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Time for another orbital drop!

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That's two Modron mining colonies captured.

Loading back up to drop on a third one.
 
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If we control the jump point cleaning these up is fairly easy.
How many mines are on these asteroids?
 
because they require components that we haven't yet researched.
Is it just practicals we need, or some theoretical too?

Time for another orbital drop!

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That's two Modron mining colonies captured.

Loading back up to drop on a third one.
How much did we get from what one?

Will we let the mines keep mining there, or move them?

Do we have a sling shot in that system, or are those automatic once researched?
 
Is it just practicals we need, or some theoretical too?

Just some quick and cheap practicals.

The way that the research system works, once you have all the theoretical work finished and are ready to start researching specific components (Practicals), you can first make what are called Prototypes. The Prototypes cost NOTHING (ie: a research cost of zero) and can be used IMMEDIATELY to design ships.

The problem is that these Prototype ships cannot be constructed. You CANNOT retool a shipyard to a ship class that contains any Prototype parts. They represent only paper studies and laboratory tests, while the Practicals that you do end up spending research points on represent designs for mass production.

The purpose of Prototypes is to allow the player to check out and compare different designs, and then select the specific components that work well together. The player then researches only those components, not the rejected ones.

Our blockade-breaking Fighters are still at the Prototype stage. So I can't queue them up for construction.

How much did we get from what one?

The first mining colony had ten auto-mines. This second one had three. We can expect all the rest to have ten each, since all of the enemy Creuse Freighters were in stacks of ten except for one stack of three.

Will we let the mines keep mining there, or move them?

We'll gather them up later.

Do we have a sling shot in that system, or are those automatic once researched?

No.

They need to be built in factories and then shipped in, just like the auto-mines that they assist.
 
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Everybody is headed for the blockade jump point.

ETA nearly four days.

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Our Colony Ship continues to collect survivors, both ours and theirs.

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We are up to taking three-hour turns, and the Modrons remain in their own star system (so far).
 
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While the enemy remains quiet, we prepare another orbital drop.

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One of our Admiral class AWACS / Military Jump Tender / AMM-PD / Tankers - a truely multi-role vessel - is re-fueling the stranded Harmony Fighters one by one and sending them back to planet Harmony. We have a Spaceport en route. ETA more than a month.

The Admiral's re-fueling capability and over-sized fuel tanks have come in handy several times already.

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All of the Harmony Fighter squadrons have been re-fueled by the Admiral and are returning to the planet.
 
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More survivors rescued, civvies this time.

The Admiral returns to base, having re-fueled and restored mobility to hundreds of stranded Fighters.

That Mayenne is just popping in-and-out of the Lernea => Black Hole jump point. Just an annoyance.

And another ten auto-mines are captured.
 
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Our Colony Ship picks up the survivors of the enemy Red 2 task force. This should provide quite a few Intel points.

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A five-day build cycle tick goes by.

Some of the Harmony Fighters are starting to expire. We have maintenance facilities on the way, but none in place yet.

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The captured enemy ships are also beginning to break down. Tugs are on the way.

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and the Bork remain polite.

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They need to be built in factories and then shipped in, just like the auto-mines that they assist.
So for now the minerals will.just accrue?
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More survivors rescued, civvies this time.

The Admiral returns to base, having re-fueled and restored mobility to hundreds of stranded Fighters.

That Mayenne is just popping in-and-out of the Lernea => Black Hole jump point. Just an annoyance.

And another ten auto-mines are captured.
Why did we only get 172 from a life pod with 199?
Or is 199 the capacity and this one just wasn't full? If so, why wasn't it full?

of the Harmony Fighters are starting to expire. We have maintenance facilities on the way, but none in place yet.
Risk of them blowing up?
 
So for now the minerals will.just accrue? - Yes. - Why did we only get 172 from a life pod with 199? - 199 is the Freighter's licence plate.
Or is 199 the capacity and this one just wasn't full? If so, why wasn't it full?


Risk of them blowing up? - One did.
 
