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Posted by: Father Tim
« on: October 16, 2011, 11:40:53 PM »

'Quickly drawing from planetary stocks to re-ammunition your units' is generally considered an exploit, but it's one NPRs and Precursors use, so your mileage may vary.
Posted by: blue emu
« on: October 16, 2011, 09:36:27 PM »

Antimissiles should be size 1 or the rof of the launcher will be too low and you will run out of antimissiles much faster than the enemy will run out of missiles

I've found that PDC anti-missiles can be size-2 instead, since PDCs fire twice as rapidly and you don't need to tech up very far tp reach the maximum (1 launch per 5-sec increment) rate-of-fire. Also, PDC missiles can quickly draw extra stocks from the planet that they are located on, so magazine storage capacity is a minor issue.
Posted by: metalax
« on: October 16, 2011, 08:49:09 PM »

Usually I'd say that it is not particularly effective trying to make anti-missiles until you have researched the first 2 levels in each missile tech (warhead 4, agility 48, missile engine 3, fuel efficency 0.8).

Using those you can make something like
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 23
Speed: 29100 km/s    Endurance: 1 minutes   Range: 1.1m km
Cost Per Missile: 1.0596
Chance to Hit: 1k km/s 669.3%   3k km/s 207%   5k km/s 133.9%   10k km/s 66.9%
Materials Required:    0.25x Tritanium   0.5472x Gallicite   Fuel x12.25

Development Cost for Project: 106RP
which has about a 33% chance of catching a target moving at 20k and 22% of hiting a target moving at 30k.

You can manage to create anti-missiles of size 4 or so using lower level tech but they suffer from the much longer reload rate and the fact that you will be unable to carry very many of them.
Posted by: Repulsion
« on: October 16, 2011, 08:07:12 PM »

Heh, well shows what I know.

I'm not really taking this game very seriously anymore, just trying out random stuff. I suppose if I actually start playing and know what military tech I want to specialize in, then I will get a bit better tech. Also, my tech isn't too bad, I think, but my missile tech ISN'T as big as some of my other tech, and I've really no idea how far up the chain goes, and what the polar opposite of baseline really IS.
Posted by: Andrew
« on: October 16, 2011, 04:28:40 PM »

It is pretty much useless an an antimissile or offensive missile
Antimissiles should be size 1 or the rof of the launcher will be too low and you will run out of antimissiles much faster than the enemy will run out of missiles
Also
too slow to be useful against any likely missiles
range is longer than you need.

It looks like you have absolute baseline technologies , at which point effective weapons are unlikely
Typically missiles will have a speed of 20k+ making your hit chance about 20% unless you fail to achieve an intercept at all as your missile is slower than the attacking missile
Posted by: Repulsion
« on: October 16, 2011, 03:56:56 PM »

Q39: So, I've been playing around with designing missiles (finally). My first one is an anti-missile missile, and here are it's specs:

Code: [Select]
Missile Size: 6.5 MSP  (0.325 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 40
Speed: 11500 km/s    Endurance: 17 minutes   Range: 11.8m km
Cost Per Missile: 2.25
Chance to Hit: 1k km/s 460%   3k km/s 120%   5k km/s 92%   10k km/s 46%
Materials Required:    0.25x Tritanium   5.8x Gallicite   Fuel x750

Development Cost for Project: 225RP

I think I did pretty good. Good to-hit chances (I think), and the speed also seems nice, but I'm not sure about the missile size. Aren't AMM's supposed to be pretty small? And, I'm not ACTUALLY really very sure about it's other stats, although they looked okay to me.
Posted by: Din182
« on: October 07, 2011, 12:36:02 PM »

Hrrm, the actual process of adding gas to the atmosphere in terraforming is pretty fast but... the process of heating up is SO SLOW HNNNG

Pretty much what everyone thinks.
Posted by: Repulsion
« on: October 07, 2011, 08:36:32 AM »

Hrrm, the actual process of adding gas to the atmosphere in terraforming is pretty fast but... the process of heating up is SO SLOW HNNNG
Posted by: HaliRyan
« on: October 06, 2011, 03:51:57 PM »

Actually, colliers are for coal.  Darn Weber to a fiery afterlife for perpetuating the idea that you call ammunition ships this.

