Author Topic: The ROR Empire  (Read 2837 times)

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Offline rorror

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The ROR Empire
« on: May 08, 2016, 07:15:59 AM »
After more then two month playing i am now 82 years in game. And destroyed 2 of the 25NPR's in game. Lost a big part of my fleed in the battle of the second NPR.
Working on defences allong the route to my outpost, and training lots of units to replace the lost units. In a year or 2 or 3 i will have a strong enough fleed to take on the next NPR.

Here is a picture of the map i have explored so far.
The database file is around 250mb now (only 1 safe game in this file)

Anyone wants to see more? Just Ask.
Will try to post some daily progress.

Q&A
- Did i use SM (yes, because of my first game i did use SM. But with reason (correcting mainly beginner mistakes)
- Yellow text with "Enemy/NPR" are conquered systems.
- Red text with "Enemy" are systems with Enemy's

In game date; 8 August of 2014
« Last Edit: May 09, 2016, 08:50:34 AM by rorror »
 

Offline rorror

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Re: The ROR Empire
« Reply #1 on: May 08, 2016, 07:24:39 AM »
SM View shows, that there are some NPRs messing with eachother..

While 5sec in game, takes about 50 a 80sec in reallife, i was able to make this post :)
Many thanks to the NPR that made this possible for me, and the Aurora 4x forum members ;-)
 

Offline rorror

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Re: The ROR Empire
« Reply #2 on: May 08, 2016, 08:02:25 AM »
27 min later (real life) and 22 increments of 5secs in game later.. (almust 2 min game time, on Auto-Turns (min Inc 10) )

NPR's are still hugging earchother.. :(

Come to me!! i give free missles :)
« Last Edit: May 08, 2016, 08:05:59 AM by rorror »
 

Offline rorror

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Re: The ROR Empire
« Reply #3 on: May 09, 2016, 08:49:52 AM »
It took about 6hours in reallife, with 5sec increments (and about 7increments of 20sec while missles where intercepterd)
After that, i found 1 new NPR, jumped in there main star system, turned on my Transponder, and went out of there system. (relation improved by 1 point :) )

After the battle i got this popup, does the erorr message mean, the NPR made an alliance. Or because of the error that the game gave, the alliance did not create?
This message i got in total around 4 times (spread over 4/5months)


In game date; 11 januari of 2015
« Last Edit: May 09, 2016, 08:54:35 AM by rorror »
 

Offline rorror

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Re: The ROR Empire
« Reply #4 on: May 09, 2016, 09:53:09 AM »
I just made a new Fighter Bomber.   My first two designs had 3 missles in a launcher, that was way to slow to reload.
Now there are 2 box launcher.

Any suggestions or comments are welcome

V3
Code: [Select]
Fighter 0,5k bomber v3 class Fighter    497 tons     3 Crew     718.9 BP      TCS 9.94  TH 57.6  EM 0
48289 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 3.62 Years     MSP 90    AFR 19%    IFR 0.3%    1YR 11    5YR 159    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   
Magazine 12   

T8.1 96 EP Inertial Fusion Drive (5)    Power 96    Fuel Use 308.65%    Signature 11.52    Exp 30%
Fuel Capacity 100,000 Litres    Range 11.7 billion km   (67 hours at full power)

T8.1 Size 6 Box Launcher (2)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
T8.1 Missile Fire Control FC6-R1 (20%) (1)     Range 6.9m km    Resolution 1
T8 Size 6 ASM 50600 km/s 18km W25 (2)  Speed: 50,600 km/s   End: 5.9m    Range: 18m km   WH: 25    Size: 6    TH: 438/263/131

T8.1 Active Search Sensor MR5-R1 (20%) (1)     GPS 24     Range 5.8m km    MCR 627k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes

v2
Code: [Select]
Fighter 0,5k bomber v2 class Fighter    497 tons     3 Crew     215.77 BP      TCS 9.94  TH 312  EM 0
31388 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 3.89 Years     MSP 27    AFR 19%    IFR 0.3%    1YR 3    5YR 42    Max Repair 31.25 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   
Magazine 18   