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A five-day build cycle tick goes by.

Some of the Harmony Fighters are starting to expire. We have maintenance facilities on the way, but none in place yet.

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Scratch one fighter. "Catastrophic maintenance failure and exploded."
Not much we could do there, is there?


The captured enemy ships are also beginning to break down. Tugs are on the way.

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At least it's the freighters doing this, not any of the military ones. And I guess we have 5 days now before the next maintenance tick happens.

and the Bork remain polite.

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Too bad we can't see their hate levels. Let's hope this will stay like that for the forseeable future.
 
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Speaking of hate levels, what is our diplomatic modifier towards the Bórk at the moment?

If we don't lose too much due to their suggestions that's a good sign. Especially if it gets high enough that we can offer them a treaty. Doubt it, but it's worth keeping an eye on.
 
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Speaking of hate levels, what is our diplomatic modifier towards the Bórk at the moment?

If we don't lose too much due to their suggestions that's a good sign. Especially if it gets high enough that we can offer them a treaty. Doubt it, but it's worth keeping an eye on.
I thought toasties were automatic.
 
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I thought toasties were automatic.

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Treaties however ..
Yeah, they are, now that I think of it. It's only the political modifiers that are one-way.
Still good to keep an eye on it though, give us a rough idea of whether we're losing diplomatic points or not.
 
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That Mayenne is just popping in-and-out of the Lernea => Black Hole jump point. Just an annoyance.
Someone enjoys jump-shock?! :D

I’m going to pretend they’re experimenting with jump-shock drugs—for military purposes, not recreational. ‘Let’s see if we can shave off some seconds of recovery time!’

Except they’d use a safer jump-point for that. Hmmm. Wait, maybe they need the threat of possible death from scary Emu-people to keep their personnel from getting caught up in the, uh, side-effects of the experimental jump-shock drugs, and concentrate on manning their battle stations instead. Yeah, that’s it. That’s what they’re doing! :p
 
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Blue Emu : Another possibility is to leave out the engine and fuel, and carry extra weapons or ECM instead.

Immobile fighters... useful ONLY for breaking jump point blockades.
Randakar : Not immobile, we do want to be able to run away from the Sarthes for a while.

Let's pick up on this discussion.

The Sarthes will have plenty of things to shoot at. Their monstrous spinal laser only fires once every 50 seconds, and even the five secondary armament only fire once every 25 seconds.

We'll be out of jump shock and firing by then! Jump shock from squadron jumps lasts only 11-30 seconds, determined individually for each ship.

Check this out... it costs 1/76th as much as an Emotion. That's right... 76 of these puppies cost as much as an Emotion.



Partystarter CMD Mk II class Launch Platform (P) 480 tons 1 Crew 122.8 BP TCS 10 TH 0 EM 0
1 km/s JR 8-1500 Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0-0 PPV 4.5
Maint Life 0 Years MSP 0 AFR 95% IFR 1.3% 1YR 17 5YR 261 Max Repair 60 MSP
Magazine 30 / 10
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required

J500(8-1500) Military Jump Drive Max Ship Size 500 tons Distance 1500k km Squadron Size 8


Size 6.00 Box Launcher 1973 (5) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Size 5 Decoy Launcher (2) Decoy Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
Missile Fire Control FC63-R145 (10%) (1) Range 63.6m km Resolution 145 ECCM-5

Active Search Sensor AS31-R145 (10%) (1) GPS 696 Range 31.8m km Resolution 145

Electronic Warfare Jammers: Missile 5

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes



It has its own jump drive (so it can squadron jump), but no engine or fuel. Upon jumping in, it will appear in a randomly-chosen spot within 1.5 million km of the jump point. ECM-5. ECCM-5. Missile jammer. Two decoy launchers. Five size-6 Box Launchers loaded with SRAMs. A crew of one.

Costs 123 BP. An Emotion is more than 9,500 BP.

AND:

Requires no Gallicite to build. None. (The SRAMs will, though).
 
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Moving in for another orbital drop... our fourth.

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