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Prisoner interrogation happens at the moment a lifepod is picked up. It's not super realistic and Steve is currently debating whether POWs need to be taken back to a colony, possibly one with naval HQ, before interrogation would take place. But for Emu, it means that losing prisoners after they have been picked up from lifepods is meaningless.
 
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Prisoner interrogation happens at the moment a lifepod is picked up. It's not super realistic and Steve is currently debating whether POWs need to be taken back to a colony, possibly one with naval HQ, before interrogation would take place. But for Emu, it means that losing prisoners after they have been picked up from lifepods is meaningless.
but but but... didn't we only get interrogation intelligence from the lifepods picked up in Lernea AFTER we landed them?

thread digging posted in next message
 
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In post 10008 we pick up the lifepods from Red 4 in the Lernea system (no ingame date or time listed)
in post 10176 we drop our lifepods onto Lernea on November 22nd at 02:56:20
in post 10178 blue emu guesses that perhaps we get interrogation from them after a 5 day passes
in post 10218 we get intel from them about Abuser at Nov 23rd 05:02:30
in post 10221 we get intel from them about Mechanus jump points at Nov 23rd 05:10:30

so we don't get intel until we drop them on a colony, and when we do, we get intel incrementally, not all at once.
 
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Red 2 has resumed the pursuit.

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I had placed a waypoint at the spot where they had vanished off our scopes. Just as a reminder.

Note that only ten of the sixteen ships are visible. Obviously a Thermal-brightness issue.
 
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Tactical, the approach to the jump point Lernea => Harmony.

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Wouldn't it be convenient if he agreed to follow us through the jump point?

With nearly 150 of our armed ships and over 500 Fighters waiting just on the other side?
 
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Another 5-day build-cycle tick.

The major news is that the Bork again did not make any demand for territory.

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Those new Avenger warheads are the cat's meow.

ECCM-5, +60% active terminal guidance, and re-targetable (!) so they don't get wasted if their target is killed.

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Our scientist finished researching the warhead...

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... and is now researching the bus for the missile.

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We had to trade a bit of speed and a bit of range for the homing and re-targeting capability.

It's all good.



EDIT:

Dammit... that's too great a seperation range!

An opponent fleeing directly away from the salvo will run the warheads out of fuel.

I'll need to tighten up those seperation range numbers before we research the bus.

Fortunately no changes to the (already researched) warhead will be needed.
 
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There. That should work.

I brought the seperation range in close enough that a 13,700 kps target cannot run the warheads out of fuel with a turn-away maneuver.

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Seperation range for two-stage missiles is tricky.

You want to get as close to the target as you reasonably can before seperating, so that the target cannot exhaust the warhead's limited fuel by evading.

But you don't want to get so close that the missile bus gets shot down by the enemy's point defense before deploying the warhead(s).
 
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The boarding shuttles and marines have arrived at the rendezvous.
 
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The enemy Red 2 force is now most of the way to the jump point.

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Everybody is headed for the ambush site!

Even Red 3 and the damaged ship that was detached from it.

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Note that only ten of the sixteen ships are visible. Obviously a Thermal-brightness issue.
Could ir be he split his fleet?
The major news is that the Bork again did not make any demand for territory.
Thats really good, right?
Any idea why they may have stopped demanding? Or is it just it can take several build cycles between demands?

There. That should work.

I brought the seperation range in close enough that a 13,700 kps target cannot run the warheads out of fuel with a turn-away maneuver.

View attachment 1270891
Wouldn't we want to be able to hit faster enemies too, though?
The boarding shuttles and marines have arrived at the rendezvous.
Do we have any specific targets in mind?
 
Could ir be he split his fleet?

I wouldn't think so. The AI typically only splits when damaged.

Thats really good, right?
Any idea why they may have stopped demanding? Or is it just it can take several build cycles between demands?

No idea.

Wouldn't we want to be able to hit faster enemies too, though?

Yes, but we can't bring the seperation range in TOO close or he'll just kill the bus with Beam Weapon PD (Lasers, for instance) before the warheads can deploy.

We have to seperate while we're still outside beam range.

The Tech that we get from wrecked Modrons will give us a new level of Missile Engines.

Do we have any specific targets in mind?

Immobilized warships.

His beam weapon tech, fire control tech, RADAR tech, missile tech and engine tech are all better than ours.
 
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Any idea why they may have stopped demanding? Or is it just it can take several build cycles between demands?
It's not that they have stopped, they just haven't started yet. They're still in the "asking nicely" phase. (At least it looked like there was a kind request there.)
 
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I wonder if they'll continue once they got the colony ship.

I'm not even sure that they'll shoot at it.

They appear to be headed for the jump point.
 
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That must be these guys.

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The Modron equivalent of a U-Boat campaign commences, with attacks on our commercial Freighters.

Have fun, you guys.

Meanwhile, the Modron Red 3 fleet has again disappeared off our RADAR.
 
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