch1

The Borg will rock your world!

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4th December 2003

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#3 13 years ago

That's the problem with big ship crews that are ship builders. If you do not use the "shipyard" class label you can repair a big ship. If it has the "contsructionrig" label you can build ships and repair at shipyards but the build process is very slow in that several mouse clicks are required to build. Fine if you are building tactical cubes but if it is fighters you can't build them quickly at all. You can't program it to build 10 ships and go away, you have to click what to do at each building of a ship.

I use the "shipyard" class label since I can punch in 10 ships to be built and worry about something else for a moment. But the shipyard will not repair/recrew. Add:

facility = 1 alwaysRecomputeRallyPoint = 1

At the end of the ODF the ship will recrew like stations do. It will need a repair ship to repair damage- which should be on its build list anyway.

The part about the rally point makes the ships you build stay nearby as they are launched. Without that line they will stream across the map to return to your base.

Bigger add-on ships will have problems aligning to the shipyard for repair often. Just try to give them space. signs015.gif




reaper617

Only in death does duty end

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25th September 2007

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#4 13 years ago

or, it could be pathing issues! those things, (OFTC and UFC) are WAY TOO big to repair so thats why i made them so powerful




blurb23

I take what n0e says way too seriously

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28th November 2004

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#5 13 years ago

why would you need to repair them? they're powerful enough to blow away just about anything (except the Omega-X, the Prommie-X and a few others)?




Slider17

I want to be like the Admins

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15th February 2004

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#6 13 years ago

I've noticed that if the ships are damaged they'll give me grief about fusing.

But about repairs, just park it in a nice [color=seagreen]big green nebula[/color]!:Pimp:




reaper617

Only in death does duty end

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25th September 2007

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#7 13 years ago

like i said, pathing