Posted by: Garfunkel
« on: Today at 05:49:41 AM »Yes it does, if I remember correctly.
Supply ships require a cargo shuttle bay to resupply other ships. While it is weird that the maintenance modules are behaving in this way, adding cargo shuttle bays should at least address your resupply problems.
How do I resupply from the supply ship? Is there a component I'm missing or do the supply ships having Maintenance Facility components somehow block resupplys? The MV is flagged as a supply ship in the design window:
Ark module vs Infrastructure?Basically any time you're dealing with Venus-type worlds.
When is one more valuable/desirable than the other? When is it better to use the Ark over just shipping Infrastructure over? I've never played around with Ark modules, but I'm planning on starting a new campaign soon. Been way too long. This is something I've been curious about since they were released.
I'm sure someone's actually done the math and can give the exact CC where one overtakes the other, but I don't know it.
Ark module vs Infrastructure?Basically any time you're dealing with Venus-type worlds.
When is one more valuable/desirable than the other? When is it better to use the Ark over just shipping Infrastructure over? I've never played around with Ark modules, but I'm planning on starting a new campaign soon. Been way too long. This is something I've been curious about since they were released.
A quick mechanics question I realized I don't know the answer to like I thought I did:
Planetary terrain modifies the maximum fortification of ground units, according to Steve's dev posts. Suppose I have 12,000 tons of INF or STA ground units which have reached their maximum fortification level (let's assume the CON units did this and then went somewhere else). On a "normal" terrain with no multipliers this would mean 6x fortification, and a 2,000-ton signature to ship active sensors.
Now suppose the terrain gives a 2x fortification modifier, so the maximum fortification of the same units is now 12x. Does the terrain fortification modifier affect the active signature of the ground units, i.e., will I observe a 2,000-ton signature or a 1,000-ton signature?
I used to assume the former but re-reading the mechanics posts make me think it could be the latter, which is important to know before it becomes important...
A quick question. I set up my ground military without really paying attention to my officers, and just set it to auto-assign. When I went back and checked it I realized that that was a mistake, as the base level unit was set to too high a rank and the rank structure was all screwed up. So I went in to the ground forces screen, formation template tab, and manually reset the ranks for the various units to the rank that I needed it to be to make the rank structure work. I assumed that officer auto-assign would take care of the shake up over time so went back to focusing on other things. However, there was no real change. I then decided to manually assign officers of the appropriate rank to the correct ground commands, but Aurora won't let me. The base level battalion unit can be assigned to the lowest ranking officer, but the next level HQ is requiring a rank two levels higher than what I've set in the Formation Templates screen to be assigned.
Example:
Battalion, required rank is major, actual required rank is major
Brigade, required rank is lieutenant colonel, actual required rank is lieutenant colonel
Division, required rank is colonel, actual required rank is major general
Corps, required rank is brigadier general, actual required rank is lieutenant general
I've saved and closed, advanced time, waited for it to work itself out, to no avail. I assume that I'm doing something wrong, rather than this being a bug.
Can bombardment-capable units in formations placed on front-line defense or front-line attack still contributes to the battle? The base combat rules imply yes, but I thought it best to be sure.
Light Infantry Regiment
Transport Size: 9,999 tons
Build Cost: 208.5 BP
1755x Rifleman
50x LMG-5 Platoon
25x 5-76mm Mortar Team
1x Batt HQ Van
1x Supply Truck Detachment
Gryphon class Maintenance Vessel 120,000 tons 1,155 Crew 5,006.2 BP TCS 2,400 TH 10,000 EM 0
4166 km/s JR 3-50(C) Armour 2-216 Shields 0-0 HTK 162 Sensors 5/14/0/0 DCR 1-0 PPV 0
MSP 150,026 Max Repair 1,250 MSP
Baron Control Rating 2 BRG AUX
Intended Deployment Time: 3 months
Maintenance Modules: 14 module(s) capable of supporting ships of 28,000 tons
J12-C120K Commercial Jump Drive Max Ship Size 120000 tons Distance 50k km Squadron Size 3
Commercial Inertial Fusion Drive EP5000.00 (2) Power 10000 Fuel Use 0.28% Signature 5000 Explosion 5%
Fuel Capacity 615,000 Litres Range 330 billion km (916 days at full power)
EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-5.0 (1) Sensitivity 5 Detect Sig Strength 1000: 17.7m km
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Maintenance Ship for auto-assignment purposes
Goblin class Intelligence Corvette 2,000 tons 48 Crew 557.7 BP TCS 40 TH 250 EM 0
6251 km/s JR 3-50 Armour 1-14 Shields 0-0 HTK 15 Sensors 5/14/0/0 DCR 1-5 PPV 0
Maint Life 17.04 Years MSP 5,174 AFR 32% IFR 0.4% 1YR 34 5YR 505 Max Repair 280 MSP
Baron Control Rating 1 BRG
Intended Deployment Time: 60 months Morale Check Required
J12-2000(3-50) Military Jump Drive Max Ship Size 2000 tons Distance 50k km Squadron Size 3
Inertial Fusion Drive EP250.00 (1) Power 250 Fuel Use 10.0% Signature 250 Explosion 10%
Fuel Capacity 280,000 Litres Range 252 billion km (466 days at full power)
Thermal Sensor TH1.0-5.0 (1) Sensitivity 5 Detect Sig Strength 1000: 17.7m km
ELINT Module (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Electronic Warfare Jammers: Sensor 4
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Intelligence Ship for auto-assignment purposes
Do STOs offer PPV, or no?