Hello everyone. Another newbie here with questions:
Is there any way to extend development time for a ship? I am getting bored with all the scouts having to come back home every three months. . .
Speaking of scouting, I have scouted a good part of the inner solar system. AFAIK the idea is to place a mass driver and about ten automated mines on every body with something solid available. Right?
Colonization: the only place that looks even remotely colonizable is Mars, and I have sent 200 infrastructure and half a million colonists in there, even if there are no minerals. I want to send some scouts to the other systems, but I have no clue on how to use the jumpdrive. Can anyone help?
My cargo ships are like that:
Et Nunc Et Semper class Freighter 31650 tons 95 Crew 321. 4 BP TCS 633 TH 320 EM 0
505 km/s Armour 1-89 Shields 0-0 Sensors 1/1/0/0 Damage Control 1 PPV 0
Maintenance Capacity 6 MSP
Cargo 25000 Spare Berths 3 Cargo Handling Multiplier 20
80 EP Commercial Nuclear Pulse Engine (4) Power 80 Fuel Use 7. 59% Armour 0 Exp 4%
Fuel Capacity 250 000 Litres Range 18. 7 billion km (428 days at full power)
This ship is classed as a commercial vessel for maintenance purposes
They take one year to build and run through the solar system quite nicely. Can you suggest a better design, or do you think that they are fine just like this?
Sorium Miners. I guess that Sorium will become scarce as soon as I start building Dreadnoughts. How can I use the Sorium miner module?
Jumpdrive and Jumpgate. I guess that sending a jumpdrive scout first is the safest idea, followed by a jumpgate constructor. Can somebody tell me how to do that, maybe explaining the difference between small and large jumpgate modules? One takes 180 days to build, the other 360 days. . .
I wish to thank the makers of this game. Aurora has already tickled my OCD and autism disorders, and I still have not managed to look at the military side!