Adding modules to captured ships.

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Odeskypher
Posts: 3
Joined: Sat Aug 11, 2012 12:47 pm

Adding modules to captured ships.

Post 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.
Chris21wen
Posts: 6322
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

RE: Adding modules to captured ships.

Post 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.
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SirHoraceHarkness
Posts: 510
Joined: Sun May 17, 2015 5:29 pm

RE: Adding modules to captured ships.

Post 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.
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Chris21wen
Posts: 6322
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

RE: Adding modules to captured ships.

Post 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.
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SirHoraceHarkness
Posts: 510
Joined: Sun May 17, 2015 5:29 pm

RE: Adding modules to captured ships.

Post 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.
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