Author Topic: What's going on in your empire/planet/battlefield?  (Read 269533 times)

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Offline MarcAFK

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Re: What's going on in your empire/planet/battlefield?
« Reply #1035 on: October 23, 2015, 09:28:10 AM »
Rip crew of the Amethyst, I think we're going to have a problem finding volunteers for the survey corps after this.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline 83athom

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Re: What's going on in your empire/planet/battlefield?
« Reply #1036 on: October 23, 2015, 09:38:36 AM »
My Minelayers just finished construction so time to start mining, they can mine 2 JPs each with the minefield I have set up in my head. I only have colonies in Sol, Verun, and Gathalamor so I think think the only systems I have to mine would be Solomon, Proximus Mundi, Macharia, Verun, and Konor to hold onto a large section (some of those need only a few of their JPs mined).

Edit; Ummmmm, I did a dumbz. Well, first location in my minefield just got mined, then the next increment all the sub munition fired. All I did was assign my mines to a fire control, assigned the waypoint as the target (the mine layer was already on the wp), then clicked open fire. The only time I've actually used my mines before was when my minelayer was ambushed on route to its destination in a old game a while ago, I did the same thing except I set the enemy contact as the target. It worked perfectly then, but then again the submunition saw the ship as the target instead of the waypoint. Any suggestions/tips on how to set up a minefield without the sub munition going after the waypoint?
« Last Edit: October 23, 2015, 10:23:04 AM by 83athom »
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Offline GreatTuna

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Re: What's going on in your empire/planet/battlefield?
« Reply #1037 on: October 23, 2015, 11:07:02 AM »
Remove waypoint after firing. This way, with no target mines will just float there.
 

Offline Vandermeer

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Re: What's going on in your empire/planet/battlefield?
« Reply #1038 on: October 23, 2015, 04:42:36 PM »
Edit; Ummmmm, I did a dumbz. Well, first location in my minefield just got mined, then the next increment all the sub munition fired. All I did was assign my mines to a fire control, assigned the waypoint as the target (the mine layer was already on the wp), then clicked open fire.
Weird. Can you post the setup for your mine? I used many in the same version, and though I cannot confirm that they worked in action, because no one broke my perimeters, they also didn't activate by themselves. Maybe we can see the problem from a screenshot.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline MarcAFK

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Re: What's going on in your empire/planet/battlefield?
« Reply #1039 on: October 23, 2015, 06:42:05 PM »
Mines would be perfect for my situation, I think the ophiuchi 70 aliens actually have their home planet in Bernard's star, which happens to be my transport hub.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline 83athom

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Re: What's going on in your empire/planet/battlefield?
« Reply #1040 on: October 23, 2015, 08:48:09 PM »
I have 2 types of mines on one MFC. I have 3 of both kind on 4 points in a cross around the JP then a sonar buoy with 1 of each kind of mine directly on the point. What I did was I moved my ship onto the wp, selected the waypoint as a target for my mfc, then clicked "open fire". The next increment after the increment that the mines dropped, the submunitions of both types of mines fired at the waypoint. The designs of the mines and ship are in the Ships topic (the last one there I believe).
« Last Edit: October 23, 2015, 08:50:42 PM by 83athom »
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Offline Vandermeer

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Re: What's going on in your empire/planet/battlefield?
« Reply #1041 on: October 23, 2015, 10:42:22 PM »
I think the problem may be that you use the fire controls, which I never did. Instead I use the combination "move to" and "fire at" from the task force window for the waypoints, which just ejects the ammunition.(at least that is the tooltip promise)
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Offline 83athom

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Re: What's going on in your empire/planet/battlefield?
« Reply #1042 on: October 26, 2015, 09:47:16 AM »
Vandermeer's suggestion worked. GreatTuna your's really didn't, it still fired the increment after. Or did you mean remove the point immediately after you fire without advancing time? Anyway, I am still having a little trouble. Anyone know how I can specify which missiles to fire, as my Minelayers have enough ammo to mine 2 JPs exactly, with a field of 3 on the JP (instead of 6 on the WPs). The only way I can figure doing it like that is with the fire control. I think I found what I'm looking for in the Ordinance Manager tab.

Edit; You know what, I think I am just going to switch to my torpedo mines for everything. I was just going to use them on the pathways between JPs and other JPs/Survey points/planets, but I think to simplify things I'll just use them.

