Posted by: TallTroll
« on: June 13, 2014, 10:07:35 AM »Five, once you enslave some pesky Methane-breathing race.
Five, once you
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Five, once you enslave some pesky Methane-breathing race.
You need to set up everything by hand which is done in "Colony Summary > Environment/GMC". Generally, not counting role-playing, only four gases are used - Oxygen, Nitrogen, Safe Greenhouse Gas, and Anti-Greenhouse gas.
Terraforming:Will Terraforming automatically take place once facilities/ships are in place, or do I need to know what kinds of gases to use?
Power Plants: Mainly used for non-missile weapons/shields, correct?
As far as I'm aware, no one tried to play as pirates yet. Now, I'm assuming you want microwave to disable the engines, but it works only on fire controls and sensors. To disable engines, you have to shoot at the ship and hope for the best. As far as I understand the mechanics of capturing ships (I haven't tried, but I did read several ARRs) the problem with capturing isn't the speed itself but the speed ratio of an assault shuttle to the speed of the target.
Back in the day there was only the engineering brigade which counted towards recovery of installations, construction and good defensive bonuses. In recent versions of the game however, the engineering brigade has been split in two. The construction brigade has very poor combat statistics but they can recover installations and serve as an ad hoc construction factories. The Engineering brigade has excellent defensive statistics, but I don't think you can use them for construction/recovery anymore. IIRC the change occurred in the 6. 0 version, so if you're playing the older ones (5. x) the construction brigade does not exist. In 6. 4 it's unlocked either immediately after researching TN tech, or after garrison battalion, I don't remember exactly.
As far as I'm aware, the personality attributes are there purely for role-playing reasons and have no affect on gameplay.
BTW, wiki isn't exactly up to date, not for all articles anyway. If you want to learn about the game you'll probably do better by reading the tutorials or AARs.
Piracy: It seems to me that any attempt at piracy/privateering with the intent to capture their targets would be very risky if the ship were moving more than 1-2k m/s. Therefore, I'd assume that the best ship design for a dedicated piratical vessel would be microwave-armed vessel with various methods of point defense, with either dedicated assault ships or a carrier that holds several assault shuttles. This would probably be backed up by a more traditional fleet to defend captured vessels on their way to a more secure location. Given the rather specialized form of warfare, this would probably target mainly (only?) civilian-type vessels.
Confirm/Deny?
Ground Troops: According to the wiki, it seems that only the Engineering/Construction brigades have uses outside of combat. Constructions functioning as a factory, and Engineering to help recover installations. This is the case, yes? Do Engineering Brigades have any uses outside of recovering installations (ie Trans-Newtonian industry)?
Construction Brigade: Based on my tests, the Combat Engineering Brigade research becomes available immediately after you research the Assault Company/Brigade tech, but I cannot find what unlocks the Construction brigade. Is there a prereq in the Construction tree?
Personality Attributes: Am I just missing something on the wiki, or is there no page listing attribute boosts/deficiencies by attribute (a la the government page)?