T7 62.5 EP Magnetic Fusion Drive (5)    Power 62.5    Fuel Use 391.33%    Signature 62.5    Exp 25%
Fuel Capacity 90,000 Litres    Range 8.3 billion km   (3 days at full power)

Size 6 Missile Launcher (25% Reduction) (1)    Missile Size 6    Rate of Fire 4500
T7 Missile Fire Control FC2-R1 (1)     Range 2.6m km    Resolution 1
T7 Size 6 Anti-ship Missile A/S 26500km/s  116 (3)  Speed: 26,500 km/s   End: 73.5m    Range: 116.9m km   WH: 12    Size: 6    TH: 229/137/68

T7 Active Search Sensor MR0-R1 (1)     GPS 5     Range 860k km    MCR 94k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes

v1
Code: [Select]
Fighter 0,5k bomber v1 class Fighter    497 tons     4 Crew     175.62 BP      TCS 9.94  TH 240  EM 0
24144 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 4.09 Years     MSP 22    AFR 19%    IFR 0.3%    1YR 2    5YR 32    Max Repair 24 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   
Magazine 18   

ROR 48 EP Magneto-plasma Drive (5)    Power 48    Fuel Use 771.63%    Signature 48    Exp 30%
Fuel Capacity 90,000 Litres    Range 4.2 billion km   (48 hours at full power)

Size 6 Missile Launcher (25% Reduction) (1)    Missile Size 6    Rate of Fire 4500
ROR Missile Fire Control FC0-R1 (50%) (1)     Range 690k km    Resolution 1
T7 Size 6 Anti-ship Missile A/S 26500km/s  116 (3)  Speed: 26,500 km/s   End: 73.5m    Range: 116.9m km   WH: 12    Size: 6    TH: 229/137/68

ROR Active Search Sensor MR0-R1 (50%) (1)     GPS 3     Range 230k km    MCR 25k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes
« Last Edit: May 09, 2016, 09:56:24 AM by rorror »
 

Offline rorror

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Re: The ROR Empire
« Reply #5 on: May 09, 2016, 09:55:46 AM »
New Fast Attack Craft, with 1 nuke loaded.  Only purpose is to deliver the payload to the target.

Code: [Select]
Attack Nuke 3.5k v1 class Attack Craft    3,500 tons     51 Crew     3686 BP      TCS 70  TH 307.2  EM 0
36571 km/s     Armour 2-20     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 30     PPV 15
Maint Life 0.37 Years     MSP 329    AFR 196%    IFR 2.7%    1YR 877    5YR 13162    Max Repair 800 MSP
Intended Deployment Time: 0.2 months    Spare Berths 0   
Magazine 100   

T8.1 640 EP Inertial Fusion Drive (4)    Power 640    Fuel Use 101.82%    Signature 76.8    Exp 20%
Fuel Capacity 290,000 Litres    Range 14.6 billion km   (4 days at full power)

T8 Size 100 Box Launcher (1)    Missile Size 100    Hangar Reload 750 minutes    MF Reload 125 hours
T8 Missile Fire Control FC3-R1 (1)     Range 3.5m km    Resolution 1
T8 Size 100 Drop Nuke 3200km/s 127km 1098str (1)  Speed: 3,200 km/s   End: 662.9m    Range: 127.3m km   WH: 1098    Size: 100    TH: 15/9/4

T8 Active Search Sensor MR23-R1 (20%) (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
 

Offline Vandermeer

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Re: The ROR Empire
« Reply #6 on: May 10, 2016, 02:49:23 PM »
That game seems huge. Despite playing my games long, I don't think I have ever quite made it to that kind of map expansion. ..And since you are only TL8 at this stage, it seems like you were really spamming those survey ships.

Does this nuke attack ship really work out for you though? Is that only for ground attack, because normally I would think so, but then I hesitated considering your T7 and T8 ASMs also seem to lack in polish with them being just barely faster or even slower than your own fighters.
The fire controls also seem a bit too short on those, but possible on the v3 fighter if you really fight fast enemies.
Every fighter there also has a sensor, which is great for fiction representation, but it seems like a waste when you lack in other things, and you plan to send them out in some sort of strike team formation anyway.