Edit; Well I made another mistake. I just noticed after I built a few hundred torpedo mines that I made them wrong. I kept them at the default 150k km launch range for the second stage. The torpedos have a max range of 25m km, so you can see I made a bit of mistake. Edit again; I made a redisign (added a (R) to the name to separate the designs) and I possibly messed that up. I put 2.5m km as the range. That isn't all that bad as that is the distance the mines can detect a 1000 strength contact at that range (2,585,000 km to be exact) but I wanted to be able to fire from beyond what the mines could "see" (if that's possible with larger/closer sensors on something else).
« Last Edit: October 26, 2015, 09:27:38 PM by 83athom »
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Offline Vandermeer

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Re: What's going on in your empire/planet/battlefield?
« Reply #1043 on: October 26, 2015, 10:55:55 AM »
There was some discussion not too long ago about how to make very efficiently organized mine laying, as to automate even creating larger fields. Marc mentioned that the escort function can be used to get a saved bearing and distance on some docked mine layers, so you could in theory have a whole little fleet mine layers that print you a standard mine field (optionally with multiple charges per position), and it would work under 10 clicks.
Downside is of course that you need a whole separate mine layer ship for each position in the mine field, so you better miniaturize them. I wanted to make a "mine-layer carrier" who would send a swarm of box launcher miners in the Astral Republic game, but now I am not sure it will get to this point.
I will test it elsewhere on first opportunity though, as I really don't want to bother with manual waypoint mining anymore.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline GreatTuna

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Re: What's going on in your empire/planet/battlefield?
« Reply #1044 on: October 26, 2015, 11:35:09 AM »
Immediately after firing of course. I experience some kind of "launchers not ready" error half of the time I try no-FC launch.
 