I've actually been wondering where the collier = ammo thing came from.  :P
Posted by: Doug
« on: October 06, 2011, 11:07:15 AM »

Quote from: Din182 link=topic=4126. msg40734#msg40734 date=1317731315
A collier is for missiles.  I'm not sure how that applies to fuel harvesters.   ???

Actually, colliers are for coal.  Darn Weber to a fiery afterlife for perpetuating the idea that you call ammunition ships this.
Posted by: Brian Neumann
« on: October 06, 2011, 05:42:56 AM »

Also with the packets from the mass drivers they try to send an even amount of each available material.  If you put a minimum stock amount that is higher than what is currently there the mass driver will not count that mineral in the total.  So if there are all 11 minerals being mined but you only need 3 of them you can set it up so only those three are being sent.  This will get you almost four times as much of each mineral.  The rest will stay on the colony untill you change the minimum or send a freighter to pick it up specifically.

Brian
Posted by: wedgebert
« on: October 05, 2011, 09:37:20 PM »

Q38: I'm having some trouble in a lot of games stabilizing my mineral supply. I get a colony on Mars as soon as I can, but everything is so slow to build. I get civilian mining colonies on various moons/planets, but the mineral packets they send are so small, and their mining output is small as well. Is there anything I can do to help myself?

Use the "Geological Survey Report" (6th icon from the left on the system view menu bar).  Pick the minerals you're lowest on and make sure to create your mining colonies on the system bodies with the highest availability.  

I like to set at least 25% of my initial construction to making a couple hundred extra automated mines.  Then when I find a good location for mining, I always put at least 50 mines, 100 if possible on my automated colony.  Depending on the number of minerals and availability, you might want to put more than one mass driver there as well.  

Finally, every so often, make sure you check the mineral status on the colony every so often.  You might find a nice stockpile of minerals building up and a quick freighter trip can resupply Earth for a while.

Don't worry too much about the packets being small.  The mass drivers opt for a frequency over size strategy.  You might only get a few tons of minerals per packet, but you're getting packets every few days.
Posted by: Brian Neumann
« on: October 05, 2011, 09:34:36 PM »

Q38: I'm having some trouble in a lot of games stabilizing my mineral supply. I get a colony on Mars as soon as I can, but everything is so slow to build. I get civilian mining colonies on various moons/planets, but the mineral packets they send are so small, and their mining output is small as well. Is there anything I can do to help myself?
If you havn't been increasing the mining tech then that would also help you.  its under the construction and production research tab.  It will also help somewhat to have upped the construction rate, but that will end up using more minerals as well.

Brian
Posted by: HaliRyan
« on: October 05, 2011, 09:32:54 PM »

You just have to explore quickly and find a few bodies with good sources of minerals. I tend to count the total availability of all minerals on a body to determine if I want to put a mining colony there. For example, if there are 4 minerals on it in decent amounts with availabilities of .4 .8 .9 and .7, I'd add it all together and say it's 2.8, which is decent but not great. I try to look for bodies with a total of 3 or more and at least 100k of each mineral it has.

If a body is unsuitable for colonization, I use freighters to ship automated mines to it and put a civilian administrator with a good mining bonus in charge. If it is suitable, I ship some infrastructure to them and then a bunch of regular mines. I use mass drivers to send the mined minerals back to my homeworld, or just put a freighter on a cycle loop of picking up the minerals from my various mining bases. You don't need a ton on infrastructure on a new world for it to support enough civilians to be a valuable mining colony (a few hundred units will do), and your civilian shipping lines will bring more infrastructure to it automatically as trade goods to let it grow on its own.

Anyway, that's my approach. You may find another way works better for you.
Posted by: Repulsion
« on: October 05, 2011, 09:21:09 PM »

Q38: I'm having some trouble in a lot of games stabilizing my mineral supply. I get a colony on Mars as soon as I can, but everything is so slow to build. I get civilian mining colonies on various moons/planets, but the mineral packets they send are so small, and their mining output is small as well. Is there anything I can do to help myself?