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Posted by: TheBawkHawk
« on: June 24, 2018, 04:11:19 PM »

I've realized that I should stop building ships! My navy is absolutely massive, with over 4.5 million tons of warships. I've made a spreadsheet to help track how many ships I've got.

Posted by: Viridia
« on: June 23, 2018, 07:51:55 PM »


Geo Team ?  ;D

Finally finished their survey, got Neutronium 9 272 025 (0.1) and Gallicite went up to 99 500 625 still at (0.1). All I need now is for my terraformers to actually do some work on Lacaille A-VII so I can colonise the system.
Posted by: Demonides
« on: June 22, 2018, 03:40:37 AM »

That beautiful moment when you find a survey report of;
Duranium 11 664 450 (0.1)
Corbomite 79 655 620 (0.1)
Tritanium 32 148 900 (0.1)
Boronide 54 022 500 (0.1)
Mercassium 77 792 400 (0.1)
Sorium 97 416 900 (0.1)
Uridium 49 491 220 (0.1)
Corundium 19 448 100 (0.1)
Gallicite 87 329 020 (0.1)

just one jump away from Earth. I don't even care about the low accessibility, this will sort me out for decades to come.

Geo Team ?  ;D
Posted by: Viridia
« on: June 21, 2018, 04:05:17 PM »

That beautiful moment when you find a survey report of;
Duranium 11 664 450 (0.1)
Corbomite 79 655 620 (0.1)
Tritanium 32 148 900 (0.1)
Boronide 54 022 500 (0.1)
Mercassium 77 792 400 (0.1)
Sorium 97 416 900 (0.1)
Uridium 49 491 220 (0.1)
Corundium 19 448 100 (0.1)
Gallicite 87 329 020 (0.1)

just one jump away from Earth. I don't even care about the low accessibility, this will sort me out for decades to come.
Posted by: Icecoon
« on: June 11, 2018, 07:00:39 AM »

What probably happened was that you didn't turn off the "Generate NPRs" option before creating a bunch of systems, so Aurora found a suitable world and spawned one just like in a normal game. As far as I know, there is no way to delete an NPR without database access.

Yes that may be possible. I remember generating 6-8 systems before I found the right one.

Maybe I should give this nightmare scenario a shot. I don't know on what technological level these aliens are and I'm totally outnumbered (having only two meagerly armed and armored scout frigates). Taking the same system truce mechanic into account, I could build up my navy and ground forces while remaining "friendly" with the "invaders". As soon as I have sufficient ships and ground troops, I will launch an offensive and try to kick these aliens out of my system, or die trying.  ;D

It sounds like a good idea for a fiction or AAR.  :D
Posted by: JacenHan
« on: June 10, 2018, 10:32:05 PM »

What probably happened was that you didn't turn off the "Generate NPRs" option before creating a bunch of systems, so Aurora found a suitable world and spawned one just like in a normal game. As far as I know, there is no way to delete an NPR without database access.
Posted by: Father Tim
« on: June 10, 2018, 07:38:09 PM »

I SM-ed my empire on a suitable moon of a superjovian in the Aquilae 11 system. After setting everything up and starting by ordering my geosurvey ships to survey the nearby planets I've got a nasty surprise. Aliens occupying the same moon with a large fleet of ships orbiting.

I don't remember SM-ing any NPR's or other Empires on my homeworld. How is this possible?  :o

Is there any way out of this?  ;D


First, double-check your Default Race (Ctrl F2) isn't still set to Earth/Humans.  Those scary "aliens" might just be your own empire viewed by outsiders.

Then SM Mode delete them.  Alternately, SM Mode generate a few new systems, pick one you like, terraform and move your entire civilization there.  If necessary, SM Mode break the warp point links to your old home.

If you're unhappy about wiping an entire race out of existence, use the 'Add NPR' button on the F9 System screen to spawn a new one.
Posted by: Icecoon
« on: June 10, 2018, 10:51:44 AM »

Holy Sh*t

I've started a new game by generating a system with SM, rp-ing as a lost colony of the Terran Federation, the Free Republic of New Rome. (basically playing as Romans in space)

I SM-ed my empire on a suitable moon of a superjovian in the Aquilae 11 system. After setting everything up and starting by ordering my geosurvey ships to survey the nearby planets I've got a nasty surprise. Aliens occupying the same moon with a large fleet of ships orbiting.
I don't remember SM-ing any NPR's or other Empires on my homeworld. How is this possible?  :o

Is there any way out of this?  ;D

https://imgur.com/a/TUggXYa
Posted by: Michael Sandy
« on: March 22, 2018, 09:33:15 PM »

In other news, the system that I face checked with basic sensors, either I didn't bother scouting the outermost planet, or that was insufficient to discover precursors, who reacted violently to the survey ship that popped over their heads.  Apparently, 20 minute sub-phase and things just pop into detection range.  Oops.

In other news, the size 50 commercial engine survived a cumulative 47 points of damage, and only failed when it took the last 3 points.  Needless to say, there will be an inquest.  And future geo survey ships may have some sensors, not to keep them OUT of danger, but to provide useful intelligence when the scouting failed.

And 250 ton scouts with basic sensors will no longer be relied upon to give an all clear for a system that was scouted with a large sub-phase increment.
Posted by: Michael Sandy
« on: March 15, 2018, 08:53:58 PM »

But... it isn't 'really long ranged shots'.  The B and C components almost overlap!  Oh well, I will do some experiments, it isn't like I have anything else to do with my probe launching scout pinnace.
Posted by: Barkhorn
« on: March 15, 2018, 05:16:08 PM »

Could be the same thing that makes mass drivers not work in huge, multi-star systems.  You often can't launch minerals from a planet of one star to a planet of another.  The packets just sit, stuck in space.
Posted by: sublight
« on: March 15, 2018, 07:01:00 AM »

I've seen that occasionally when trying to use missiles as geo survey drones and other really long range shots. My tentative conclusion is that missiles remain stationary when the time-to-intercept : time-increment ratio is very large.
Posted by: Michael Sandy
« on: March 15, 2018, 05:42:20 AM »

Had a weird issue where when I fired missiles at a waypoint in the C component from the B-component the missiles didn't move at all.  I was overlapped with a gas giant for some of the shots, but not all.

Good thing I tested with recon missiles before wasting a year's production of missiles only to watch them not move, but has anybody else experienced that?
Posted by: Michael Sandy
« on: March 14, 2018, 01:11:50 PM »

One of the systems that has 5 cost 2 worlds has a lot of wrecks and I confirmed Precursor presence.  There are also 5 Lagrange points.  And one of those Lagrange points is within short missile range of the Precursor guarded worlds.  And 2 others are within LONG missile range of them.

The tactical options are simply amazing.  Anybody else had a major battle where Lagrange points played a major role?
Posted by: clement
« on: March 11, 2018, 11:53:37 AM »

Lucky lucky. You could develop a very strong and advanced civilization without much more expansion unless your geo surveys go badly.
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