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Accueil » news » forums » Space Empires V » Space Empires V FAQs

Robo Miners - Mining asteriods ?

Soumis par UnderLord le Mer, 2007-02-07 14:28 Space Empires V FAQs

How exactly do you use robo miners? do you just put them on a ship and then take the ship near asteriods? any help would be nice =)

‹ Refitting Satellites and Weapon Platforms using mines in tactical combat ›
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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Mer, 2007-02-07 14:29

Put any Robo miner on a ship and park the ship in an asteroid field. I believe the rest is automatic

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Re: Robo Miners - Mining asteriods ?

Soumis par evilginger le Mer, 2007-02-07 14:48

It is but only one mining farming or refining ship can work on any one set of asteroids though there is no limit to the number of remote miner’s et al you can use on that ship other than the size of the ship itself. In stock you can use mining satellites as these are very low maintaince

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: Robo Miners - Mining asteriods ?Ministers?

Soumis par Badger le Mer, 2007-02-07 14:53

how well do ministers work for this?

i have to admit, i haven't even gotten to this tech.

I keep researching PokeBalls and Catnip, dammit...

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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Mer, 2007-02-07 15:20

So that's how were going to play it Badger?

evilginger: I thought you could only have 1 miner per belt.

Watch for my shooting Badgers in a barrel Mod.....

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Re: Robo Miners - Mining asteriods ?

Soumis par evilginger le Mer, 2007-02-07 17:10

only one vessel per belt but youb can have multiple miners of diferent types on the vessel if you have room for them.

BTW can I play test the Badger mod Please

and sugest you only allow Badger to use an unmoded DUC

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robo-mining CATNIP again?

Soumis par Badger le Mer, 2007-02-07 17:32

In my BillyGoatGruff, mod, SIR
all DUC's are modded to be rapid-fire, short range
(sing along.. Unguided projectiles are only good for dogfights and point defense in space),
ultra-dense (not necessarily Depleted uranium, but not necessarily NOT)
ultra-velocity...

i was editting it as a kinetic (increased armor penetration) damage type - but stopped when i realized then it wouldn't work with stock...

and all i realy meant to do at that point was make the stock AI ships a little less helpless...

i will never use an unmodded DUC again, period, ever, for anything but shooting myself in the head.
whattya mean, PLEASE?

so, uh...

DOES THE MINISTER SETTING HANDLE THIS AT ALL WELL?

robo-mining i mean, not you pack of Badger-badgering lunatics!

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Mod Designer

Re: Robo Miners - Mining asteriods ?

Soumis par Captain Kwok le Mer, 2007-02-07 19:06

There's no script functions yet that tell the AI to send remote mining ships to asteroid fields. I have plans to implement that in v1.05 of the Balance Mod.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Robo Miners - Mining asteriods ?

Soumis par Badger le Mer, 2007-02-07 19:12

There ya are- just talking 'bout you.
It was good i promise.

anyway, ever since you confirmed for me that AI = ministers, i've been keeping an eye on it, and that was re-ignited by the recent discussions.
i've not noticed the multiple minister settings aggressive/defensive/ whatever - SEEM to make much difference.

I have noticed the ministers are building an awful lot of colony ships...
thanks for the heads up on the drone warheads (1.26), btw.

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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Jeu, 2007-02-08 00:14

pack of Badger-badgering lunatics!

Say that 5 times real fast....

I didn't realize that you could put multiple robo miners on a ship and have them all work. TY for the iformation.

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Re: Robo Miners - Mining asteriods ?

Soumis par UnderLord le Jeu, 2007-02-08 09:07

Yep it works just like you said, now to build hords of them muwahahahahahha =P

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- Mining asteriods - homeworld style

Soumis par Badger le Jeu, 2007-02-08 09:37

i was reminded just then of homeworld, where evrywhere you'd look - up , down, left, around -

would be flying the depot/refinery ship(s) and its resource collectors...

DO I SMELL A BLITZKRIEG?

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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Jeu, 2007-02-08 10:02

Homeworld? Now theres a blast from the past... I loved that game and its unquie style. Gotta find it and reinstall.... =D

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Re: Robo Miners - Mining asteriods ?

Soumis par Alpedar le Jeu, 2007-02-08 10:17

I use miners this way: I build space station with all 3 kinds, space yard and some storage and build it over asteroids.
This station pays its maintance and lot more. On good asteroids it stays positive even if building things.

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Re: Robo Miners - Mining asteriods ?

Soumis par Potato le Jeu, 2007-02-08 10:22

I have not played around with robo-miners much. How quickly will they deplete an asteroid or planet down to uselessness? Does the value of a asteroid field affect how valuable of a planet it will turn into when you get the tech to do that?

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Mod Designer

Re: Robo Miners - Mining asteriods ?

Soumis par Captain Kwok le Jeu, 2007-02-08 10:52

It's a 1% per turn reduction for remote mining. The value of a planet created from an asteroid field will be the same as the asteroid field at the time of creation.

