Also,
You could use military hangars to store them and release them when needed to defend. Though if they are not missile armed you will want the hangars to be able to move away from incoming enemy ships or get targeted.
Also,
You could use military hangars to store them and release them when needed to defend. Though if they are not missile armed you will want the hangars to be able to move away from incoming enemy ships or get targeted.
What do you do to set up a new NPR mid game? What are you looking for in a mid game NPR challenge?
How do you mark a system as having a potential dormant jump point? Also is there a way to mark all the survey points in a system as un-surveyed so you can get a ship to complete the re-survey without having to manually instruct it to cover all the survey points?
Thanks, I never normally play with space master on so was missing the extra options
I’m designing a sorium harvester for a new game. This time, I’m going to use harvester platforms/bases instead of ships that return to Earth. They are smaller than my usual sorium harvester ships, mainly for RP reasons.
In the ship design screen, what is the difference between a “collier,” a “tanker” and a “supply ship”?
I remember that “collier” was the term used for coal-carrying ships. And I suppose a “supply ship” in Aurora also carries MSP.
A collier moves missiles. A tanker moves fuel. A supply ship moves MSP.
A class can be more of these.
A collier needs the magazines for the missiles
When I design a fuel harvester, I mark it as a tanker, with a refuelling system, to store and be able to supply the fuel.
Examples from my current match (designed at different tech levels):
**** collier ****
Banff 1 collier class Collier 9,279 tons 156 Crew 2,221.2 BP TCS 186 TH 369 EM 0
8276 km/s Armour 1-39 Shields 0-0 HTK 41 Sensors 18/18/0/0 DCR 5-5 PPV 0
Maint Life 1.69 Years MSP 748 AFR 138% IFR 1.9% 1YR 315 5YR 4,723 Max Repair 1,536 MSP
Magazine 1,060 / 0 Cargo Shuttle Multiplier 2
Centurion Control Rating 1 BRG
Intended Deployment Time: 6 months CDE 60% Morale Check Required
Solid Core AM Drive EP1536.00 (1) Power 1536 Fuel Use 91.29% Signature 368.64 Exp 20%
Fuel Capacity 2,500,000 Litres Range 53.1 billion km (74 days at full power)
Adder-12a MR Anti-Ship Missile (72) Speed 47,500 km/s Range 66.3m km WH 15 Size 12 TH: 6,270 / 12,540 / 25,080
Anaconda-2a AMM (98) Speed 133,500 km/s Range 1.5m km WH 1 Size 2 TH: 13,350 / 26,700 / 53,400
Ordnance Transfer Rate: 128 MSP per hour Complete Transfer 8.3 hours
EM Sensor EM1.0-18.0 (10%) (1) Sensitivity 18 Detect 1000: 33.5m km
Thermal Sensor TH1.0-18.0 (10%) (1) Sensitivity 18 Detect 1000: 33.5m km
Missile to hit values are target speeds in km/s for 100% / 50% / 25% chance to hit
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
**** tanker ****
Lódz 04 tanker JC class Tanker 31,672 tons 194 Crew 2,641.2 BP TCS 633 TH 614 EM 0
6062 km/s JR 3-50(C) Armour 1-89 Shields 0-0 HTK 43 Sensors 18/18/0/0 DCR 1-0 PPV 0
MSP 52 Max Repair 540 MSP
Trierarch Control Rating 1 BRG
Intended Deployment Time: 6 months CDE 60%
JC32K Commercial Jump Drive Max Ship Size 32000 tons Distance 50k km Squadron Size 3
Commercial Solid Core AM Drive EP960.00 (4) Power 3840 Fuel Use 1.80% Signature 153.60 Exp 5%
Fuel Capacity 12,000,000 Litres Range 3,779.9 billion km (7216 days at full power)
Refuelling Capability: 200,000 litres per hour Complete Refuel 60 hours
EM Sensor EM1.0-18.0 (10%) (1) Sensitivity 18 Detect 1000: 33.5m km
Thermal Sensor TH1.0-18.0 (10%) (1) Sensitivity 18 Detect 1000: 33.5m km
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
**** supply ship ****
Innsbruck 2 maint class Maintenance Vessel 7,943 tons 70 Crew 960.5 BP TCS 159 TH 307 EM 0
8057 km/s Armour 1-35 Shields 0-0 HTK 29 Sensors 0/0/0/0 DCR 1-1 PPV 0
MSP 25,075 Max Repair 320 MSP
Cargo Shuttle Multiplier 2
Centurion Control Rating 1 BRG
Intended Deployment Time: 4 months CDE 60%
Commercial Solid Core AM Drive EP640.00 (2) Power 1280 Fuel Use 2.21% Signature 153.60 Exp 5%
Fuel Capacity 150,000 Litres Range 153.8 billion km (220 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
I have a question if my active search sensor can search at res 5 at 100 million km at all range and another that just searches for 1000 tons at res 100 with 300 million km range and other ranges lower which is better at searching for nprs
I’m trying to build a scout ship for my boarding pod systems but so far I haven’t got close to 500 million km range of the boarding pods
Plus I don’t know the average range of a nprs missile or does that depend on tech level?
