WARNING: These ships are not proposed to be used in a company. Don't forget to remove other ships before testing the certain ship class. Transport Ship can be accompanied with battle fleet ships from Part 1.
space
stellaris
functional
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starship
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In other words, if you can't use DMND in your saves in a way that makes it useful, then you need to improve.
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*each other*. Please remember that I'm going to make a lot of ships, for 9 species types, and for each of them I reserved a special range of temperatures of WIFI channels. For Humanoids it's from -273 to 500 degs for ships and 600-1000 degs for stations. For Mammalians, it will be 1100-2000 degs,for Reptilians - 2100-3000 degs, and so on. Ok?
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However, if you are so... persistent on making every single WIFI channel for each function, I will do it, but only with following rules: 1) Engine, shield (de)activation and EMERHYPE buttons would have the mutual WIFI channels. 2) Humanoid and the ships of other species types to come are not likely to be used each other; 3) These ships and the war ships are not likely to use.
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Also, science, construction, transport and colony ships cannot be binded with unmutual ship classes because it's the game mechanic. Well, you can order them to move at single point, do a certain mission or make them follow each other, but they would not act as one unless they are of mutual classes.
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@Vampireax *sigh* The actual reason why I did these unuseable in the single save is the game mechanics and experience. In Stellaris, battle ships are organised in fleets, they do not act individually within fleets, you just can't pick up a certain ship and order him to attack an another hostile ship. You need to order an entire fleet to move and attack a hostile fleet.
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@Vampireax I also experimentated with battle configurations and I can say that simple ones (like linear or chain) are actually possible. The only issue is the shield activation (which is proposed to be a caution against sudden attacks). The only thing you need to be cautious is to place so that you didn't dodge the mechanism requiring for the retreat.
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@Vampireax Hi. I'm currently introducing new sensor technology based on LDTC, TSNS and "AND" logic gate. I also fixed the Transport Ship's engines and shield de-activation (now they will de-activate along with battle ships).
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I do like the saves. The ships *look* good and it is cool that they do have multiple functions. I just wish that the functions actually worked. :)
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Another problem with your goal is that your ships break each other, not just themselves. They're flimsy, easily broken, and friendly fire is a huge issue. Your other save shows that very clearly, with you needing to have VOID walls between the ships (which don't even fully work). What, exactly, is your planned battle configuration? Every ship is in 1v1 combat...?
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But as we can see, they can't even be in the same save because you made the buttons use the same wifi and they aren't insulated, so sparking one ship button activates several other buttons and ruins things. That's a problem with your skill at electronics, and it seems like you refuse to accept it or improve. You just say "read teh instructions."