No, build limit is how much progress can be made on a single hull in a turn. Mostly relevant for Cruisers, but it does put a soft cap on new Escorts.plus making progress towards expanding the maximum ship "size" from 40M to 60M (at least, that's how I understand build limit?)
The process would take years, it was judged. Yet there was something poetic about it, as the Harvest watched over the next generation of Humanity's defenders taking shape even as she was slowly scrapped so her construction could inspire the ships that came after.
Take her name plate, and build it into one of the ships we build next turn which we will give her name, so the Harvest Day can be reborn again in a fresh hull, untouched by Ork 'Science'.I really want to try and save her......I have been spending to much time with ship girls.
Take her name plate, and build it into one of the ships we build next turn which we will give her name, so the Harvest Day can be reborn again in a fresh hull, untouched by Ork 'Science'.
Honestly I kinda wish we'd just held her hulk for later instead of taking it apart, but we'll learn stuff, we'll get parts, and most importantly it's to late to change our minds now anyway.
I agree on building 2 torpedo boats + a 3th ship but think the hawk can use another design action before we build one. We should refit the Bulk Hauler Frame first it has several parts locked to merchant but we do not have to pay for those parts and not for the hull as it is salvaged. And when we do build our first frigate i think we should add one of the salvaged weapons we have all three have a longer range and higher damage then the ones we can build.Given we need to be somewhere around three places at once, and we only have two units that can be considered good mobile combat assets and the 3rd Squadron is still down an AMM to draw fire, I 100% think we need to reinforce either the 2nd or 3rd squadron with a ship and the 2nd needs it more.
It might be easier to base one on the converted merchant men hull as that one has 3 universal slots.I've made no secret that what I want to do to the bulk hauler is to turn it into a mobile repair and support ship, not a dedicated carrier.
Let's just say that everyone else in existence standardized on one of the two and it wasn't trying to get their main weapons to pull double duty.Or make shrapnel/submunition Macrocannon shells and the Utility ammunition stowage to easily store and switch ammunition types, you have options.
Which one is better, well...
It'd be just the regular Converted Freighter one we have.@DaLintyGuy The bonus list also has a Khornate Armed Merchant Hull what are its stats?
Salvaged ships come with intact parts that do not have to be paid for when building them depending on the parts it might be a cheap way to get one more ship added to out fleet.
It's essentially your own Armed Merchants but had a slightly better set of gun mounts by slinging nuclear shells. As you do not have the dedicated lines to produce that ammunition it comes to a discounted AMM with a tiny bit better sensors.@DaLintyGuy The bonus list also has a Khornate Armed Merchant Hull what are its stats?
So we could get bonuses to designing better sensors by studying it?It's essentially your own Armed Merchants but had a slightly better set of gun mounts by slinging nuclear shells. As you do not have the dedicated lines to produce that ammunition it comes to a discounted AMM with a tiny bit better sensors.
Not a significant one, no.So we could get bonuses to designing better sensors by studying it?