This is what you can get from very first tech level
res 5
res 100
So, to get what you need, you have to increase your tech level.
This is what I can do, at my current level, to answer your questions:
res 5
res 100
The same for the boarding pod: Technology.
Which is the maximum tonnage you wish? You need anyway a powerful engine, to be fast, but low fuel consumption, for the range you want.
Here it is an example, that I copied in the old forum:
BPOD II class Breaching Pod 798 tons 8 Crew 228.6 BP TCS 16 TH 320 EM 0
20057 km/s Armour 6-7 Shields 0-0 HTK 4 Sensors 0/0/0/0 DCR 0-0 PPV 0
Maint Life 1.89 Years MSP 17 AFR 51% IFR 0.7% 1YR 6 5YR 92 Max Repair 40 MSP
Troop Capacity 400 tons Boarding Capable
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Fighter Solid Core AM Drive (4) Power 320 Fuel Use 937.50% Signature 80 Explosion 25%
Fuel Capacity 10,000 Litres Range 0.24 billion km (3 hours at full power)
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes
Is it possible to have the ELINT function for a ground unit?
If no, I would like to have it: it should be easier and cheaper to build one of these, instead of a ship, isn’t it?
I have two colonies that share the bodies with two NPRs.
At the moment, they are both neutral with me, but I would like to gain some more info of them.
Is there anyway to edit a list of movement orders beyond - remove last or remove all
I’ve had quite a few instances of making a fairly long list of orders and forgetting to put a refuel order in the middle and I can only see delete last until I work my way to the middle and then start again
SJW: Orders are issued sequentially because a lot of checks are carried out to ensure the validity of potential orders, based on the situation created by previous orders. Adding a new order in the middle could invalidate one of the following orders. It would require a lot of code to ensure that couldn’t happen with a lot of scope for hard-to-find bugs. It is much safer to remove orders and following the existing well-tested process.
In terms of the medal table - what’s classed as a habitable plant for ‘discover a habitable planet’ - I have found a number or colony cost 2.0 planets and these have not triggered the medal
SJW: A habitable world is colony cost 0.
There is not.
Sometimes, after an apparently random time of playing, and without an apparent reason and without any apparent effect, the main window of the game moves, in the applications bar of Windows, becoming the last of the game windows, i.e. as if it was the last one to be opened, instead of the first one.
Have you ever seen this? if so, any reason why does it happen?
A couple of screenshots: the first one is the normal (for me) sequence of game windows opening; the second, where the main window goes.
![]()
All the time. No idea why. It doesn’t bother me much.
All the Rakhas I met, also in the previous game versions, had and have always the same image (Race_028): is it WAI, or pure misfortune?
This is WAI. Other spoiler races that can appear as multiple distinct races in-game function the same way.
Thanks nuclearslurpee.
OK this way, even if I can think reasons both for having a different and the same picture. ![]()
How can I find the civilian ships that are moving some installations?
Sometimes they take very long time to move them, and other times I suspect they lost their cargo somehow.
I wish to check if things are running OK.
Same here.
The only solution I found is manually checking all the civilian ships cargo 1by1 in the naval org.