Hi,RAVEN.myst wrote: EDIT: Ah, never mind - I see you came right with this already!
your advice is always appreciated anyway

Is it correct that the Taranis doesn't have any storage for trading? Can I change that?
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Rainer
Moderator: Moderators for English X Forum
Hi,Alan Phipps wrote:It cannot carry or trade 'wares' other than jumpfuel, drones and ammo in vanilla, if that is what you mean. Even then, it treats those rather differently to tradewares. Any changes to that situation would have to be through modding.
Hi,Alan Phipps wrote: Yes you can use the Taranis to give the Skunk a lift. Indeed that should have happened in that plot as you were invited to dock with it before the Taranis jumped away after the battle.
As of 4.10, there is a slight change: capital ships with ammo now show it at the bottom of their info view. With the Taranis, you will notice it lists AstroBees, with a capacity of 40. You can replenish that at shipyards, using the Modify Ship dialog with the NPC (which previously didn't seem to accomplish much, as far as I could tell - well, the ammo option, at any rate.) 40 Astrobees for the Taranis will set you back around a half million, and I am happy to say that, so far, I've seen the Taranis only fire those in really busy furballs, which is a good thing, as I've found no way to order the DO to use or not use them - so you really don't want it to squander them at scattered or isolated fighters that would be a walkover for the Taranis or the Skank.RainerPrem wrote:Am I correct that drones and ammo are bought by the defense officer?
RainerPrem wrote:Will I get the Rahanas back at any point in the campaign or do I need to buy/board another one?
I think your memory is fine.Alan Phipps wrote:So maybe the only real difference between your experience and what (I think) I recall happening for me is that my HoA support forces turned up to the battle before the boarding attempt. Odd.
Hi,Sparky Sparkycorp wrote:I think your memory is fine.Alan Phipps wrote:So maybe the only real difference between your experience and what (I think) I recall happening for me is that my HoA support forces turned up to the battle before the boarding attempt. Odd.
The mission begins with the Skunk being asked to dock on a HoA CV, which jumps into the battle before the player undocks to attack the Skunk. A bunch of HoA capital ships should arrive with the CV.
If the HoA CV was the only friendly capital on the field at the start of the fight, it sounds like a misunderstanding, bug and/or mod issue.
The Taranis is a very capable combat ship, a light/medium destroyer. It has good speed vs firepower ratio, and packs a few plasma "beam" turrets that are versatile and effective against all target types, and is quite tough to boot. I know some people advocate selling it in order to finance economic bootstrapping, and this is a totally valid option. I personally prefer to keep it - as a "trophy" of sorts (though a very easily obtained one, heheh), and for its combat functionality, especially since I have other mechanisms for early finance, if desired. Basically, it's up to you. If you do take it to DeVries with you, it can be invaluable for helping to deal with those large Reiver raiding parties (if you are playing on Very Hard difficulty, those can be a significant PitA!)RainerPrem wrote: One question concerning the Taranis: Is it better to sell it and buy a "real" freighter instead or does this ship have any advantages apart from being an oversized taxi?
Hi,RAVEN.myst wrote:The Taranis is a very capable combat ship, a light/medium destroyer.RainerPrem wrote: One question concerning the Taranis: Is it better to sell it and buy a "real" freighter instead or does this ship have any advantages apart from being an oversized taxi?
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Basically, it's up to you. If you do take it to DeVries with you, it can be invaluable for helping to deal with those large Reiver raiding parties (if you are playing on Very Hard difficulty, those can be a significant PitA!)
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When you capture that ship, it comes fully armed. If any of those armaments were destroyed during the fight/boarding op, the assigned engineer will eventually repair them all. (To answer your question in a more general sense: when buying a ship at a shipyard, you can order the weapons then and there, and there's really little reason not to, as unfortunately unlike in previous Xs, you can't pick and choose the weapons - each ship has a standard configuration, so your options boil down to "have this gun or don't have it" - obviously, the answer is basically always "have it". If, for whatever reason, a ship you have doesn't have a full complement of surface elements, then you can use the Modify Ship => Upgrade option at the ship dealer to rectify the situation.)RainerPrem wrote:So if the Taranis is a fighter and not a freighter, how can I outfit it with weapons? Meeting a ship outfitter on one of the shipyards?
And for the commands: Should I have it follow me wherever I go in case I meet some Reivers?
