So far there has been about 6 pages of constant 5 second increments. Go to hell.
Do you have Auto Increments on? That alleviates some of the pain.Yep.
This does happen occasionally. Its the nature of the beast, sadly. I hear sometimes people will help you recover your database. I crashed my first game and broke it, but my current one has gone on for 80 years with no problem. But probably want to take the bug discussion up to the bug thread.
On topic:
The fleet has found a race of aliens who use small fighter craft. The expeditionary force is massing and preparing to burst on the scene. ON the way, however, the sensor ships picked up a pprecursor vessel in a system with a ruin: who knows how long its been there, monitoring us? The fleet was too slow to catch it-- it maintained distance, but a wing of FACs closed the gap and popped it with a single salvo.
On other fronts, the search for the El Dorado is ongoing. We've found a few small, uninhabited colonies and have enslaved about 2 million el doradans... but no sign has been found of where the heck they came from or where their fleet is. The troop transports that dropped the combat brigade on the el dorado detected a fleet of 12 transports that suddenly showed up in orbit; they fired their antimissile missiles as they fled destroying six of the transports.
When the fleet arrived from two systems over, the transports were gone-- and we have no idea where.
ITS A MYSTERY, MAN.
The max number of stars I've seen orbiting each other was a trinary (Chrome says that word doesn't exist...) system, and that was only once. How high can the number go?
A quanary? Do I have my terms wrong, or do you mean 4 STARS ORBITING EACH OTHER?Haha xD Pardon my sorry english, I do mean 4 stars =)
Yeah, i kicked myself a little bit after i did it, but hey, it was my first real dance. Most other combats I'd been involved in during my 5.42 game were all precursor. Not much ground combat to be had. I really didn't know how long it would take to finish the battle, and to be honest I didn't want anything popping out on me. Next time, I'll be able to coordinate the invasion a bit better, and will catch more intact. For now, I've got much more shipyard than I can support via component research, so their couple of crappy civ shipyards aren't that big of a loss.
There was also a bit of a cathartic feeling I got from subjugating them utterly. Good times.
Can one seize shipyards with marines? If yes, that would be awesome.
Just found my first Black Hole. Going to be an absolute pain to survey as my Grav survey ships will only have a speed of 200 due to the gravity pull . . . I think I'll be leaving that to last on my survey orders. :)
Oh god, oh man, oh god, oh man
There's a stable wormhole 1 jump from Sol 10 years in!
Heh. I had something like that, except it was a conventional start, and the other side had a jump gate straight to Earth.
I'm surprised it took as long as it did to reach the obvious conclusion.
Now there's a fleet of warships from another race hovering one jump away from one of my colonies. They're just sitting there, not moving, and they are about 3 jumps away from their own world. What could they be doing?
lost all my laser frigat to a forgotten "open fire", emptied 260 size 2 box launcher for minimal effect and the remains of my fleet are running from an enemy that is 2.5 times as fast. I think I will load my save and pretend that I never though about going into this obivious trap consisting of three planets that are easy to colonisat.
Edit: I dont even need to pretend I know that is a trap, I know thats a trap, my save was at the point Ive seen the enemys FACs, so I offical know there are active aliens and they are much faster than me
Court Martial your Admirals!But everyone knows that he was send to Mars to investigate the local ruins by Fleet Command, he was in the news, live, only hours be for this disaster.
Court Martial your Admirals!Screw that, send them in on unarmed 1,000 ton ships with only enough fuel to ALMOST make it to the trap. Execution by firing squad, my friends. Indeed.
As far as to the spoiler comment: I've always seen it as more about specific aspects than their simple existence.
I've been playing for months, and I've never encountered the swarm. Everything I know about them is from the forum, so I'm glad they get spoilered now.
Anyways. . . moving on. Why is the star swarm always censored? It's a bloody game option you see on your first play. Everyone can see it in the New Game screen! Whatever. I'll accept it as generic fan-base running gag.