Offline MarcAFK

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Re: What's going on in your empire/planet/battlefield?
« Reply #1045 on: October 26, 2015, 08:03:46 PM »
When I get a chance I'll test the automated mine laying, im currently busy smashing an enemy freighter with 5 twin gauss fighters, which after grade and weapon accuracy penalties have a 3% hit rate.
It's been about 25 minutes ingame and several hours real time thanks to a getmaxpotentialsensorrange popup that needs attention every 5 seconds.
But it's been slowed from engine damage twice and every hit now leaks atmosphere so there's not long left.
Finally some revenge for my 3 lost civilian freighters and lost survey ship(I lost a second one but to spoilers in V1581 cygni).
Meanwhile the NPR wrecks continue building in V1581 cygni grand total is now 12;
3 chinese 62000 ton gate builders
3 chinese 9200 tonners
1 chinese 27000 tonner
1 American 67000 tonner
1 American 9000 tonner
A Russian 4500 tonner
A UN Hawke class geosurvey ship (8100 tons)
And an unidentified wreck.
Estimated tonnage 350,000-420,000 tons of shipping lost to spoilers.
Edit: 10 more minutes of battle and 2 hours of real time later; 2 more engines down and I estimate there's only 2 left as the freighter is down to 370 km/s from it's origonal 1872 km/s , needless to say I need new fighter designs.
Edit : and it's down finally.
Edit: a brief summary of recent operations in Barnards star:
After destroying a 20000 Tirat commonwealth freighter the fighter support vessel Hermes escorts it's group of 7 fighters to the fuel dump on Barnards star 1.
Noticing a pattern of enemy freighters entering that system, the Pegasus takes up a position at the Barnards star - 70 Ophiuchi jump point, destroying an additional freighter.
Later an enemy 17,000 ton destroyer is detected by the formidable passive sensors of the Pegasus, on a direct course from the Ross 154 jump point towards 70 Ophiuchi this gives evidence of the source of enemy transgression into Barnards star.
The Pegasus attempts to evade, while it's 2500 km/s top speed is no match for the 4000 km/s shown by enemy warships, the ship has been detected at a range of 180000 kilometes and the Pegasus might not have been detected.
The Pegasus successfully evades the destroyer, and heads for a rendezvous with the rest of force Swift Vengence: the twin gauss armed longbow, 33 tube AMM escort Valkyrie, and the Destroyers Tenacious and Valiant all 8100 tons.
After entering 70 ophiuchi briefly the enemy contact destroys the sensor probe monitoring the jump point then vanishes from sensors.
The entire destroyer fleet sets course for the Ross 154 jump point, it should arrive a few days before the Pegasus manages to catch up, the destroyers all have a slight speed advantage of 2592 km/s, and set off from a closer point than the Pegasus.
5 days later the destroyer Force has made position outside Ross 154 jump gate, shortly afterwards the enemy ship is once again detected this time coming out of the gate. After a brief delay in firing the force opens up on the ship which has managed to open distance of 100,000 kilometers in the minute of wasted opportunity.
The opening three simultaneous salvos of 11 hades antimissiles slams into the ship causing minimal damage, but finally signalling the start of offensive operations against the "Rats" as they have been called. Within seconds the two salvos of 6 anti ship missiles arrives adding 4 strength 10 warheads to the carnage. The Raucous cheers of the bridge crews at the nuclear fury unleashed is cut short as equally strong detonations flower across the armour of the tenacious, the enemy ship has powerful plasma carronades, and the fleet has strayed close enough to allow even the gauss cannons of the crossbow a chance to enter the fray.
"Evasive action! Get us the hell out of here! " Shouts Lieutenant commander Hunter Rehder in command of the tenacious. Commodore Joelle Hakanson orders the fleet to attempt to retain a distance of 200,000 kilometers, sufficient to evade the short range thus far evidenced by the carronades. Thankfully the enemy ship is in a course to evade the Task force, but in the minute it will take to get out of range the carronades may fire again.
"Damage report!" Onboard the tenacious panic reigns. "All hits absorbed by armour, but we've lost half the hull, another broadside and we're dead, captain"
"Scheisse"
Two more salvos of of 33 anti missiles buffet the enemy while the fleet increases it's range, but just as the size 6 tubes of the tenacious and valiant are preparing to fire again a second salvo is unleashed from the enemy.
The first casualties aboard the Tenacious are employed in damage control, chief engineer Gerd Schupfer is killed along with another crew member while attempting to seal a hull breech near the first impact site, the weapon discharges completely against undamaged armour, but fatally irradiates the engineering team.
The second impact destroys an engine and a missile launcher, killing 16 crew members.
The third and final impact lands on intact armour plating outside the main engine compartment, penetrating shock destroys several engines, which cascade forward causing damage to a primary magazine. Owing to severe structural damage and preparation to fire another salvo exposed ordnance is caught in the fire, the resultant detonation takes out the rest of the engines and magazines, tearing the ship to ribbons.
Lieutenant Commander Rehder is unable to finish his last thoughts cursing the ineptitude of the task forces commander as he is killed along with 150 of his crew.
Despite the loss of the Tenacious, the fleet finally manages to subdue the enemy destroyer, using a total of 2 salvos of ASMs and 10 of AMMs.
After picking up the survivors from both ships the task force is stationed 250,000 km from the gate while waiting for the Pegasus.
Another enemy vessel jumps into the system, this time firing only twin size 6 missiles which are easily handled by the crossbows gauss cannons.
After using most of the remaining AMMs commodore Hakanson orders the fleet to conserve tge remaining 3 salvos, utilising 2 more salvos of ASMs while inching the longbow closer to finish the ship off with gauss fire.
The 26000 ton ship is soon reduced to smoking wreckage, after picking up the survivors and rendezvousing with the Pegasus the fleet returns to the fuel depot.
After it's arrival total fuel reserves in Barnards star amount to a mere 300,000 litres. At least 1.2 million is needed for the fleet to return the 9 billion kilometers to earth. However operations at the Ross 154 or 70 Ophiuchi jump point are only 1.5 billion kilometers away.
High command eagerly awaits the first 2 120,000 liter per annum harvesters ready in 6 months, the more adequate 240,000 liter harvesters which will be retooled for in 1 year, and the first tanker ready in 3 years.
The situation is grim, meanwhile makeshift 500 ton tankers shift 260,000 litres at a time at a mere 1000 km/s, requiring 3.5 months each way.

Edit: did I say brief?  :o
« Last Edit: October 27, 2015, 08:25:19 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline 83athom

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Re: What's going on in your empire/planet/battlefield?
« Reply #1046 on: October 27, 2015, 11:18:37 AM »
Before I started mining the Jump points I turned some spoilers on to give me some encouragement to rush military ships out. Well after I tried to resolve the mine problem, 5 sec increments started due to NPR combat. That has been 9 in-game days ago (started almost immediately after my last edit on last post), and is still going strong.

If this keeps up for much longer I might have to start a new game (kind of unhappy with the no neighbors and forgot to change around my empire at the start to a way I would like but have been continuing regardless), but I think I would wait for v6.5 to do that. I know what I want to do for my next game though (thought of it by reading some of the posts from before 2013). I will start off with a conventional start in 2100(aprox.), 500m population. Earth and Mars is heavily irradiated after a nuclear war between the governments of Earth and religious extremists who thought our advance of technology has gone to far and wanted it to stop. Both the surfaces of Earth and Mars has some installations remaining that made it through the bombings, but most have been turned into ruins. I may have 1 or 2 nprs at start, but I will have a somewhat high spawn chance (50%-75%). Maybe I may even do the "standard" ship size that most everyone does (probably not :P).