Thank you very much. I see I'll still have to learn a lot about that game...RAVEN.myst wrote:When you capture that ship, it comes fully armed. If any of those armaments were destroyed during the fight/boarding op, the assigned engineer will eventually repair them all. (To answer your question in a more general sense: when buying a ship at a shipyard, you can order the weapons then and there, and there's really little reason not to, as unfortunately unlike in previous Xs, you can't pick and choose the weapons - each ship has a standard configuration, so your options boil down to "have this gun or don't have it" - obviously, the answer is basically always "have it". If, for whatever reason, a ship you have doesn't have a full complement of surface elements, then you can use the Modify Ship => Upgrade option at the ship dealer to rectify the situation.)RainerPrem wrote:So if the Taranis is a fighter and not a freighter, how can I outfit it with weapons? Meeting a ship outfitter on one of the shipyards?
And for the commands: Should I have it follow me wherever I go in case I meet some Reivers?
If you decide to take the Taranis with you to Albion, then you may want to add it to your squad. It will then by default follow you around. My own preference, when I have any nimble capital ships with me, is to actually stay docked on my favourite and order the captain to go wherever I need to, thus getting chauffeured around.I then undock if/when I need to visit a station, or get my own hands dirty with something. IMPORTANT: Be careful with your military ships when in Albion, which is now semi-hostile territory to you. Because PMC will now shoot your military ships on sight, it's not a good idea to travel around in/with such (well, other than your Skunk itself) - when moving around Albion, if you want to ride in style, use a capital freighter, such as your Rahanas, for example (later on, a Lepton is a nice alternative - good cargo types, very quick and nimble, and easier to dock with than a Rahanas.)
I waited until the ship was completely (100%) repaired before I gave her another order. The defense officer is on "Defense", the jump drive is "OK" and the tank is full.Sparky Sparkycorp wrote:During the boarding mission you will have destroyed the jumpdrive on the Taranis. In order for it to be repaired, an Engineer will need to be put to work on the Taranis and sufficient time for repairs will have to pass. This probably hasn't completed.
You can check if the jumpdrive is damaged or not on the ship's Detail Menu, and you can see what the Engineer is currently repairing in their Detail Menu.
Jumpdrives on capital ships only work between Sectors. If a ship is in the same sector as a Gate, it will Lways fly to the gate.
If you have a Defense Officer on the Taranis set to attack (see their Detail Menu), it will pick fights with any red object it passes. This is dangerous if you don't want that to happen under normal circumstances, and although not relevent in this case, it is often fatal near the gate to DV if a ship jumps to that Sector (due to proximity of a station to the jump beacon).
A Defense Officer can be set to Defend in order to potentially trigger less return fire.
Hi,RAVEN.myst wrote:Unlike in previous Xs, jump GATES don't act as jumpdrive destinations for capital ships, only jump BEACONS do - so your Taranis will jump from its original hidey hole in Inner World to the jump beacon at Wrecksville in Lookout Alpha, then turn toward the gate in Auspicious Excavation and boost to there, arriving near the gate but still needing to "walk" the rest of the way to it. This is why in an earlier post I recommended trying to pick a "quiet"(ish) time to slip the Taranis through. That being said, there's pretty much always a small PMC guard detachment hanging around that area, and it moves around, so it's pretty nigh impossible to time it right, and so luck plays a part. It's important to do it the way you did it in your second attempt, ie. not to be present nearby: as a veteran of previous Xs, you are no doubt aware that there is quite a disparity between how in-sector and out-of-sector combat is handled in those games - well, in Rebirth this is even more so, and trying to get a battleship through that gauntlet "in-zone" is pretty much guaranteed to be a doomed quest, while doing it in absentia has a much better chance of success. If you find you can't get it through even while you're elsewhere, don't just reload and try again right away, rather wait a while for the disposition of the local forces to change, and try again later. You can also try to hasten this by flying to the Albion side of that gate, pulling faces and waving your arms and shouting "yoohoo" at the guard group, then drawing them farther from the gate before quickly bolting out of there - this *may* set up a more favourable arrangement of the pieces (just be sure to take into account the path your ship will take from the Lookout Alpha jump beacon, and draw the patrol away not just from the gate, but from that flight path.)
Ugh, sorry about that monolithic paragraph...
RainerPrem wrote:It's a little annoying that with every successful kill of a Reiver my reputation with them is noisily set to -25. Who cares?
Hi,RAVEN.myst wrote:RainerPrem wrote:It's a little annoying that with every successful kill of a Reiver my reputation with them is noisily set to -25. Who cares?Indeed! The trouble with that is the overloaded/overused little bit of screen real-estate in the form of that radar-cum-notifications area - it wears too many hats, and is thus constantly spammed by all sorts of things, often obscuring the important info - especially in the later game, when you have lots of ships and stations and what-not, all letting you know about their activities.
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As for incoming video/radio comms that obstruct, SOME of them can be dismissed by using the Interact hotkey (F by default, methinks) or the drone menu hotkey (again, twice so as to then dismiss the drone menu itself.)
Happy hunting!