My longest aurora campaign so far is a Sol start now 160 years into the game. It's still in 5.42 and I haven't played it for ages, but just looked back into that db. I actually have a couple of old freighters going between Sol and Alpha Centauri that are 106 years old. And surprisingly bug free - Aside from a couple NPR battles that required auto turns I haven't run into a single error message or game delay as of date.
Civilian designs don't need maintenance, but a century old freighter with 25k cargo space and amazin 2000 km/s still doing its job in the navy is quite a relic. I like to imagine it as a semi-museum or training route for the younger officers to get customed to the lower tech that's still used in various dead-end colony worlds.
What's going on on my battlefield?
(http://i11.photobucket.com/albums/a155/blueemu/Rammed.jpg)
Good question... I was wondering that, myself.
... I think that is classed as a spoiler around here?
If I knew what it was, I would know whether or not to agree...
Should I delete my signature, then? Or spoiler-tag it?
All my scientists and officers seem to be having health issues and I've lost about three officers already on the same team on the same bloody asteroid while they were out in the rings gaining some experience. I swear, Asteroid #2 is a death maze or rock and minerals.
I might do just that. The thing is, the difference is only -500, so the death is agonizingly slow (in fact, technically he hasn't died yet). In fact, my next designed ship will probably be enough to tackle the system.
There was a Poul Anderson short story about this (getting stuck in the event horizon of a black hole and taking forever to die) - don't remember the title :)
John
There was a Poul Anderson short story about this (getting stuck in the event horizon of a black hole and taking forever to die) - don't remember the title :)
John
Wasn't that the basis of the movie "The Black Hole"?
There was a Poul Anderson short story about this (getting stuck in the event horizon of a black hole and taking forever to die) - don't remember the title :)
John
Ah now that brings back some great childhood memories, what was the name of the beaten up floating robot the lead character got to fly around on?
The commission of the first Dwarf class mining ship.
Do you perhaps mean Frederik Pohl? Something similar happens in the novel Gateway.
Nope, "Kyrie" by Anderson.
John
Today i learned that active sensors are not beam fire controls
"Pointless extermination? What do you mean? I'm doing... A preemptive strike!"
And what do you mean by Native American empire?
Little Wolf class FACs
I am building my 3rd generation of ships, and when I ordered 550 Abwehr-2 AMMs and 555 Krieg-2 ASMs, I noticed something massively weird. An Abwehr-2 takes 210, while a Krieg-2 takes 21 tons of Uridium. I was shocked, checked the mining tab, projected usage of Uridium is around 128k tons. I go to the missile design window, however, replicate their design, and it doesn't show it'd need Uridium. My missiles don't have sensors and are size 2 and 3, respectively.
On another note, I built 30 fighters, but they keep having maintenance failures. My shipyards can't repair them, and their carriers are still a long time away. Any idea?
A rare but known bug.
Build some Airfield PDCs to hold the Fighters until your carriers are ready.
I can't see them in the build menu. Are they a special sort of installation, or do I have to design them somehow?
