General > Discussion

Disassembly time

<< < (4/5) > >>

geever:

--- Quote from: CheesyExterminator on July 29, 2010, 12:24:35 pm ---So, to disassemble a UFO and get everything from it, I need to have antimatter storage in a base with ufo yard ?
I'm tearing them down in 2 of my factory bases, one base have yard but no AM storage, and another one have AM storage but no yard ...

--- End quote ---

pff. UFO Yards are external installations. Their position doesn't matter - other than the distance penalty in the latest development version. If you have UFO Hangars in your base you're playing way old version.

To gather every stuff can be disassembled from the UFO you need to have enough antimatter (AM store) and store (item store) capacity at the base you are disassembling it.

-geever

nagy.m.bear:
I have 3 UFO yards full of UFOs, and saw that from most of the I won't be able to gain antimatter, due to them being damaged. Is there any way to transfer UFOs from one yard to another, or sell them? I didn't find any.

geever:

--- Quote from: nagy.m.bear on August 09, 2010, 07:41:19 pm ---I have 3 UFO yards full of UFOs, and saw that from most of the I won't be able to gain antimatter, due to them being damaged. Is there any way to transfer UFOs from one yard to another, or sell them? I didn't find any.

--- End quote ---

Not yet. It's a missing feature. I try to do it for 2.4.

-geever

Thrashard96:
So much additions to a new version? More additions have more bugs to fix.

nagy.m.bear:
Could you also try and make disassembly time dependent on state of the UFO? I have a Fighter UFO in my yard on 20%, which will yield 84 alien material and nothing else, while it will still take 1100 hours to disassemble it. I will probably just destroy the yard in the end, and start collecting 100% UFOs again, but it will take 11 days to build a new one.  :(

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version