Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Gabrote42
« on: January 22, 2021, 12:53:29 PM »

Repurposed-cryo-storage sunbath chamber, and ejection bulkheads. Also maybe an escape pod bay.
Posted by: brondi00
« on: January 22, 2021, 09:25:42 AM »

Large thermal exhaust port leading directly to main reactor.  Please no weapons allowed.
Posted by: misanthropope
« on: January 22, 2021, 08:48:18 AM »

"No A-wing parking, violaters will be towed"
Posted by: StarshipCactus
« on: January 22, 2021, 04:11:03 AM »

We can all add "Huge vulnerable command bridge window please shoot here" components.
Posted by: Froggiest1982
« on: January 21, 2021, 05:19:42 PM »

That's great! My troop ships can finally have hospitals! I can't begin to imagine the unnecessary carnage they have all faced till now.

I keep reading all sorts of components also on the original post regarding this. I have seen it all...

However, nobody said the one I like most: the Wolowitz Zero-Gravity Waste Disposal System because even in space, when nature calls, men and women must answer!
Posted by: brondi00
« on: January 21, 2021, 05:15:43 PM »

Yes.  You could also make one called a research lab or archaeology lab or some such and put it on the dedicated archaeology ship.

So many possibilities
Posted by: Panpiper
« on: January 21, 2021, 05:04:41 PM »

That's great! My troop ships can finally have hospitals! I can't begin to imagine the unnecessary carnage they have all faced till now.
Posted by: nuclearslurpee
« on: January 21, 2021, 05:01:03 PM »

"Flavor components?"  Is there a writeup about this somewhere?  :)

1.13 will allow us to design and name components that have no purpose other than to occupy tonnage and sound flavorful.
Posted by: Panpiper
« on: January 21, 2021, 04:47:55 PM »

"Flavor components?"  Is there a writeup about this somewhere?  :)
Posted by: brondi00
« on: January 21, 2021, 04:35:43 PM »

I have like a 'brigade' of archaeologists with no less than 13 commanders picked for xenoarchaeology bonuses and a total of 250 "Xenoarchaeology Equipment". Is this absurd overkill or nowhere near enough? They're even getting their own dedicated transport/science vessel.

That doesn't sound like overkill.  It sounds like a good time.  I like the RP dedication and now I'm even going to give my next xenoarchaeology regiment it's own dedicated science vessel and I'll pretend it has some kind of gear on it that helps them when it's in orbit.

I can even do that better after 1.13 and the flavor components
Posted by: Froggiest1982
« on: January 21, 2021, 04:28:02 PM »

I have like a 'brigade' of archaeologists with no less than 13 commanders picked for xenoarchaeology bonuses and a total of 250 "Xenoarchaeology Equipment". Is this absurd overkill or nowhere near enough? They're even getting their own dedicated transport/science vessel.

It depends on many factors. Generally I mold my units either on 5,000 tons or 10,000 tons and I build 50,000 tons transports to move them all together or 5,000 tons to fast move smaller units.

I think I can chunk 16 medium vehicles with 2 modules each and 1 command unit. 2 or 3 of them can do the job quite "fast".

Sometimes though the ruins hide nasty surprises, so you may consider an escort...
Posted by: Panpiper
« on: January 21, 2021, 04:19:15 PM »

I have like a 'brigade' of archaeologists with no less than 13 commanders picked for xenoarchaeology bonuses and a total of 250 "Xenoarchaeology Equipment". Is this absurd overkill or nowhere near enough? They're even getting their own dedicated transport/science vessel.
Posted by: Froggiest1982
« on: January 21, 2021, 03:57:51 PM »

With the few spare tons of space on my expedition force, I'll add a couple of combat engineer vehicles, cause archaeologists need bulldozers, right? ;-)

I would still keep the units as a separate entities. Reason being that not only Xenos do a job and only after the Bulldozers come in place (allowing you for instance to relocate the Xenos), but mostly the engineer companies are useful to reinforce and upgrade existing fortifications finding more use and benefits from the "mobility" of a being separate entity.
Posted by: Panpiper
« on: January 21, 2021, 03:20:00 PM »

With the few spare tons of space on my expedition force, I'll add a couple of combat engineer vehicles, cause archaeologists need bulldozers, right? ;)
Posted by: Panpiper
« on: January 21, 2021, 03:16:34 PM »

Answering my own stupid question. No, of course not. They don't use supplies!

Edit: Ninjaed by a smarter person.