Baden class Escort 5 100 tons 412 Crew 1282.5 BP TCS 102 TH 500 EM 0
4901 km/s Armour 3-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 10
Maint Life 3.43 Years MSP 1314 AFR 104% IFR 1.4% 1YR 170 5YR 2557 Max Repair 280 MSP
Magazine 550
Magnetic Confinement Fusion Drive E4 (4) Power 125 Fuel Use 40% Signature 125 Armour 0 Exp 5%
Fuel Capacity 100 000 Litres Range 88.2 billion km (208 days at full power)
Abwehr-2 Launcher (5) Missile Size 2 Rate of Fire 10
Abwehr-2 Fire Control (1) Range 92.4m km Resolution 1
Abwehr-2 (274) Speed: 62 500 km/s End: 4.8m Range: 18m km WH: 1 Size: 2 TH: 833 / 500 / 250
Abwehr-2 Active Sensor (1) GPS 280 Range 30.8m 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
Emden class Carrier 13 250 tons 947 Crew 2196 BP TCS 265 TH 750 EM 0
2830 km/s Armour 5-49 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 65.76
Maint Life 3.87 Years MSP 5621 AFR 234% IFR 3.3% 1YR 594 5YR 8912 Max Repair 480 MSP
Hangar Deck Capacity 4250 tons
Magnetic Confinement Fusion Drive E4 (6) Power 125 Fuel Use 40% Signature 125 Armour 0 Exp 5%
Fuel Capacity 300 000 Litres Range 101.9 billion km (416 days at full power)
Triple Meson 320 Bereich-Abwehr Turret (2x3) Range 320 000km TS: 20000 km/s Power 48-15 RM 32 ROF 20 1 1 1 1 1 1 1 1 1 1
Meson 320 Fire Control (1) Max Range: 320 000 km TS: 20000 km/s 97 94 91 88 84 81 78 75 72 69
Magnetic Confinement Fusion Reactor Technology PB-1 (1) Total Power Output 40 Armour 0 Exp 5%
Strike Group
10x Bremse Fighter Speed: 9036 km/s Size: 8.3
This design is classed as a Military Vessel for maintenance purposes
Bremse class Fighter 415 tons 15 Crew 122.8 BP TCS 8.3 TH 75 EM 0
9036 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 0 Years MSP 0 AFR 83% IFR 1.2% 1YR 16 5YR 244 Max Repair 56 MSP
FTR Magnetic Confinement Fusion Drive E400 (1) Power 75 Fuel Use 4000% Signature 75 Armour 0 Exp 25%
Fuel Capacity 15 000 Litres Range 1.6 billion km (50 hours at full power)
Fighter Laser Cannon (1) Range 120 000km TS: 9036 km/s Power 4-4 RM 3 ROF 5 4 4 4 3 2 2 1 1 1 1
Fighter Laser Fire Control (1) Max Range: 120 000 km TS: 25000 km/s 92 83 75 67 58 50 42 33 25 17
Bremse reactor (1) Total Power Output 5 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Prinz Eugen class Cruiser 5 750 tons 421 Crew 1244.5 BP TCS 115 TH 500 EM 0
4347 km/s Armour 10-28 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 15
Maint Life 4.41 Years MSP 2271 AFR 132% IFR 1.8% 1YR 189 5YR 2830 Max Repair 280 MSP
Magazine 555
Magnetic Confinement Fusion Drive E4 (4) Power 125 Fuel Use 40% Signature 125 Armour 0 Exp 5%
Fuel Capacity 100 000 Litres Range 78.2 billion km (208 days at full power)
Krieg-2 Launcher (5) Missile Size 3 Rate of Fire 15
Krieg-2 Fire Control (1) Range 83.2m km Resolution 100
Krieg-2 (185) Speed: 20 800 km/s End: 60m Range: 74.9m km WH: 9 Size: 3 TH: 145 / 87 / 43
Krieg-2 Active Sensor (1) GPS 28000 Range 308.0m km Resolution 100
ECCM-1 (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
Don't worry, as a few updates will prove from now, I'm an idiot ::)
I forgot MFCs had resolution, basically... I won't say yet what exactly that got me for my troubles, though x.x :-[
My newest campaign features me picking an incredibly stupid location for a homeworld.Do you have any gas giants with your star, and closer to the center. If you do there are points associated (lp) which can be used as inter system jump points.
We embarked upon a quaternary system. What I didn't foresee is that the homeworld I chose, being on the third star in the system, was 15,000 AU from the center.
Naturally, all of the jump points are. . . in the center.
Do you have any gas giants with your star, and closer to the center. If you do there are points associated (lp) which can be used as inter system jump points.I restarted that campaign pretty much immediately after that posting, because no, I did not.
