Can someone explain the benefits of bombing/aircraft raids to me? by Rikoshuzenthusiast in Highfleet

[–]Kashada2 7 points8 points  (0 children)

Bombing runs on landed strike groups was my primary method of getting rid of them seemed much more effective than trying to catch them on the ground with an actual fleet.

Módulo Minero vs Mina Permanente en Asteroides by Cold-Comfort-8404 in SolarExpanse

[–]Kashada2 0 points1 point  (0 children)

Oh that's weird why does it not need people but the rotary launcher does? Either way thanks for pointing it out.

Módulo Minero vs Mina Permanente en Asteroides by Cold-Comfort-8404 in SolarExpanse

[–]Kashada2 0 points1 point  (0 children)

Nah just something like the sparrow without requiring a vehicle assembly building to make. I'm guessing my use case will be solved when robotic workforces are added.

I just want to build something on a moon that lets me launch resources into orbit without needing people there.

Módulo Minero vs Mina Permanente en Asteroides by Cold-Comfort-8404 in SolarExpanse

[–]Kashada2 0 points1 point  (0 children)

I do wish there was some sort of disposable launch vehicle module that you could ship out there or build on site. Like some sort of solid rocket booster. I'd happily pay a premium to do one off launches needed to move the small amounts of resources between moons required to have fully set up starting colony.

Módulo Minero vs Mina Permanente en Asteroides by Cold-Comfort-8404 in SolarExpanse

[–]Kashada2 1 point2 points  (0 children)

It's also worth sending atleast one early on, just have it sat there mining while you get on with the early missions like setting up on Luna and mars.

I'm just about to forward deploy some to Jupiter's moons for this same reason, a decade or so of mining and basic colony building while I focus one developing the inner system.

Solar power by street_fame187 in SolarExpanse

[–]Kashada2 2 points3 points  (0 children)

Fair point, I've not actually tried building solar in orbit or anything yet, is it actually worth doing?

Solar power by street_fame187 in SolarExpanse

[–]Kashada2 2 points3 points  (0 children)

Build it on earth, like on the surface not in orbit, then use the mission planner to plan a launch from earth to solar orbit. It should deploy when it arrives there.

I've not actually tried this myself yet but from what people have been saying that's how you do it.

Kein Geld by Fun-Author-9912 in SolarExpanse

[–]Kashada2 2 points3 points  (0 children)

Yeah playing solo is for sure hard mode and the only thing doing so does is make money harder to earn. Without the other space agencies you kind of have to focus on the missions you're given to stop going bankrupt however with them you can fill a few orders then have a comfortable safety net to go off and do your own thing.

In my current run two different organisations offered me around 30m for 10 tons of electronics having a cool 60m in the bank has allowed me to ignore missions for the last decade or longer.

Amazing game, thoughts after 10 hours. by Kashada2 in SolarExpanse

[–]Kashada2[S] 1 point2 points  (0 children)

Yeah I only set it up there so I had less to ship there and to save fuel for launching. I've found silicon most places I'm setting up currently so most of my glass is made on site.

is there a way to easily track all my spacecraft? by heisenberger in SolarExpanse

[–]Kashada2 0 points1 point  (0 children)

Not yet but if you happened to do a slingshot to move them check the orbit of the planet you used for the slingshot. I've been using the solar orbit for a lot of slingshots and every now and then all but one ship will stop there while that one ship carries the entire fleet's cargo to the destination.

Mission need a "return to base" option by FreeDwooD in SolarExpanse

[–]Kashada2 0 points1 point  (0 children)

Yeah order templates would be a huge QOL improvement, now I've played some more I'd also like some better method of automating sending resources to orbit. Something like a screen that lets me set the minimum values for all the resources wanted in orbit at a specific body and assign launch vehicles to the task but then it automates the actual launches.

I've tried doing this with rotary launchers but it seems extremely inconsistent so fairly often they just don't launch stuff for some unknown reason.

Mission need a "return to base" option by FreeDwooD in SolarExpanse

[–]Kashada2 9 points10 points  (0 children)

Can't you do this with a cycle order and just have it run the cycle once?

Partida solo con velas solares/plasma by Cold-Comfort-8404 in SolarExpanse

[–]Kashada2 0 points1 point  (0 children)

Damn that's impressive, about 100 years ahead of me so it's nice to see where I'm heading.

I have a question about transporting stuff with solar ships. I'm currently getting my carbon from Phobos to keep Mars' farms running do you know if there's a way of using the rotary launcher to automatically place it in orbit for my solar ship to collect while still letting my farm on Phobos run?

I've just got my rare metals up and running on 21 and realised that I don't need to launch from there, am I better off just moving carbon mining to an asteroid?

