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You might as well try and capture it, although you'll never succeed in towing it. You'll just be able to dismantle it from intact rather than fro, smoking wreck.

Send in a fighter, then try the fleet just in case it's the sensor resolution that stops it getting the fighter. Then you can board.
 
It will take a while for the Troop Transports and Assault Carriers to get here.

:D A chance to try out my new 18,400 kps Pirate class Boarding Shuttles!

Pirate class Fast Attack Craft 500 tons 28 Crew 130.6 BP TCS 10 TH 64.4 EM 0
18400 km/s Armour 5-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Annual Failure Rate: 100% IFR: 1.4% Maint Capacity 0 MSP Max Repair 80 MSP Est Time: 0 Years
Drop Capacity: 1 Company

GB Magneto-plasma Drive E78 (1) Power 184 Fuel Use 780% Signature 64.4 Armour 0 Exp 36%
Fuel Capacity 10,000 Litres Range 4.6 billion km (69 hours at full power)

This design is classed as a Military Vessel for maintenance purposes

You might as well try and capture it, although you'll never succeed in towing it. You'll just be able to dismantle it from intact rather than fro, smoking wreck.

Send in a fighter, then try the fleet just in case it's the sensor resolution that stops it getting the fighter. Then you can board.

If the planet that it circles can be colonized, I can start a colony there, tow in a Civilian Shipyard, and dismantle it for tech components.

... or just keep it, as a prize of war!
 
Just send in a rock. We have plenty more rocks on the floor somewhere.
Then yeah - boarding action!!!

One word of warning though - there was some discussion of a similar prix orbital habitat in the other thread. Turns out salvaging it can't be done because it's too big - aurora bugs out - and towing it is impossibly slow. So if it's actually an orbital we may want to keep it intact and use it, instead..

If the planet that it circles can be colonized, I can start a colony there, tow in a Civilian Shipyard, and dismantle it for tech components.

... or just keep it, as a prize of war!

Exactly. Though can you dismantle it with a shipyard of way too little tonnage to actually BUILD a thing like that?
 
... can you dismantle it with a shipyard of way too little tonnage to actually BUILD a thing like that?

If we can capture it, I'll just keep it.

No sign of anything else in the system, so far.

G124_Game.jpg
 
Capture it.

I'm gonna give it a try. Unfortunately, we only have six Marine companies built, and shuttles for nearly twice that number... but I wasn't expecting a boarding action this early. I've sent a message back to Earth to send us the fastest (or rather, the least-slowest) of the Troop Transports loaded with Marine Companies, and the ESN Etna Assault Carrier loaded with Pirates.

... we'll be waiting for them a month or so, even so.
 
Capture it!
 
Humm, we closed that system for a reason, anyone know why? Don't think the explorers ran into a station.
 
Humm, we closed that system for a reason, anyone know why? Don't think the explorers ran into a station.

The explorers didn't have any active sensors... they would only get a Thermal reading, marked as Hostile, which might be anything. They would assume it to be a Prix warship. Only active sensors will give you a TCS so that you can estimate the tonnage.
 
OK, I've got my recon ships deployed to blanket the system with active sensors... now we'll just wait for the Troop Transports and the Assault Carriers.
 
Twenty-five million tons :p

A Prix Orbital Habitat, perhaps? Should I send back to Earth for some Marine Companies, and try to BOARD it?
I think you're right, and I think it should work. If they're unarmed, odds are that the guys onboard are civilian droids, not war droids, so no big risk here.
Of course, closing in (as in "move to Orbital habitat") to check if there's any point-blank defense is wise.

One word of warning though - there was some discussion of a similar prix orbital habitat in the other thread. Turns out salvaging it can't be done because it's too big - aurora bugs out - and towing it is impossibly slow. So if it's actually an orbital we may want to keep it intact and use it, instead..
Actually, it's capturing it then wrecking it that seemed to have made it unsalvageable. I found a 2nd massive habitat, but a wreck, in another system, and I could salvage it. Well, it would've taken me 5 years so I didn't actually salvaged it, but I didn't get any error message when I began the process - while the captured-then-wrecked one gave me error messages the minute I wanted to salvage it.

