Aurora 4x

VB6 Aurora => Gallery => Topic started by: rorror on May 08, 2016, 07:15:59 AM

Title: The ROR Empire
Post by: rorror 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
Title: Re: The ROR Empire
Post by: rorror 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 ;-)
Title: Re: The ROR Empire
Post by: rorror 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 :)
Title: Re: The ROR Empire
Post by: rorror 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
Title: Re: The ROR Empire
Post by: rorror 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
Title: Re: The ROR Empire
Post by: rorror 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
Title: Re: The ROR Empire
Post by: Vandermeer 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.
Title: Re: The ROR Empire
Post by: rorror 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.
Title: Re: The ROR Empire
Post by: rorror 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.
Title: Re: The ROR Empire
Post by: rorror 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??
Title: Re: The ROR Empire
Post by: rorror on May 11, 2016, 01:24:37 PM
Yesterday i also found a new NPR home world.
Title: Re: The ROR Empire
Post by: rorror on May 11, 2016, 01:31:39 PM
Map view 22 april 2015.

Really need to go do some reorganisations :(
Title: Re: The ROR Empire
Post by: rorror 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?
Title: Re: The ROR Empire
Post by: Vandermeer 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.(http://www.greensmilies.com/smile/smiley_emoticons_razz.gif)


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?
Title: Re: The ROR Empire
Post by: rorror on May 11, 2016, 04:55:30 PM
 23 april 2015.  Task Force Organisation

Title: Re: The ROR Empire
Post by: rorror on May 11, 2016, 05:35:00 PM
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.
I might put this in action :-)
If i understand it correctly, you mean something like this. I place some WP on the map, and drew some to small circles :p
Its also fairly easy to test it out in this system.

Any suggestion about the sizes and bouy setup i should use?

Just made version 1.1 with a size 6 launcher instead of size 1 and added the some experimental size 6bouys with sensors.

Code: [Select]
Destroyer BOUY v1.1 class Destroyer Escort    10,000 tons     168 Crew     4037.83 BP      TCS 200  TH 691.2  EM 0
14400 km/s     Armour 7-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 38     PPV 6
Maint Life 3.17 Years     MSP 2019    AFR 100%    IFR 1.4%    1YR 302    5YR 4531    Max Repair 576 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 182   

T8 576 EP Inertial Fusion Drive (5)    Power 576    Fuel Use 60.63%    Signature 138.24    Exp 15%
Fuel Capacity 4,345,000 Litres    Range 129.0 billion km   (103 days at full power)

T8 Size 6 Missile Launcher (1)    Missile Size 6    Rate of Fire 30
T8.1 Missile Fire Control FC3-R1 (1)     Range 3.5m km    Resolution 1
T8 Size 6 Buoy Steath Placement (30)  Speed: 100 km/s   End: 0m    Range: 0m km   WH: 0    Size: 6    TH: 0/0/0

T8.1 Active Search Sensor MR1-R1 (1)     GPS 5     Range 1.2m km    MCR 125k 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


Title: Re: The ROR Empire
Post by: rorror on May 12, 2016, 11:24:04 AM
3th of may 2015

The geo/grav vessel has arrived near the NPR war zone. Sensor reveal there are still ships present.
A closeup view of the wrack rampage.
Title: Re: The ROR Empire
Post by: Vandermeer on May 12, 2016, 11:32:32 AM
If i understand it correctly, you mean something like this. I place some WP on the map, and drew some to small circles :p
I actually just meant a few 10k km out, because thermals on buoys are really weak. If you spread them out so far, there will be chance that small ships pass your information net, making this a bad first warning wall again.

Since fighters or facs rarely use jump, you could take the other smallest unit of enemies, science vessels, and compare their thermal to the thermal sensor of the buoy to get a maximum deployment distance.
For example, if you normally see science ships with thermal 120 at least, and your buoy has thermal sensor strength 1, then your maximum would be 120k km distance.

(Formula is: maximum-detection-distance = TH-Sensor x Thermal-Smallest-Target {k km} )
Title: Re: The ROR Empire
Post by: MarcAFK on May 13, 2016, 06:04:16 AM
I found my fighter sized passive sensor ships deployed near jump points remained unmolested untill enemy ships turned on their actives, I imagine bouys would be more hidden, but still just as vulnerable when res 1 actives are deployed. Generally they left actives off untill I had started harassing the NPR's convoys. I had 1000 ton stealthy ships deployed in system to replace the popped sensor platforms with bouys. They were equipped with similar passive sensors too.
Title: Re: The ROR Empire
Post by: rorror on May 13, 2016, 11:38:15 AM
Tnx for your reply MarkAFK, i am going to preform some tests for that too.. Could take a while in real life trough... Research and construction is on the way.

7 May 2015

I have just spended around 3 hours for some changes, and task setup.

- Setup 4new collonies with appropiate taskforces to complete the task.
- Desgind some small pdc's for the new collonies.
- Started retooling my shipyards from 12k design to 15k designs for my new destoyer catogries.
- Construction of the BOUY laucher has begon, with the experimental sensors as suggested by our forum member Vandermeer.
- The first 70k Jump ships when to Training Task Force. Those will replace the current 60k jump ships.
- 4 New Carriers where finished constructing. 70k each, 35k hanger space, those will be replacing the excisting 60k carriers.
- My first 8 "Destroyer Wave AM v1" has rolled out of production, and has moved to the training task force. (experimental design, first time using WAVE, tought would try to us it as AM)
- Maintance vessels are underconstruction, the Fist fleed as been upgrade from 60k to 70k. 3 more fleed to upgrade.
- Units done from training are send to excisting battle forces around the map, excisting exchaused or older versions of battle ships are called back to the shipyards for a refit.
And lots more..