Good Luck
Brian
The RNG is really bad about giving you useful researchers. Generally it picks specialties like this:
50% Biology
20% Defensive Systems
10% Sensors
10% Energy Weapons
5% Construction/Production
4% Missile Weapons
1% Power/Propulsion
Oh, and accidental deaths:
1% Biology
4% Defensive Systems
5% Sensors
10% Energy Weapons
10% Construction/Production
20% Missile Weapons
50% Power/Propulsion
In related news, I had a (actually kind of useful in this case) sensor researcher (20% level 5)with a terminal disease die in an accident at exactly the same time as a new sensors (25% level 5) showed up. I figure it was his protegee looking for a promotion.
At least you took out the rammer.
In mine, the NPR the next system over have been more or less destroyed (at least their space presence) by a certain organic spoiler race, and I'm gearing up to fight them. Haven't decided how to tackle the little guys and their pesky mesons. Maybe fighters with reduced-size lasers? I'm hesitant to use missiles, given how expensive they are and how fast the little buggers are.
For my fiction game not much is happening. Got around to making ship designs only to realize I don't have any engines.
Top of the industry/everything window, like, top of the border?Duh, never looked there. Thanks.
Scroll down on that terraforming list, and you just might find a special gas that will help with your high temperature needs.I know, there is Anti-Greenhouse Gas...whatever that may be.
I just had a planetary population of 400,000 surrender 4 divisions worth of troops to a single vault of robotic guardians. In somewhat related news, 400,000 "volunteers" for hostile environment colonization have been disembarked onto a nearby iceball.Better bring a lot of fuel, a TV, all seasons of "Friends" and popcorn.
Oh and in the absurd star system department I have a system with 7000 days travel time between a jp and said outer secondary star at 4000 km/s.
And now for an opposing view to the previous 2 posts.Of course you could do it for RP reasons. But it is simply NOT the solution of all your ressource problems.
I would put some mines there and gradually increase their number over time. Sure it's low accesibility, and your survey team may not accomplish much; but set a freighter on a slow recurring run and you always have something coming back to homeworld. I suppose I don't take the advice of my economics advisors very well, due to the hi probability of lopping the heads off my bean counters. As Eternal Emperor, if I want it there, so shall it be there. Sometimes it's not just about the numbers. :)
I've been going strong for these last 50 years or so in my own little isolationist empire. Aside from a few precursor defended systems, which I avoided, I have been colonizing and terraforming and surveying and have not encountered any resistance and have now witnessed 50+ systems with full survey data on 40 of them and 8 colonies across 5 systems totaling about 750mil people. I have strangely poor resource distributions and survey teams with, apparently, poor leadership so I have avoided missiles and focused on guass/rail/beam designs for my fledgling military.
I've built out two attack fleets which each consisted of a flag/jump/sensor cruiser flanked by a pair of destroyers well outfitted with ciws and assorted railguns set for PD, two attack cruisers with longer range railguns and higher speed to chase down prey and four smaller frigates (pre-FAC concept). Each fleet sported a total loadout of 24 rainguns and 4 CIWS. Railguns with tracking speeds of around 14,000 km/s, ranges of 200k and 10 second firing speeds. The lead designers for the fleets figured such a loadout would be able to weather anti-ship missile bombardments until the enemy combatants had expended their magazines and have the attack cruisers close the range with superior speed for final railgun assaults. (this is, btw, the first military engagement I have tried to conduct since playing aurora)
My first goal was to clear a suspect presence in a system which had an identified wreck and 4 2 colony cost planets ripe for terraforming. I left one fleet as Jump defense and closed in on the site of the wreck with the other fleet. Active sensors engaged it was painfully obvious that I need to vastly increase the range of my active as 48m is no where near sufficient for a safe operating sight-line and I had to move in dangerously close to the planet to inspect it.