Our scout wasn't actually destroyed, just withdrew? If we're lucky, he might just have found this habitat. Thoug I'm wary, these things have no engines, so close to no thermal. You'd have to be able to see it with your own eyes to detect their thermal sig. Are we sure the scout didn't spot a thermal a bit more significant than that? :eek:
 
Our scout wasn't actually destroyed, just withdrew? If we're lucky, he might just have found this habitat. Thoug I'm wary, these things have no engines, so close to no thermal. You'd have to be able to see it with your own eyes to detect their thermal sig. Are we sure the scout didn't spot a thermal a bit more significant than that? :eek:

There is no friendly wreck in the system, correct. He might indeed have come within visual distance... he was a multi-role scout so he was Geo-surveying, and probably approached the planet that this monster orbits.
 
I will be terraforming one of the other moons of the same gas giant... Dagmar, the fourteenth moon. It will become the civilian colony in the system, while Brigit remain a naval base. The "colonists" on-board the orbital habitat are workers, who will be used to assemble PDCs on the uninhabited eighteenth moon that Brigit orbits.

Hmm, is it possible to build armed space stations? PDCs probably make more sense, but it seems a bit strange in principle, using them to guard an orbital base.
 
Hmm, is it possible to build armed space stations? PDCs probably make more sense, but it seems a bit strange in principle, using them to guard an orbital base.

Yes, you can build armed space stations... but "Military Vessels" require periodic overhaul. How do you overhaul a 250,000-ton space station that can't move?

G125_Game.jpg


New character?
 
No mobile shipyards / factory ships in the game?

Shipyards can be towed by Tugs, using Tractor Beams... so you can build them at one world and drag them off to a different one. No factory ships AFAIK, but Engineers (a type of ground unit) count as Factories on whatever world you send them to.

If your question was referring to overhauling the armed hab... overhaul is conducted in Maintenance Depots. You need one Depot per 200 tons of ship. So a 252,000-ton Hab would require that you build 1,260 Maintenance Depots. They cost 150 cash and 150 minerals each. That's almost 200,000 bucks and 200,000 minerals... per planet that you want to overhaul armed habs on. Seems like an excessive investment. A 20,000-ton Battlecruiser only costs about 5,000 brand new.
 
Oh...that is a fair bit. I was hoping you could have some kind of Maintenance ship that could do a similar, if slower, job for orbital forts and the like.
 
Oh...that is a fair bit. I was hoping you could have some kind of Maintenance ship that could do a similar, if slower, job for orbital forts and the like.

There is a ship module which allows a ship to conduct overhauls, yes... but again, the number of maintenance modules required scales with the size of the target ship, and I suspect that it would require either a prohibitively large maintenance ship, or a prohibitively large number of smaller maintenance ships, to overhaul a 252,000-ton Hab.

EDIT:

Yes, it requires 500 tons of maintenance modules per 1000 tons of target ship... so it would require 126,000 tons of maintenance modules, plus of course the rest of the ship (engines, life support, fuel, avionics, etc). Basically, you would need a whole fleet of maintenance ships to overhaul a Hab.

It could indeed be done, though. Only a wealthy empire could afford to do it.

EDIT:

This is the largest Maintenance Vessel that I can build in my current yards:

Mechanic class Maintenance Vessel 96,850 tons 2363 Crew 4964.4 BP TCS 1937 TH 1232 EM 0
1817 km/s Armour 1-187 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 1032 MSP Max Repair 200 MSP
Maintenance Modules: 15 module(s) capable of supporting ships of 3000 tons

Magneto-plasma Drive E0.84 (16) Power 220 Fuel Use 8.4% Signature 77 Armour 0 Exp 2%
Fuel Capacity 275,000 Litres Range 60.8 billion km (387 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

It would require 84 of them working together to overhaul one armed Hab.

Construction cost of the fleet of vessels: nearly $420,000 and 420,000 minerals. Not practical.
 
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