I did end up doing a new game but the ^said^ story was a bit complicated for a quick game that I wanted. Anyway right off the bat with spoilers active and 2 NPRs someone found a goldmine. I keep getting errors about wrecks and even just got a few about no new tech from salvaging components (even though I haven't even launched anything from off the planet) "No new technology during the disassembly of this component" "Wreck not found in CompleteWreckSalvage". Microincrements  :'(.
« Last Edit: October 28, 2015, 01:02:03 PM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline MarcAFK

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Re: What's going on in your empire/planet/battlefield?
« Reply #1047 on: October 30, 2015, 01:38:27 AM »
It's now 2034, and the fuel crisis is as severe as ever, only a few megre loads of colonists have been sent to designated worlds and the Victorious fleet in Barnards star remains at minimal fuel load.
Yet even as the first fuel harvesters move into position the single construction brigade sent to 70 Ophiuchi makes its first discovery, under the tireless direction of xenologist Jared Kundart the team has been working for the last 6 months on the 85 identified installations.
As fate would have it the first site opened up was a fuel depot containing over 12 million litres of fuel. While only representing less than 2 years production of the fuel refineries back home, sorium shortages has reduced production to a third of capacity.
Considering the distance to the site, over 10.7 billion kilometers, only 26 trips could be made with our most efficient colony ship, bringing the population to 2 million colonists. No, the most important use of this fuel is to support the fleet in Barnards star which is ever at risk of enemy invasion, while also allowing the rest of the Construction brigades back at earth to be moved to the colony.
Meanwhile the ever reducing availability of duranium on earth compounds the shortages now reducing shipbuilding and construction work, drastic action is required, mines now joining the CMC's on europa will work at double the efficiency as those on earth, but this adds another world taking valuable infrastructure.
Lastly a tragedy has occurred.

Launched 2 years ago this Sigma class rescue ship is responsible for saving over 2000 crew who were carelessly sent into the dangerous system of V1511 Cygni by the other earth powers. It's final mission was as dangerous as many, closely dodging enemy ships showing up on it's moderately powerful thermal sensors. Commander stephen harrisson is to be commended for his actions in the final mission, evading an enemy ship waiting 4 million kilometers from the life pods, sadly after the ship took off the enemy vessel turned back to investigate the life pods no doubt they were tagged with some kind of monitoring devices, after confirming the pods were now empty the ship engaged active sensors and from then even the best efforts of the thoroughbred  could not shake the superior speed of the alien terror.
Back on Earth the commander of the Blackjack's sister ship the Cincinnati volunteered his crew for a mission to rescue the heros, unfortunately the vessel's position was a few scant hours too far for the durability of the life pods to endure.
With the fuel buffer now afforded by the discovery in 70 Ophiuchi and new promising Engine and warhead research on the horizon plans are being drawn up for a reconnaissance mission.
The veritable goldmine of wrecks now littering the system should proove valuable in the future too.

Edit: after splitting the fleet into 2 parts in Barnards star the new fighters were tested, destroying an unarmed 4kton vessel near the 70 ophiuchi gate, they performed amazingly. With them are 2 beta FACs soon to be joined by 2 more, the other half of the fleet are 3 ASM destroyers , an AMM and a gauss escort, stationed near the Ross 154 gate the group is low on fuel after hunting and destroying another pathetic rat 25 kton warship.
While waiting for a tanker the transit of 11 enemy freighters has been detected....
To be continued.
« Last Edit: November 01, 2015, 11:15:53 PM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Mastik

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Re: What's going on in your empire/planet/battlefield?
« Reply #1048 on: November 02, 2015, 12:30:07 PM »
3 Bad starts, very low duranium resources.  Start #3 only earth (and a few asteroids) had resources.  Ran out of duranium all 3 times, maybe too aggressive with shipbuilding???  Start #4, plenty of duranium on Luna, mercury, and Venus.
 

Offline 83athom

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Re: What's going on in your empire/planet/battlefield?
« Reply #1049 on: November 05, 2015, 12:12:37 PM »
The Admiralty is looking into how an accident of such occurred *reference picture* when the GSV Yuri Gagarin was docked over Terra performing refuel/resupply. It was immediately ruled as a drunk driving accident however some specialists are saying they were dead before the crash happened. Anyway, Raphael Anamalech has been selected as the new CO of the Gagarin after a promotion as he is Well Disciplined, a Good Judge of Character, and a Talented Musician. Intelligence forces have been commanded to look for any "strange" happenings within recent databases and watch out for any future "accidents" that may occur.
« Last Edit: November 05, 2015, 12:21:20 PM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.