I would like to know what happens in your NPR fights though. :) Also if you took some unusual leader management approach like custom ranks or anything.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline rorror

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Re: The ROR Empire
« Reply #7 on: May 11, 2016, 01:11:37 PM »
That game seems huge. Despite playing my games long, I don't think I have ever quite made it to that kind of map expansion. ..And since you are only TL8 at this stage, it seems like you were really spamming those survey ships.
Yes i did! While i was playing i found my expention to slow. So i made 10 geo/grav ships, and send them out, for there about 7years. At the end of the 7 years, i made v2 of the geo's created 10new ones, send them away, refitted the old onces, send them away (20 gone in 14years). After the next 7 years, created v3, made 10 new, and refitted the other 20..
I am on Geo/grav version 6.1 now. :)   Around 45 ships.   Gives a lot of headdeck to give them every few days new orders.
One other reasen why i did that is in the first 30 systems i did not found any enemy.. Only in the last 8/10 years in game NPR's are finaly pupping up. (I did spam the option add NPR, because at first i tought that the option was not working lol.. )  But the challange got bigger this way. I also really like long games with some slow pace. While playing this in the beginning, i found the game to fast lol. But now when i have 12+ collonies, and making more battle fleets and preperations for a new invastion of NPR's.

My first encounter with a NPR was a big mistake, i needed to use SM, to change resolutions and fire controles, i really messed that up from the beginning. Otherwise i would alread have lost ofcouse.

Does this nuke attack ship really work out for you though? Is that only for ground attack, because normally I would think so, but then I hesitated considering your T7 and T8 ASMs also seem to lack in polish with them being just barely faster or even slower than your own fighters.
The fire controls also seem a bit too short on those, but possible on the v3 fighter if you really fight fast enemies.
This ship is experimental, its my fist size 100, with a 1098wh  The goal is that the fighter flies in to 0km distance, and "drop" the nuke from orbit. Since the distance is 0km, is should be a direct hit without interception? What the result would be i have no idea, never tried this. Might just be a big fail

Every fighter there also has a sensor, which is great for fiction representation, but it seems like a waste when you lack in other things, and you plan to send them out in some sort of strike team formation anyway.
  Your right, you suggest, to make like 2 of 4 with sensors as spare/backup (bigger range, and beter weapons on the other?)

I would like to know what happens in your NPR fights though. :) Also if you took some unusual leader management approach like custom ranks or anything.

At this moment, i have most of the jump points to my controled system under controle.
Sensors for systems without colonies.
Small fleet for systems with small colonies.
Medium fleet for bigger popuplations with production. (and for small attacks for precursor / swarm)
Two Big fleets are present at Earth. (for attacking NPR's)

Militairy ship sizes are max 60k. But will be transforming to 70k. My first Jumpship 70k has just been produced.

There are in my game two maintance fleets + other vecels, that transfer automines etc, to new collonies, to set up a maintance place neer an NPR. Otherwise i won't make it with the deployment times, and want my militairy ships only 24 or 36month in deployment.
 

Offline rorror

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Re: The ROR Empire
« Reply #8 on: May 11, 2016, 01:15:49 PM »
Systems that are under my controle, but where no ships are present, got sensors placed at the jump points. So if there would popup a new JP innitiated by an NPR, i would notice them coming before there in Sol.
Example picture of a direcly attaced system of Sol. There are over 70 deployed sensors now.

I only have one question, is it possible to make them undetectable for enemys? Because they usally destory the sensor.
 

Offline rorror

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Re: The ROR Empire
« Reply #9 on: May 11, 2016, 01:22:27 PM »
In game date: 22 April 2015

One NPR just offered me a trade agreement. How nice of them. =) But how do i give them trade access??
 

Offline rorror

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Re: The ROR Empire
« Reply #10 on: May 11, 2016, 01:24:37 PM »
Yesterday i also found a new NPR home world.
« Last Edit: May 11, 2016, 01:38:49 PM by rorror »
 

Offline rorror

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Re: The ROR Empire
« Reply #11 on: May 11, 2016, 01:31:39 PM »
Map view 22 april 2015.

