scratchthepitch
King
- Joined
- Feb 13, 2010
- Messages
- 798
One of the advantages of using telepathic, and not having to deal with transports, is you can attack systems further away. Unlike colony and outpost ships, transports do not have the extended fuel tank range. I'm always forgetting this when it's been a while since I played a non-telepathic race to my extreme annoyance.
I'll be all prepared to attack some system and find it's beyond range of my transports, but not the rest of my fleet. 
I'd love to be able to mod that extra range into transports, but I don't know how.
I'll be all prepared to attack some system and find it's beyond range of my transports, but not the rest of my fleet. 
I'd love to be able to mod that extra range into transports, but I don't know how.
. This is game over if I can't kill it since I'd sold my SB on turn 1 as usual with most races. Fortunately I had some production banked and was able to make a nuke DD and FF in the next two turns, selling a lab to get the cash to by the DD (destroyer) and just managed to kill the CC which that early had little tech but still would wreck me by blockade and slow killing of my planets.
the Hyperspace Beast decided to come out and party just as I'd sent my fleet back towards home, expecting a Sakkra attack. I had 4 remaining transports so I sent them out to explore and to distract my hungry bud from my main fleet. This worked and I lost all transports eventually but that helped lower my $$$ pain due to massive CP overrun.