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Posted by: Steve Walmsley
« on: Today at 08:42:30 AM »

Those XB upgrades were pretty smart but are you really short of wealth or was it more to speed up the upgrades?

Because it was a conventional start, I still don't have a very large fleet, so I am refitting less than I normally do. I still have a couple of ion-engined light cruisers, which I haven't refitted because its about the same cost as a new ship and I wanted the new ships. So it was a time-saving refit, plus Gallicite supplies are a little tight.
Posted by: Garfunkel
« on: Yesterday at 07:27:01 PM »

Those XB upgrades were pretty smart but are you really short of wealth or was it more to speed up the upgrades?
Posted by: doodle_sm
« on: May 12, 2024, 10:57:24 AM »

Dear Steve, in the description of the battle for Carpathia II on March 4031, you name "the battle-hardened Janus Corps".
I am still not good at ground combat, so I wonder if being "battle-hardened" allows better performance of this unit.

In spirit, yes!
Posted by: nuclearslurpee
« on: May 11, 2024, 01:00:22 PM »

Dear Steve, in the description of the battle for Carpathia II on March 4031, you name "the battle-hardened Janus Corps".
I am still not good at ground combat, so I wonder if being "battle-hardened" allows better performance of this unit.

No, it is purely for flavor.

Quote
After two more waves, with eleven and fifteen hits respectively, the senior commander, Lord Captain Arabella Typhon, ordered her two ships to cease point defence fire, relying only on shields, speed and ECM. Four more waves arrived, without any torpedo detonations affecting the cruisers’ armour.
:o

I guess with PD fire costing MSP now, there's a real meta role for heavily-shielded ships to save wear on the gun barrels. I'd almost worry about trivializing the Necrons, but this is against one ship with a huge tonnage advantage and a tech level advantage, so I probably shouldn't draw sweeping conclusions here.

Quote
One day later, the survey frigate Tempest investigated a jump point in Macharia, six transits from Sol via the shortest route, and discovered Cadia, a system with an orange K2-V star, three terrestrial planets, a dwarf planet and a single moon, orbiting the fourth planet. Just outside the orbit of the second planet was a strange phenomenon; a vast rift in space ten million kilometres in diameter. Imperium Intelligence designated it as an ‘Aether Rift’, as it appeared to penetrate through both known space and the Aether to somewhere beyond.

Of course the system just happened to be named Cadia, naturally, definitely not a stealthy rename for story purposes at all...  ;)

Quote
Baneblade Super-heavy Tank
Transport Size (tons) 228     Cost 41.04     Armour 108     Hit Points 144
Annual Maintenance Cost 5.1     Resupply Cost 99
Super-Heavy Anti-Vehicle:      Shots 1      Penetration 135      Damage 135
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22.5      Damage 15
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22.5      Damage 15

Hearts attacks take out anywhere from 5-10% of the Adeptus Munitorum every time these bad boys are deployed to a war zone. An acceptable rate of attrition, of course.

I anticipate hostilities with the T'au at some point, hopefully this will require a ground invasion of the home world so we can get a look at what that looks like from Steve's perspective.  ;D
Posted by: AlStar
« on: May 11, 2024, 12:44:10 PM »

I am still not good at ground combat, so I wonder if being "battle-hardened" allows better performance of this unit.
Pretty sure he's just saying that the unit had previously been in combat.
Posted by: paolot
« on: May 11, 2024, 10:32:37 AM »

Dear Steve, in the description of the battle for Carpathia II on March 4031, you name "the battle-hardened Janus Corps".
I am still not good at ground combat, so I wonder if being "battle-hardened" allows better performance of this unit.
Posted by: Steve Walmsley
« on: May 05, 2024, 02:34:32 PM »

The NPRs don't always coordinate their salvos of the same missile type from the same location. As a result of this campaign, I have added some extra AI code so that NPR ships considering launching ASMs will be aware of the reload status of other NPR ships in the same location, even if not in the same fleet, and may wait for them in order to coordinate their attacks.

This still doesn't affect AAM ships in ASM mode, but I will tackle that if the ASM change works.

It also doesn't affect situations where one or more NPR ships have longer-ranged fire controls and may fire when other ships are still out of range. However, once two ships or more are within range, they will coordinate. I decided to ignore the 'longer-ranged' firing first situation because I don't want to get into the AI deciding if firing some missiles early and then coordinating later salvos is better than saving missiles and launching together, as they would have to consider opponent weapon range, PD, chance of their own ships being destroyed, etc..
Posted by: Steve Walmsley
« on: May 05, 2024, 07:23:31 AM »

How do you get pink lines between stars? Are they a special
 thing? I haven't had that in any of my games.

