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Posted by: Mel Vixen
« on: July 17, 2011, 02:08:16 AM »

I actually go with single massive (civi) miners made with a orbital habitat. It is slow for sure and eats some minerals for being build but you get the most out of the bonuses and with orbital habs getting such a massive ship with enough storage for resources and several massdrivers.
Posted by: LtWarhound
« on: July 16, 2011, 10:40:06 PM »

When I use asteroid miners, I make two types.  The second has enough cargo space to carry a mass driver.  That way I don't have to keep remembering to send a freighter to move the mass drivers with the mining task groups.  A little inefficient, but easier on me.
Posted by: Mel Vixen
« on: July 16, 2011, 01:51:55 PM »

^^ ok got that mixed up. I shouldnt post in the middle of the night.
Posted by: Steve Walmsley
« on: July 16, 2011, 04:57:52 AM »

AS I UNDERSTAND IT:  the ship officer bonuses affect the ship on which they are placed (unless its a task force commander?), and the planetary govs do not affect production on the minerals.  At least, this is how it works for terraforming, I assumed it was the case for mining as well.

That's correct.

Steve
Posted by: Thiosk
« on: July 15, 2011, 07:15:47 PM »

AS I UNDERSTAND IT:  the ship officer bonuses affect the ship on which they are placed (unless its a task force commander?), and the planetary govs do not affect production on the minerals.  At least, this is how it works for terraforming, I assumed it was the case for mining as well.
Posted by: Mel Vixen
« on: July 15, 2011, 06:59:47 PM »

Btw. you can send some geoteams to the meteors you are mining and you can set a governer with mining spec. This makes your mining-op faster and ore efficient. Also iirc some captains may have the mining spec but i am not sure if that helps with mining. 
Posted by: Thiosk
« on: July 15, 2011, 03:47:53 PM »

No, they are only activated as you try to salvage installations.  One of the installations that you can "activate" is a battalion to brigade size ground force that will attack you.

Brian

Hm, what are all these metallic humanoids with the pointy bits and gun-parts?  Lets see if we can turn them on...
Posted by: Brian Neumann
« on: July 15, 2011, 05:30:08 AM »

If I have a colony with a xenoteam on a planet with ruins, but no engineers, is there a chance for those dormant defenses to awaken?
No, they are only activated as you try to salvage installations.  One of the installations that you can "activate" is a battalion to brigade size ground force that will attack you.

Brian
Posted by: Dutchling
« on: July 15, 2011, 04:34:43 AM »

If I have a colony with a xenoteam on a planet with ruins, but no engineers, is there a chance for those dormant defenses to awaken?
Posted by: Ziusudra
« on: July 15, 2011, 04:32:12 AM »

Xeno team first, and after they are done, engineer brigades. The Xeno team has to figure out the language of the race that built the ruins before the engineers can do anything with the ruins. Once the Xeno team has done that, the engineers will automatically begin trying to recover the ruins so they can be used. The Xeno team does not need engineers.

It would be a good idea to have some infantry with the engineers, just in case they stumble upon dormant defenses in the ruins.

Also, a population on a planet with ruins will produce a trade good. If the engineers recover all the ruins on the planet, that trade good will no longer be produced.
Posted by: Dutchling
« on: July 15, 2011, 03:12:35 AM »

I think you need a xeno team on alien installations to learn the language and recover tech.
Engineering brigades recover installations and I also think you need the xeno teams there first (language?).

I have never used the before but in Steve's Trans Newtonian campaign IIRC that is basically what he idd with alien ruins he encountered.
Posted by: Nibelung44
« on: July 15, 2011, 02:32:48 AM »

Mmmmh, I'm now slightly confused. Do I NEED engineer brigades, or do they just speed up the process? I have a planet with:

Abandonned installations ??
Unknown race - xenoteam required


I have a xenoteam there, do I need to add brigades?


and (b) do I need to drop a xenoteam on every celestial body, or only on bodies where there is the line Unknown race - xenoteam required appearing?
Posted by: Peter Rhodan
« on: July 14, 2011, 08:22:18 PM »

Also Engineer Brigades 'stack' so 2 will restore ruins faster than 1 etc
Posted by: Ziusudra
« on: July 14, 2011, 06:30:21 PM »

I see that Engineer brigades get officers with xeno bonus... Does it means that adding these brigades on the surface of a planet with a ruin will help the xeno team?

No, the officer's Xeno bonus reduces the time that the brigade requires to recover ruins, which happens after the Xeno team has identified them. Edit: The combined Xeno bonus of the team members determines how quickly they do that.

Just to confirm, Sorium harvesters convert it automatically to fuel that goes into their fuel tank, right?

Correct.

Plus, mining ships can't work with cargo, I need to create an empty colony at the asteroid to have the minerals dumped there, no other mean?

Yes, you need a colony, empty or not, for the minerals. You can then use freighters or mass drivers to move the minerals. Edit: Though you could put cargo holds on the miner and have it load from the colony and them transport the mineral somewhere.
Posted by: Nibelung44
« on: July 14, 2011, 05:17:57 PM »

Thanks, very informative.

I see that Engineer brigades get officers with xeno bonus... Does it means that adding these brigades on the surface of a planet with a ruin will help the xeno team?

Just to confirm, Sorium harvesters convert it automatically to fuel that goes into their fuel tank, right?

Plus, mining ships can't work with cargo, I need to create an empty colony at the asteroid to have the minerals dumped there, no other mean?