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By the way, you can transfer recovered components from a salvager to a freighter and ship it back home, right? Is that possible with tech data, too? Does it even require a ship with a cargo hold?
IIRC, there is no way to transfer tech data to another ship, the Salvager has to go home (or to a colony system maybe). I don't THINK you can transfer recovered components from a salvager to a cargo ship either, unless you have a cargo handling hub handy. Maybe cargo shuttles will do it.
 
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IIRC, there is no way to transfer tech data to another ship, the Salvager has to go home (or to a colony system maybe). I don't THINK you can transfer recovered components from a salvager to a cargo ship either, unless you have a cargo handling hub handy. Maybe cargo shuttles will do it.

Last time I played this game you could stack freighters with salvagers and redirect salvaged components there. In fact, I'm not sure my salvagers even had cargo holds.

It's been a while though and I think a treasure trove of data like that merits a trip back to Sol. But it'd be nice if we could have a freighter do it, not a salvage vessel.
 
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Last time I played this game you could stack freighters with salvagers and redirect salvaged components there. In fact, I'm not sure my salvagers even had cargo holds.

It's been a while though and I think a treasure trove of data like that merits a trip back to Sol. But it'd be nice if we could have a freighter do it, not a salvage vessel.

The first of the new model Salvagers (five and a half times faster at scrounging wrecks than our current model) will be finished in a week.

Two more in six months.

So I can send the slow ones home with the tech data and use the fast ones in Harmony.
 
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March 13th, 2032.

Another polite suggestion from the Bork. Diplo +155.9

The last of the damaged Blaze class Spinal Destroyers has been repaired.

Some more Gadget II class maintenance workshops constructed, to support the new Fortress modules.

Other than that, just the usual.

We should have the new Scrapyard III class Salvager out soon. Processes 2,700 tons of wrecks per day instead of 500 tons.
 
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Good thing, it feels like that salvage operation was taking forever. There's probably plenty of stuff left for them to salvage too.
 
sc-3322.jpg
 
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ZNZ is now completely evacuated except for our Diplomat, a few garrison troops (Transports are on the way to pick them up), a couple of abandoned mass driver catapults (Freighters are on the way to load them) and some loose mineral ore (ditto).
 
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March 18th, 2032.

Another polite suggestion. Diplo +157.1

The first Salvager has been built. Two more on the ways.

sc-3323.jpg


The PD fleet comes out of overhaul. Other than that, just the usual.
 
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We really sre raking in this research points.
20.000 RP towards missile launcher reload rate 8 doesn't hurt for sure.

That said, it's not the most helpful tech once our size 6 launchers hit 5 second reload times.

.. Then again, at that point we can miniaturize them a bit.
 
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20.000 RP towards missile launcher reload rate 8 doesn't hurt for sure.

That said, it's not the most helpful tech once our size 6 launchers hit 5 second reload times.

.. Then again, at that point we can miniaturize them a bit.
What reload time does our launchers have?
 
Size-6? Fifteen seconds cycle time.

And the fighters use box launchers. Can't miniaturize those any further. Slow to reload though, so they can get improved a bit.
 
And the fighters use box launchers. Can't miniaturize those any further. Slow to reload though, so they can get improved a bit.
Reload rate tech does not apply to box launchers. They always reload at the base rate, regardless of your actual tech.
 
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20.000 RP towards missile launcher reload rate 8 doesn't hurt for sure.

That said, it's not the most helpful tech once our size 6 launchers hit 5 second reload times.

.. Then again, at that point we can miniaturize them a bit.
While I understand the technical reasons why you like size 6, at that point would larger missiles be worth considering for the Fortresses of Doom if you still have the 5 second reload times?
 
While I understand the technical reasons why you like size 6, at that point would larger missiles be worth considering for the Fortresses of Doom if you still have the 5 second reload times?
Actually my technical reasons for preferring size-6 were considerably stronger in previous versions of the game, and from C# 2.0 (or 2.2?) onward there are strong arguments for using larger missiles.

There are, of course, still strong points against them. More conspicuous, both on RADAR and on Thermal. Slower reload. More limited number of missile tubes. Fewer missiles stored in the magazine.

But the new "bells and whistles" of Active Terminal Guidance, Missile ECM and ECCM, Retargeting capability etc all argue for larger missiles, as do the new "shock" rules from massive impacts.
 
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While I understand the technical reasons why you like size 6, at that point would larger missiles be worth considering for the Fortresses of Doom if you still have the 5 second reload times?

In a previous game (Ad Astra) I used to give my Fortresses size-2 PD missiles instead of the size-1 PD that every ship was using. It allowed the Fortress to extend its PD range out so far that very few enemy missiles made it through. I also used size-8 instead of size-6 for the Fortress armament.
 
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Actually my technical reasons for preferring size-6 were considerably stronger in previous versions of the game, and from C# 2.0 (or 2.2?) onward there are strong arguments for using larger missiles.

There are, of course, still strong points against them. More conspicuous, both on RADAR and on Thermal. Slower reload. More limited number of missile tubes. Fewer missiles stored in the magazine.

But the new "bells and whistles" of Active Terminal Guidance, Missile ECM and ECCM, Retargeting capability etc all argue for larger missiles, as do the new "shock" rules from massive impacts.
These are my thoughts, especially in a short range missile duel.

Obviously the “fire every tick” is still a major argument against them until you get the reloading tech that high.
 
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March 23rd, 2032.

Another polite suggestion. Diplo +158.4

Just the usual builds.

The Chimera class Fortress module has arrived at the Fortress of Doom, to join the Griffon Fortress module.

With seven Airbase modules each containing a full squadron of Fighters, plus the two heavily shielded and armored Fortress modules (and two more on the way under tow), our New Fortress of Doom may live up to its name even if attacked by an entire enemy fleet.

sc-3324.jpg
 
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What command were you using to let the Partystarters fire after jump by the way?


I wasn't using anything fancy. Just normal targeting, which only kicks in after they recover from jump shock.

I was surprised by how fast the first few recovered and fired... but I suppose that if you are sending in a whole squadron of them, some will recover pretty quickly.