Author Topic: Discussions  (Read 29382 times)

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Offline Þórgrímr (OP)

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« Reply #150 on: May 27, 2008, 11:06:24 PM »
Quote from: "Haegan2005"
It was a well designed example. It sucks to be the Franks about now. The loss of a large naval presence and the absolute destruction of a city and its industrial potential :shock:
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #151 on: May 28, 2008, 09:42:36 AM »
Quote from: "Haegan2005"
I have looked at the pregame setup and I se Albions in production figures, but there is no reference to where I amay go to find out how to do this.

For instance, my shipyard has only two slips that support up to CA size ships. If I have a block of freighters in production they can only make two at a time?

I recall something about the Army depot being able to train 10 units at a time? Can we consolidate this into an easy reference annex?


From the last paragraph in [2.5] National Infrastructure

As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game. Thus you start the game with a number of items already in initial production and 50% complete. This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Resources, Wealth, Research, Transport Net, Fuel and the Production Bonus given by your Housed Population Units.

Then the example:

Example: Albion

Ken's Infrastructure and statistics are as follows;

INFRASTRUCTURE: 355 + 40 from housed pop bonus = 395

IN PRODUCTION:

Code: [Select]
5 Locust Aerial Gunboats  15pp                            30 months
5 Reliant Aerial Destroyers 24pp                           24 months
20 Ackerman Small Aerial Steamships 18pp                   18 months
2 Typhoon Class ?ther Protected Cruisers 72pp              36 months
1 Duke of Yorck Class ?ther Battleship 84 pp               84 months
5 White Star ?ther Liners  30pp                            30 months
500 Lab Rats (1 level metallics) 2pp                       1 month
500 Lab rats (1 Level ?thernautics) 2pp                    1 month
300 Prospectors:  6pp                                      1 month
300 Explorers:  6pp                                        1 month
50 Yorck Class Steam Walkers  18pp                         18 months
50 Londin Class Steam Walkers  18pp                        18 months
50 Tribal Class Destroyers  30pp                           6 months
15 Medea Class Protected Cruisers 18pp                     6 months
3 Orlando Class Armored Cruisers  18pp                     6 months
2 Royal Sovereign Pre-Dreadnaught Battleships 24pp         12 months
5 Large Steamships 10pp                                    10 months


Most everything is pretty well covered. The annexes will come out once the rules have been finished and tested.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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If you want peace, prepare for war
 

Offline Þórgrímr (OP)

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« Reply #152 on: May 28, 2008, 11:08:45 AM »
I still need to redo the example setup since it is woefully out of date with all the new rules additions.  :shock:
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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If you want peace, prepare for war
 

Offline Þórgrímr (OP)

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« Reply #153 on: May 28, 2008, 02:40:11 PM »
Posted the Intelligence and Assassination Rules.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #154 on: May 28, 2008, 07:17:30 PM »
I thought that prod time was equal to PP cost. That would make this a little inconsistant?

[quote="??rgr?mr

5 Locust Aerial Gunboats  15pp                            30 months
5 Reliant Aerial Destroyers 24pp                           24 months
20 Ackerman Small Aerial Steamships 18pp                   18 months
2 Typhoon Class ?ther Protected Cruisers 72pp              36 months
1 Duke of Yorck Class ?ther Battleship 84 pp               84 months
5 White Star ?ther Liners  30pp                            30 months
500 Lab Rats (1 level metallics) 2pp                       1 month
500 Lab rats (1 Level ?thernautics) 2pp                    1 month
300 Prospectors:  6pp                                      1 month
300 Explorers:  6pp                                        1 month
50 Yorck Class Steam Walkers  18pp                         18 months
50 Londin Class Steam Walkers  18pp                        18 months
50 Tribal Class Destroyers  30pp                           6 months
15 Medea Class Protected Cruisers 18pp                     6 months
3 Orlando Class Armored Cruisers  18pp                     6 months
2 Royal Sovereign Pre-Dreadnaught Battleships 24pp         12 months
5 Large Steamships 10pp                                    10 months
[/quote]
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #155 on: May 28, 2008, 07:33:18 PM »
Nope, as it states in the various production rules Production time is double the PP cost in months. And that is modified by Engineering TL and when high enough brings the cost down to PP = Prod time.  :D