Really need to go do some reorganisations :(
 

Offline rorror

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Re: The ROR Empire
« Reply #12 on: May 11, 2016, 01:57:55 PM »
Yesterday i also found the system, that had the NPR war. Because of that WAR i created this topic :)

Here you can see the result of the war. There is even a population! I wonder if those are the real habbitats of the system or the system invaders?
 

Offline Vandermeer

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Re: The ROR Empire
« Reply #13 on: May 11, 2016, 03:38:19 PM »
Quote
I also really like long games with some slow pace.
That is also my preferred gameplay, though 45 survey ships would severely interfere with that laid back attitude.


Quote
This ship is experimental, its my fist size 100, with a 1098wh  The goal is that the fighter flies in to 0km distance, and "drop" the nuke from orbit. Since the distance is 0km, is should be a direct hit without interception? What the result would be i have no idea, never tried this. Might just be a big fail
Nope, you figured right. Since it really is a nuke, there is nothing wrong with it then. Wouldn't work against PDC with CIWS, but you won't face those, so this hits without counter indeed.

Quote
Your right, you suggest, to make like 2 of 4 with sensors as spare/backup (bigger range, and beter weapons on the other?)
No, more like dedicated sensor fighters, who just really excel in this (add thermals too if you want to be sure to see missiles you want to fend of)
The saved space should definitely go into a better fire control, though that will likely not consume all. Your missile range is 18m (which is kind of short in the first place btw. for ASM), so for this you should be ok with 15m at least, though nothing speaks against making it full 18m if you can.
If you face a fleeing enemy, you can always factor in his speed and get closer, so the missile doesn't run out of spirit too early. However, if you face an enemy who is advancing towards you, then full range (with some safety margin) should be possible, since they will then travel <18m anyway.

On the other hand, your fire controls there have resolution 1, which you definitely won't need, because a size-6 ASM won't be used against missiles except of utter desperation cases.(...but it won't help you even then)
To be able to block strike fighters, resolution 5 should be enough, or 3 if you are really paranoid about possible new NPR designs. ;)
This will extend your range enough already to ignore the size expansion thing to the control from above, but if you also up your missile range, then you might need the extra space again.

Quote
I only have one question, is it possible to make them undetectable for enemys? Because they usally destory the sensor.
No, that destruction is your warning signal. I wish we could set up PDC-launcher type dispensers to just shoot new observation drones into places, but since buoys with infinite life time need to be deployed in place, I fear there is no option other than raising that infrastructure again.

Well, actually, I have an idea. If your sensor strength allows, you could just offset them from the jump point a couple 10k out. Your sensors would still pick them up, while they need better detection to find your thingies. Not sure how well that can perform. Maybe you can test that by deploying two units on a point with trespasser risk: one on point to be sure, and one further out.
If the second one survives, and you still have contacts, that is your "stealth buoy" then.

Needs micromanagement with waypoints of course, which might be more bothersome than the micromanagement to replace occasional incursion...., well, was worth a thought. :P

Quote
One NPR just offered me a trade agreement. How nice of them. =) But how do i give them trade access??
They gave you trade access, because they think highly of you (/they have a high diplomatic rating towards you, because you assigned a team, and they run PR adds, gift your famous tulips bouquets, and establish preferred alien customer treatment in Amsterdams red light district).
Unfortunately they either didn't do the same thing for you (assigning a team), or just misbehaved too much in the past to reach large negative scores (like shooting at you, or constantly scanning you with actives), or your race is simply too xenophobic and deteriorates in most relations naturally and fast. (I doubt it is that though, because the impact of diplomatic teams is usually stronger in any case)


//
That is an interesting battlefield btw. .There seems to be a lot of civil ship wrecks, probably, but a military force must have also been opposing, or else you wouldn't see the few definite military wrecks in the south.
Also, the nature of the exact 40kt design eludes me. Probably just a freighter, but why so single, and why so exact with the tonnage, and no duplicates elsewhere?

The population still stands, so probably not invaders™, but invaders. Weird that no ships are left of them if they won though... . Maybe just declining under radiation still?
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 
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Offline rorror

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Re: The ROR Empire
« Reply #14 on: May 11, 2016, 04:55:30 PM »
 23 april 2015.  Task Force Organisation

« Last Edit: May 11, 2016, 04:58:31 PM by rorror »
 

 

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