They are military-restricted jump points. You can set them on the system view.
Posted by: unkfester
« on: May 04, 2024, 10:54:03 AM »

How do you get pink lines between stars? Are they a special
 thing? I haven't had that in any of my games.
Posted by: paolot
« on: May 04, 2024, 10:22:51 AM »

The NPRs do consume fuel and have to produce it. They just don't suffer any penalty for being out of fuel except the overriding priority to refuel, so they will run out eventually.

Maybe I should modify minor races so that at some point they do develop jump capability, but not for several decades after creation.

Another option might be to have minor NPRs ignore the overriding priority for refuel, resupply, etc., either if they're out of fuel completely or at least reducing the priority of that order so they can effectively defend once they run out of resources. Since they are limited to a single system, the go-home-to-refuel behavior isn't as important from the perspective of simulation for the benefit of the player.

Another one can be every, let's say, two or three years the game regenerates minerals in the minor race system, and this triggers a (new) geosurvey to find them. This regeneration ends when the system is discovered by another race (the player or a NPRs), and the minor race can now discover/buy/steal the jump drive technology.
Posted by: nuclearslurpee
« on: May 04, 2024, 09:55:23 AM »

The NPRs do consume fuel and have to produce it. They just don't suffer any penalty for being out of fuel except the overriding priority to refuel, so they will run out eventually.

Maybe I should modify minor races so that at some point they do develop jump capability, but not for several decades after creation.

Another option might be to have minor NPRs ignore the overriding priority for refuel, resupply, etc., either if they're out of fuel completely or at least reducing the priority of that order so they can effectively defend once they run out of resources. Since they are limited to a single system, the go-home-to-refuel behavior isn't as important from the perspective of simulation for the benefit of the player.
Posted by: Steve Walmsley
« on: May 04, 2024, 02:49:55 AM »

Now I'm wondering... with the Imperium occupied by clearing out Necron encampments and now the presence of the T'au (yet to come: Tyranids, Chaos), it seems increasingly likely that the Jotun will stick around for a while as they're too difficult to dislodge yet not a threat to anyone.

Which brings to mind a question: how do the minor NPRs handle the eventuality of running out of resources? With a normal NPR there is always the possibility of expanding to other systems to fuel the war machines, but a minor NPR lacks that option and so would eventually run out. I know NPR ships are, for uhhh reasons, not limited by a lack of fuel or MSP, but the AI pretends that it is and tries to refuel, resupply, etc. those ships - I imagine that drive could cause some difficulties if the minor race is defending their entry JP after 100 years and the refueling AI starts to override the "defend in place" AI.

The NPRs do consume fuel and have to produce it. They just don't suffer any penalty for being out of fuel except the overriding priority to refuel, so they will run out eventually.

Maybe I should modify minor races so that at some point they do develop jump capability, but not for several decades after creation.
Posted by: nuclearslurpee
« on: May 03, 2024, 06:51:09 PM »

Now I'm wondering... with the Imperium occupied by clearing out Necron encampments and now the presence of the T'au (yet to come: Tyranids, Chaos), it seems increasingly likely that the Jotun will stick around for a while as they're too difficult to dislodge yet not a threat to anyone.

Which brings to mind a question: how do the minor NPRs handle the eventuality of running out of resources? With a normal NPR there is always the possibility of expanding to other systems to fuel the war machines, but a minor NPR lacks that option and so would eventually run out. I know NPR ships are, for uhhh reasons, not limited by a lack of fuel or MSP, but the AI pretends that it is and tries to refuel, resupply, etc. those ships - I imagine that drive could cause some difficulties if the minor race is defending their entry JP after 100 years and the refueling AI starts to override the "defend in place" AI.
Posted by: Steve Walmsley
« on: April 25, 2024, 04:42:11 PM »

Quote
The Necron light torpedoes started to engage the Expeditionary Force once more,  but the Imperial attack had disrupted the coordination of the waves and they now arrived in alternative salvos of twenty and twelve, posing no significant threat.
Would this be considered a bug in the NPR's targeting routines? I'd think they'd want to mass as many missiles in a given time increment as possible.

Quote
The cowardly and duplicitous Jotun would be destroyed and their resources used to fuel the Imperial war machine.
Hey - that looks to be Race040 from my race image pack! Neat to see it in the wild.

Yes, there are some issues around the NPRs not always synchronizing their salvos. The situation above, plus another in which they have different fire control ranges.

Yes, I use the pack you created. Thanks for that!
Posted by: AlStar
« on: April 25, 2024, 09:42:21 AM »

Quote
The Necron light torpedoes started to engage the Expeditionary Force once more,  but the Imperial attack had disrupted the coordination of the waves and they now arrived in alternative salvos of twenty and twelve, posing no significant threat.
Would this be considered a bug in the NPR's targeting routines? I'd think they'd want to mass as many missiles in a given time increment as possible.

Quote
The cowardly and duplicitous Jotun would be destroyed and their resources used to fuel the Imperial war machine.
Hey - that looks to be Race040 from my race image pack! Neat to see it in the wild.