From [7.6.3] Unit Production

Production for military units is not instantaneous. The full cost is paid as production starts, and if this cannot be paid for then construction cannot start, but completion can extend over months or even years. In the case of military units, the time to completion is determined by the total Production Cost of the unit multiplied by tech level, but no more than twice its PP cost in months. This number in months is the amount of time needed to finish the unit in question.
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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If you want peace, prepare for war
 

Offline Þórgrímr (OP)

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« Reply #156 on: May 29, 2008, 09:02:14 AM »
Added numbering to the National Infrastructure section of the Pre-Game Setup rules. Adjusted the pre-game production example to make it easier to follow. Both suggested by Haegan2005. Thanks bud, and keep up the good work!  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #157 on: May 30, 2008, 02:46:55 PM »
Fixed the bug in the National Food Production formula spotted by Haegan2005.

I added two sections to the combat rules I left out, Destroying Worlds and Commerce Raiding. Both are now in.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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If you want peace, prepare for war
 

Offline Þórgrímr (OP)

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« Reply #158 on: May 30, 2008, 06:10:23 PM »
Posted the Trade Rules.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #159 on: May 30, 2008, 06:39:30 PM »
Fixed the mistake made in the Intelligence rules.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #160 on: May 30, 2008, 08:50:30 PM »
Going back over my notes it seems I left out a lot of stuff.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #161 on: May 30, 2008, 10:22:03 PM »
What would the tilt wing transport that the  marines are buying be from
and how would I mod it?



Light Aviation Transport: 50 wu and 1 pp per 50 ?
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #162 on: May 30, 2008, 10:38:52 PM »
Quote from: "Haegan2005"
What would the tilt wing transport that the  marines are buying be from
and how would I mod it?



Light Aviation Transport: 50 wu and 1 pp per 50 ?


First of all I would think the Heavy Aviation Transport would be better suited to the role.

So I would suggest this:

V-22 Osprey Gunship (Heavy Aviation Transport)
56wu/32pp/Block, 10/Block (CC 400 each, 4000/block)
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1
TL8 +1 Armor +1 Weapons (Heavy Cannon) +1 Speed (Tilt Rotors)

Since it is a heavy Aviation class it ignores the armor penalty most aviation classes have, The Weapons represent the cannons present, and the +1 Speed gives it the speed of a normal prop driven aircraft while still retaining the Cargo and VTOL ability of the aviation class base body style.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #163 on: May 30, 2008, 10:59:49 PM »
Sold! :D[/quote]
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Haegan2005

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« Reply #164 on: May 30, 2008, 11:05:22 PM »
These are just some basic ideas. I have also considered cheaper versions so I can get my carriers filled up quickly and then phase in the better units later.

Fighter: 58 wu and 40 pp per 25
+1 weapons, +1 fuel, +1 dogfighting, +1 Multirole
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1


Strike Fighter: 56 wu and 32 pp per 25
+1 ordinance, +1 weapons, +1 ECM
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1


Interdictor Aircraft: 58 wu and 40 pp per 25
+1 speed, +1 weapons, +1 agility, +1 fuel
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 2


V-22 Osprey Gunship (Heavy Aviation Transport)
56wu/32pp/Block, 10/Block (CC 400 each, 4000/block)
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1
TL8 +1 Armor +1 Weapons (Heavy Cannon) +1 Speed (Tilt Rotors)

Medium Airlift Transports: 50 wu and 24 pp per 25
+2 cargo
The C-17 is a good example of this type. 6 Deck Points. 800 CC
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1


Awacs: 60 wu and 56 pp per 5
+1 command, +1 communications, +2 sensors
External: +2 ECCM
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 3



Star Fighter: 56 wu and 48 pp per 25
The main purpose of Fighter aircraft is to shoot down other aircraft,
 +1 multi-roled, -1 space only, +1 dogfight, +1 agile
External: +1 ordanance, +1 fuel
 1 Deck Point on carriers.
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 2


Star Awacs: 58 wu and 48 pp per 5
-1 space only, +3 sensors,
Exteranl +2 ECCM
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 4
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »