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Topic Summary

Posted by: orfeusz
« on: October 25, 2011, 12:30:57 PM »


On the up side, planets with ruins are generally colonizable :D


And for me they never generate ANY artifacts :/
Posted by: Thiosk
« on: October 25, 2011, 12:16:02 PM »

On the up side, planets with ruins are generally colonizable :D
Posted by: LizardSF
« on: October 25, 2011, 09:01:32 AM »

No.

Well, I looked at what it would cost to build a jump ship capable of hauling 5 transport bays, and quickly set about building jumpgates along the path to the ruins. :) By the time I'm done building the Roadrunner-XL Fast Courier, the jumpgates should be complete.
Posted by: Charlie Beeler
« on: October 25, 2011, 08:47:27 AM »

Can you divide them among multiple ships in a TF?

No.
Posted by: LizardSF
« on: October 25, 2011, 08:46:25 AM »

Five troops transport bays IIRC

Can you divide them among multiple ships in a TF?
Posted by: Dutchling
« on: October 25, 2011, 08:38:40 AM »

Five troops transport bays IIRC
Posted by: LizardSF
« on: October 25, 2011, 08:38:04 AM »

I finally got my xeno team to discover ruins, only to find I needed an engineering brigade to do anything about them. Well, it seemed I had two already made in my Ground Units, so despite the discovery of hostile aliens in the Wessex system, I ordered all jump drive and sensor research halted and put the best minds of the Seventh Terran Republic to work on discovering "How to put soldiers on a starship". Months later, we'd discovered the troop transport bay, and six months after that, the first Fast Courier ship was built to hold our engineers... only to find they didn't fit. Even if we pushed them. How do I move one of the Engineering Brigades that are part of game startup? What component holds them? How many Troop Transport Bays do I need for a bunch of burly scotsmen with wrenches?