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How far out can our GTO reach? - anti-ship: 180,000 km, but only does 1 point of damage at that range. Laser PD: 90,000 km and only does 1 point of damage at that range. Damage increases linearly as you get closer, with anti-ship scaling up to 6 points at point blank, and PD at half of that.
Do we have any missiles to shoot at him? - Only our Fighters are missile armed. The fleet is coming, but is weeks away.
 
Grats on beathing him. - Now we need to kill the other three...

Can we salvage the wreck and gain some tech? - Yes. for sure.

Does it cost anything to change FC, and can we set them back to PD? - It's just a setting on the Turret's Fire Control computer. I could tell an anti-ship Turret to do a PD's job (although it wouldn't do it very well). Or (as in THIS case) I could tell a PD turret to act as an anti-ship Turret (and again, it will only do a half-assed job).

When I first build a STO, I choose a FC type. THIS APPLIES ONLY TO STO.

If I choose "Anti-Ship", then I get a FC that fires at 4x base range, against 2x base speed targets.
If I choose "PD" instead, then I get a FC that fires at 2x base range, against 4x base speed targets.

Example:

Suppose the techs that I've learned give me "Fire Control Range 45k" and "Fire Control Speed 5000". (Those are, in fact, my current techs.)

Asking for a Anti-Ship FC on my STO gives me a range of 180,000 km (4x range) and can engage without penalty targets moving at up to 10,000 kps (2x speed).
Asking for a PD FC instead on my STO gives me a range of 90,000 km (2x range) and can engage without penalty targets moving at up to 20,000 kps (4x speed).

Whichever FC I ask for at build-time, I am stuck with it. If I ask for a PD FC for unit X3, then unit X3 will have a PD FC for the rest of the game.

But I can actually USE the unit for whatever I like. If there are no missiles coming toward me, but a nasty enemy ship, then I can tell my PD turret to shoot at ships instead of missiles... or vice versa, tell an anti-ship FC to start shooting down missiles... but it won't be very GOOD at it,, because the unit is equipped with a fire control that was designed for a different role.
 
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The Fleet (minus the two unarmed Carriers) is on its way to the Alpha Centauri system, but it will take a week just to reach the jump point in, and another week or ten days to reach Nessus.

However, the planet Nessus has already shown that it is not a soft target for Raiders. I cannot prevent him from invading Nike with Ground Troops (if that is indeed what he is doing)... but he's not going to take Nessus with the forces on the map, and I can certainly recover Nike later.
 
> Grats on beathing him. - Now we need to kill the other three...
Three? I thoguht there only was two more.

Also, is it possible to install missile batteries on a planet?
 
> Grats on beathing him. - Now we need to kill the other three...
Three? I thoguht there only was two more.

Also, is it possible to install missile batteries on a planet?
There were four detected all together. So far. Two Jerkmobiles (one of which we have destroyed), one Lucan and one Typhos. The second Jerkmobile was escorting the (civilian-engined) Typhos when we last saw it. It's far enough away that we lose track of it every time it switches its active sensor off.

My theory is that the civilian-engined craft is a troop transport, and they are bringing in troops to invade Nike. I would prefer that they tried to invade Nessus instead, since that little adventure has just about ZERO chance of succeeding, in the teeth of our defense turrets.

Missile batteries can be installed on an orbital space station (making it a Military unit, so it needs maintenance) as long as there are enough pops on the planet ready to work the maintenance facilities that are needed to support a military station of that specific size.
 
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I'm still marvelling at the amazing timing involved in delivering and assembling those turrets just in time to shoot down that attacking alien ship.

Here is our analysis of the three Jerx ship classes:

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... so only the Jerkmobile has military engines, but the two "civilian" designs both have sensors that are obviously military grade.
 
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If there is a hidden JP in alpha centauri, can we then find it now that we saw people come from that direction, or do we need to see them outright jump out of it?
 
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The Lucan is obviously headed for Nike.

sb-265.jpg
 
If there is a hidden JP in alpha centauri, can we then find it now that we saw people come from that direction, or do we need to see them outright jump out of it? - Not sure. This is actually my first hidden jump point. I suspect that we'll need to SEE it used.
Would retaking Nike in case of invasion be difficult? - We'll need to build some Space Marines. Garrisons aren't trained or equipped to deal with this sort of crap. And some drop ships. But there's no particular hurry. It's not as if they're going to steal the planet.
 
> Would retaking Nike in case of invasion be difficult? - We'll need to build some Space Marines. Garrisons aren't trained or equipped to deal with this sort of crap. And some drop ships. But there's no particular hurry. It's not as if they're going to steal the planet.
Won't the longer they remain cause more and more havoc and set back the colony? Possibly even fully kill it off?
 
> Would retaking Nike in case of invasion be difficult? - We'll need to build some Space Marines. Garrisons aren't trained or equipped to deal with this sort of crap. And some drop ships. But there's no particular hurry. It's not as if they're going to steal the planet.
Won't the longer they remain cause more and more havoc and set back the colony? Possibly even fully kill it off?
In the first place... what do you suggest we DO about it? We have no SHIPS in Alpha Centauri, and we won't for couple of weeks. Even after we destroy all the enemy ships in this system, we have no Ground Troops to invade with, and no dropships to drop them into combat. We don't even have the drop-ship TECH researched yet. It will take years to recover any lost colony.

In the second place... the population of Nike is under 1.4 million. That's less than 1/30th of 1% of our pops. We could lose a colony that size every two weeks and our population would STILL be growing, not shrinking.

Relax.
 
The Jerx seem to be picking up our life-pods.

sb-266.jpg


There were four of them a minute ago... now there are three.
 
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Comet #2 was entirely empty... not a man or a piece of equipment on it, just a claim marker (to deter civilians from grabbing it).

On the other hand, it is now confirmed that these Jerx are just a Hazard (Barbarians) not a Player.

How long before the fleet arrives?

The fleet will arrive at the Sol => Alpha Centauri jump point in three days. It's only been four days since the battle.

Then a jump, then about another week or ten days before they get close to Nessus.
 
June 24th 1981

The Second Striking Force has reached the jump point connecting the Sol system to the Alpha Centauri system, and they have split up into six sub-fleets to enable them to Squadron Jump into the contested system.

sb-268.jpg


Unlike a Standard Transit (which is what a Star Gate offers to ships that use it), a Squadron Transit leaves the transiting ships in jump shock for a much shorter preiod of time (1/3rd the time? 1/4?) but it can only be used by ships that operate in small groups, with each group centered around a jump-capable vessel.

sb-269.jpg


The 2nd Striking Force has arrived in the Alpha Centauri system, and will reach the vicinity of Nike in 18 days.
 
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Here is an example of just how large and spread out our Alpha Centauri battlefield is... that small dashed white circle near the left margin, surrounding our 2nd Striking Force, is actually 400,000,000 km across.

sb-270.jpg
 
sb-267.jpg


Comet #2 was entirely empty... not a man or a piece of equipment on it, just a claim marker (to deter civilians from grabbing it).

On the other hand, it is now confirmed that these Jerx are just a Hazard (Barbarians) not a Player.
Wait... what? That wasn't in Alpha Centauri... it was in 61 Hydrae, a "barren" system (no planets, just a Red Dwarf and some comets) adjacent to Sol.
 
We moved the 2nd Striking Force to the previously-attacked planet Nike and found no enemy present, and then searched outward along the approach vector used by the Jerx.

No sign of them after searching for 120,000,000 km along that vector.
 
This is getting out of hand now they're in two systems. :eek:

I guess we have to create LP points between the Sol jump gate and our colonies for quicker travel in the future?