---

The aggressive/defensive/moderate settings all use the same ministers.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Ministers

Soumis par Badger le Jeu, 2007-02-08 11:02

once again:
"i was afraid of that"
"Thanks kwok"

if they haven't officially hired you yet, let me know and i'm the next greyhound to MM for some badger-style persuasion...

You know I don't feel up to the AI scripting yet - i bet its not in turbopascal;)
but i speak with some who do and am trying to watch the AI -

the lack of 'modes' for the AI i think is an issue

and i noticed the 'personality' race text file -
would it be safe to guess so far that doesn't do anyhting .. yet- either?

btw: i was afraid of ministers but you were right:
the ones i'm willing to trust in the stock game are doing their job pretty well...
except launching drones and fighters -

WHICH BTW: So glad drones are fixed! Thank you for the 1.26 heads-up!

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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Jeu, 2007-02-08 14:51

Could a space based mining operation be the basis for a nomadic race?

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Re: Robo Miners - Mining asteriods ?

Soumis par UnderLord le Dim, 2007-02-11 14:57

Your base space yards move slowly and they dont build fast enough unless you do what i di. Just make anti-ship drones against the AI and send them in to combat by the masses....have anti-ship warheads on em....work great.

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Re: Robo Miners - Mining asteriods ?

Soumis par Badger le Dim, 2007-02-11 15:05

of course they work great...

until the new patches come in, warheads have a huge bug Smiling
-search it if you care.

But I'm a little unclear - how does that help set up a nomadic race?

Thats what was being asked, i htink -
being able to smash the AI is NOT the difficulty
(Pika calls it kicking puppies)

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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Lun, 2007-02-12 09:31

Well, you need resources and the robo miners will be able to harvest them for you. This in turn would allow a nomadic race, put a spaceyard on a dreadnought hull and it will be fast enough. After a nap, I'm gonna try it with an all tech game

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Re: Robo Miners - Mining asteriods ?

Soumis par Twad le Mar, 2007-02-13 22:49

Robo miners are very expensive to maintain. So you must put many on a single ship for it to be profitable.

Without ammo, nice guns are just sophisticated clubs.

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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Mer, 2007-02-14 11:28

In an alltech game it seems to work pretty well. It is the resupply problem that gives grief for a nomadic race.

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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Mer, 2007-02-14 11:28

let me clarify...even with Quantum reactors and Organic vaults it si very hard to keep a nomadic race supplied.

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Re: Robo Miners - Mining asteriods ?

Soumis par WaffleHouseNinja le Sam, 2007-02-24 08:37

if i ever need to mine asteroids i just build loads of satellites with one robo miner each and dump them on the asteroid field and this generates tons of resources, but you gotta make sure the system has enough sup depots to keep them supplied every turn

more satellites can also be added whenever they're needed and diff types can also be added

this seems to work fine in 1.25 but i havent tried it in BM yet

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Re: Robo Miners - Mining asteriods ?

Soumis par pikcachu20 le Lun, 2007-02-26 12:49

now that's a unquie approach

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Re: Robo Miners - Mining asteriods ?

Soumis par BlueM99n84 le Mar, 2007-02-27 03:48

I had the same thoughts. A nomad race, pirate or otherwise, would start with a single colony. It would need the benefit of some advanced tech in terms of extraction, space yards, storage and such and then would spread asteroid to asteroid belt using something along the lines of an orbital habitat. The problem as discussed here is that there are very few functions that allow the AI to zero in on asteroids. From what I can tell you would need to pull up a list of space objects, screen for SPACE_OBJECTS_OF_TYPE_ASTEROID then send a construction ship there to commence either deployment of mining satellites or an orbital hab. Another issue is determining ownership of an asteroid belt? Kwok do you know? Is it inherited? I.E. does the system owner automatically gain control of the asteroid inside a system? Depending on how that works you would need to determine ownership to decide based on Aggressive-Neutral-Peaceloving whether the nomad spreads to a location inside a controlled system. If they have advanced tech...say cloak top level this would not be an issue until the remaining races sensor tech catches up.

Depending on how you wanted to split the fork here...you could make the nomands pirates by zeroing out colony/troop tech or you could make them traders by adjusting the treaty params and anger modes.

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Re: Robo Miners - Mining asteriods ?

Soumis par BlueM99n84 le Mar, 2007-02-27 03:56

Can't the supply problem be overcome by a racial tech? Something that provides an extremely high level of supply generation? Or you compensate for supply usage in a fashion similar to the way the Cultural Achievement "Economics" works for ship maintenance.

Even without that you could assign Level 100 QRs and Solar Collectors to tech to them in the AI_Setup file. That with say a top level Robotic Resource Extractor (M+O+R) should provide them what they need.

An armor that synthesizes the different armoring characteristics would give them a chance as well i.e. stealth, regeneration, combat to hit mod, etc.

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