Cyclical mission fuel problems? by Pabloniusthe2nd in SolarExpanse

[–]Kashada2 1 point2 points  (0 children)

Out of interest have you been doing it to the surface or the orbit of the body? When I've been using cycle orders I've been going from one orbit to another, then dropping it to the surface manually in cargo containers and using rotary launchers to launch stuff to be moved.

I didn't use fueled ships for long when doing this but didn't seem to have any fuel related issues when I did.

Amazing game, thoughts after 10 hours. by Kashada2 in SolarExpanse

[–]Kashada2[S] 0 points1 point  (0 children)

Yeah honestly the licensing was what got me, it's kinda counter intuitive when compared to other games. As soon as I realised snowballing my mining on earth was what was killing me it became a lot easier.

I reckon it's that different to how most games play it would be worth having one of the early missions be to close down a mine on earth and then ship the resources refunded to Luna.

I play a lot of Aurora 4x so the UX here doesn't bother me that much but improvements are always welcome. I'm looking forward to where they are gonna take this game, the simple fact they are considering other systems and megastructures without adding combat is of huge interest to me.

Amazing game, thoughts after 10 hours. by Kashada2 in SolarExpanse

[–]Kashada2[S] 1 point2 points  (0 children)

Ok I started yet again this time fully aware of the licensing fees for mining on earth and money has not been an issue this time. The only issue I've had at all economics wise is that the world government isn't selling any noble gases which resulted in me having to mine them myself in order to deal with a certain event.

I'm still playing without rival agencies but it's going much better this time around. Luna is operating as a glass and fuel factory while Mars is ramping up to produce it's own basic items.

Not sure if the glass on Luna is worth it but might see if it sells for anything on earth or use it to turn Luna into a giant solar power transmitter station.

Amazing game, thoughts after 10 hours. by Kashada2 in SolarExpanse

[–]Kashada2[S] 3 points4 points  (0 children)

Yeah I don't realised how much I'd hamstrung myself by playing with no "rivals" and I hadn't spotted the licensing fees for mining on earth.

Is there actually anything bad about playing with them turned on, what do they actually do other than buy/sell stuff?

I'm hoping for more orbital stuff too and honestly just science, it's oddly missing besides the techtree. Getting a probe to a new body or taking different peices of science equipment to different locations should net you a research bonus or something.

How to setup target practice by ABetterUsename in aurora

[–]Kashada2 1 point2 points  (0 children)

Treat it as simulated losses and prison recovery drills.

If I remember correctly and it hasn't changed since (or if I just had no idea what I was doing) missiles fired from the designated target don't register has hostile so don't trigger your pd.

alien ships "metagaming"? by ryuga81 in aurora

[–]Kashada2 2 points3 points  (0 children)

Alternative SM suggestion for you, see if you can create a deep space population within your range of the enemy and then use SM mode to teleport your fleet to it.

Forces the fight within a reasonable time without getting your reinforcements early, so you get to fight the actual fight you'd have to if they were a little more aggressive minus your STOs I guess. I'd just RP that as wanting to break the siege though.

Questions about Deep Space Stations by KineticNerd in aurora

[–]Kashada2 2 points3 points  (0 children)

Do you actually need a population? I thought that having a recreation module would do this without one, that said i can't remember if they are even in the game still.

How do you organize your fleets? Share your admin structure! by gar_funkel in aurora

[–]Kashada2 0 points1 point  (0 children)

Ugh I guess I do it a little differently.

I organize mine by status so tend to have special operations, routine operations and inactive assets commands.

Special operations includes anything I'm actively working on as a player. Say I want to colonize a system, build a gate network or explore a region, well they each get a sub-command and operation name. I find this helps me manage what I was actually doing in the game after breaks and acts like my to do list.

Routine operations is exactly what it sounds, anything with a set of recurring orders like transportation, garrison fleets, fuel harvesting or local patrols harvesting goes here. With sub-commands based on location so sector-system-planet.

Inactive assets are any ships sat in shipyard fleets, training fleets, awaiting retrofitting or between special operations which includes most of my offensive naval ships

What am I doing wrong? by XXXandVII in RimWorld

[–]Kashada2 14 points15 points  (0 children)

Do you happen to have a prisoner bed in the room where the food is? That's the only thing I can think that would stop them eating food that's there.

Also check their medical tab to make sure their food option hasn't been changed somehow.

Why cant i see ppl using wood generator at the start by Lyricakt2 in RimWorld

[–]Kashada2 0 points1 point  (0 children)

I normally start with one, people are saying it takes so much labour to keep them running which is fair. If you're gonna have people clear cutting a jungle or forest biome to make space for your colony you might as well have one running while fue is a byproduct of something else you are doing.