I pressed one day ahead.

8 May 2015

This can only mean one thing... WAR!!   ;D


Title: Re: The ROR Empire
Post by: rorror on May 14, 2016, 07:29:47 AM
27 May 2016

The council has decided that we should not rage a war to the Alian Civilization "Troy Commonwealth" of the system Giclas 243-50. The counsil came to the conculsion, that the Captain of the Geo Vessel, made some critical mistakes that has lead to the destruction of the Geo Vessel. A few mistakes, log reveal that the captain had had there Active Sensors On. While having them on, there where also doing a GEO survey of the home planet of the alians. Those two things made the alliens angry, the captain did ignore the protocols for first-contact.
The council has decided;
- Not to send in a rescue team for the survivers. They must die for there mistakes.
- To give them better acces to matrials and some highter amounts. To recover more from there past war. (see printscreen)
- Not to enter the system in the next 5years, starting from the day that the vessel was destroyed.
- We do not occupy any direct attached systems.


Title: Re: The ROR Empire
Post by: rorror on May 16, 2016, 09:42:11 AM
Date 25 august 2015

- Have been clearing out some precursors in systems where i encounterd and marked them.
- NPR's have been peacefull, but in the time being, i have found 5more neutral Alien Races.

The last 3 races i found are on one planet??

edit, there quite fast too, 18760km/s
My current fleed moves between 10000/12000 and first production/refits of 15000km/s on there way. The other NPR's i met only had 4000km/s to 8000km/s.

Title: Re: The ROR Empire
Post by: rorror on May 18, 2016, 01:12:14 PM
in game 2-nov-2015

Here is an update of the map.
I marked the location that we concider ours.
Title: Re: The ROR Empire
Post by: Rich.h on May 19, 2016, 07:29:57 AM
Great looking campaign map you have on the go there, something you might like to try to give it an easier on the eye look. In the main tab of the galaxy map screen is an option to select a system and then select who the current owners are, in addition you can set the map to colour systems as their owner colours. This all makes it very quick and easy to see which systems you regard as your own territory, and what belongs to NPR's etc along with those systems you consider to be totally unowned. Granted this does nothing with how an NPR treats a system and so on, but it will make things much easier on a large map like this when making plans for expansion.
Title: Re: The ROR Empire
Post by: rorror on May 19, 2016, 01:15:59 PM
Great looking campaign map you have on the go there, something you might like to try to give it an easier on the eye look. In the main tab of the galaxy map screen is an option to select a system and then select who the current owners are, in addition you can set the map to colour systems as their owner colours. This all makes it very quick and easy to see which systems you regard as your own territory, and what belongs to NPR's etc along with those systems you consider to be totally unowned. Granted this does nothing with how an NPR treats a system and so on, but it will make things much easier on a large map like this when making plans for expansion.

In date game 15dec 2015

You really made my day!
Using the Flags on the NPR controlled terrein now. When setting a flag on my own collonies, it won't save. To bad.
At least i don't have Manual enter the text at a system what is controlled wich alien. :)
Title: Re: The ROR Empire
Post by: rorror on May 30, 2016, 11:35:16 AM
In game date: 3th of April 2016

A little update after a while
- Working hard on some to create some small colonies
- We encounted a new Alien Race in the Hearts of our Empire, we are doing a resurvy of the system at this moment. For now they are Neutral.
- We found a colony of the Concqued Race "Harvest", we will investigate how to proceed. (Next to Wise 0146-4235
- Eliminated around 50 precursors in total in diffrent systems.
- All Alien Races have been nicely
- First Population has enterd the new Colony in Gliese 410.
- First Conquerd Alien Race has created a Colony on earth.
- Deployment of sensors is ongoing.
- Fuel issues....

Title: Re: The ROR Empire
Post by: rorror on May 30, 2016, 11:58:53 AM
I had send this Battle Fleet to clear the system of precursors, did not expect them to sit on the jump point. While i did a normal transit. We will see how this ends..
Title: Re: The ROR Empire
Post by: rorror on May 30, 2016, 12:06:37 PM
It took a few hits on one of my Fuel Tankers, but the first missiles are away!
Title: Re: The ROR Empire
Post by: rorror on May 30, 2016, 12:39:07 PM
Where making progress...
Title: Re: The ROR Empire
Post by: rorror on May 30, 2016, 12:57:51 PM
Taking them all down...
Title: Re: The ROR Empire
Post by: rorror on May 30, 2016, 01:00:35 PM
There are more... Setting course to Axthrower 024
Title: Re: The ROR Empire
Post by: rorror on May 30, 2016, 04:49:49 PM
took only one batch of missles
Title: Re: The ROR Empire
Post by: rorror on May 30, 2016, 04:52:09 PM
In game date 4 april 2016

At the other end of the gallaxy Battle Fleed Wise dropped some bombs and looted a colony
Title: Re: The ROR Empire
Post by: AL on May 30, 2016, 05:07:42 PM
Usually I find colonies surrender easily enough with some quick laser bombardment if you want to spare the radiation damage, but good job anyway.
Title: Re: The ROR Empire
Post by: GodEmperor on June 04, 2016, 04:11:31 PM
Holy hell man ... gotta admire your devotion and dedication :D
Even more impressive for someone like me who suffers from terminal case of restartitis.
Title: Re: The ROR Empire
Post by: ty55101 on June 04, 2016, 09:09:43 PM
You must continue this until you conquer all 1000 sectors. Good luck! ;D
Title: Re: The ROR Empire
Post by: rorror on June 27, 2016, 02:29:28 AM
Have been quite bizy on my new Job, now that is on the right track, i will be posting an update of the map soon xD  .
Stay Tuned  ;D