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Adding modules to captured ships.
Posted: Tue Jul 13, 2021 3:33 am
by Odeskypher
Is there any way to add warp drives to the first ship you capture when starting the game, without removing all the advanced tech you currently don't have access to ? I've edited and saved the blueprint but I don't get an option to retro fit to the blueprint I saved, only the blueprint with my current tech.
RE: Adding modules to captured ships.
Posted: Mon Aug 16, 2021 2:59 am
by Chris21wen
I've never found a way.
I tend to keep ships stronger than my current ones and use them to protect home world, Once I get more or less on parity I retire them.
RE: Adding modules to captured ships.
Posted: Mon Aug 23, 2021 4:40 am
by SirHoraceHarkness
I always retire them for the tech bonus. Same as when I find a debris field. Send a couple of constructors and reap the tech bonus.
RE: Adding modules to captured ships.
Posted: Tue Aug 24, 2021 4:18 am
by Chris21wen
ORIGINAL: SirHoraceHarkness
I always retire them for the tech bonus. Same as when I find a debris field. Send a couple of constructors and reap the tech bonus.
I should have clarified, I was talking about pre-warp. Post warp I will keep one or two if they are much stronger, rest retire.
RE: Adding modules to captured ships.
Posted: Tue Aug 24, 2021 4:34 am
by SirHoraceHarkness
Yes thats what I meant. By the time it wanders to the starbase I will have already pumped out a bunch of escorts anyways to counter that initial pirate attack.