Still 200m km from the planet sensors detected an approaching hostile inbound with active sensors engaged at 48000 km/s! OMG!. Issued an immediate about-face in travel in an attempt to lengthen the range of my railgun and my still green fleet faltered in the maneuver. Before I had even come to a stop the approaching inbounds reached AMM sensor range and were identified as 48 size 2 warheads. With my ships not even stopped, railgun range woefully inadequate and approaching missiles 4 times faster then anticipated the approaching missiles were going to cross the entire range of my railguns in only a few seconds. My two destroyers still couldn't find the brakes, let alone the trigger switches on the fire controls, the two cruisers had responded to the command to reverse course but hadn't readied defenses and my four lone frigates, which were fully trained were the only ones to man stations in time to try and get a lock on the incoming targets only to find out that with a calculated 0% chance to intercept there was no point in even trying. All 48 missiles slammed into the flagship cruiser in one salvo. Review of logs show she weathered 30 hits before an engine went critical and caused a secondary size 20 explosion which ended her misery.
The death of the flagship knocked some sense into the crews and they finally got themselves coordinated to reverse course. My rear admiral and 150 crew made it to life pods and being most of the fleet hadn't even finished turning around yet it was easy to collect the survivors. There were no additional salvos detected and the surviving crews finally started breathing again as we raced toward the relative safety of the jump point.
Further review of mission files by HQ have deduced that since there was no pursuit the enemy combatant must have been a PDC or Orbital with vastly superior technology to that of my own. The initial salvo had to have been made at the extreme edge of enemy missile range and my course reversal likely took us out of engagement range before a second salvo was fired.
Military designers and researchers have been in closed door sessions for days now trying to figure out how to recover from this debacle. Obviously, extensive military redesigns and refits are going to be in the works once new technologies are developed. The one and only positive in this whole mess is that no jump capable enemies have been discovered or the Terrans would be in very big trouble. All survey work has been stopped and all jump gates being monitors closely given the vulnerability of the fleets.
So, what do you guys think? Where do I focus my designs to have a chance with this thing?
Random Semi-related question.
How many warships do you guys actually construct? Do you have one Fleet active with around 20 or so ships or lots of smaller groups? I'm not exactly new to the game but I've never really gotten past building my first Missile Cruiser/Sensorship/PD Cruiser and I've never had to use PD yet. I've also never really designed any other tech apart from missiles due to range constraints, is it worth my time looking into beam ships? If so what kind of role are they actually used for seeing as missiles seem to be the best weapon.
Sorry if this is the wrong place to ask but you guys were on about military so I figured I'd ask here :3.
Random Semi-related question.
How many warships do you guys actually construct? Do you have one Fleet active with around 20 or so ships or lots of smaller groups? I'm not exactly new to the game but I've never really gotten past building my first Missile Cruiser/Sensorship/PD Cruiser and I've never had to use PD yet. I've also never really designed any other tech apart from missiles due to range constraints, is it worth my time looking into beam ships? If so what kind of role are they actually used for seeing as missiles seem to be the best weapon.
Sorry if this is the wrong place to ask but you guys were on about military so I figured I'd ask here :3.
Great question, probably more suited to the academy section though. I do ship building in rounds. My first ship building is typically just rag-tag patrol boats, able to fire off a couple missiles and designed to die rather horribly.
The second round of ship building gets a few 15k ton range ships, and a range of smaller ships, my first gen fleet usually has 20 ships, all single role vessels. I tend to have groups of 20 ships. I like a couple AMM vessels, and turreted beam ships. Main line cruisers lob big missiles, usually just 3 big cruisers or so, and then smaller corvettes-- five or 6, that shoot smaller missiles. And a sensor boat.
With regards to missiles and beam weapons, missiles are totally awesome massive-ranged purveyors of death and will work fantastically right up until your magazines go dry and your once-mighty warship is now nothing more than a target. Getting missile reloads to a battlefront means significant logistical overhead, and I have more than once used the vast majority of my homeworld's missile stockpile on a protracted campaign. The gist is that they're the absolute stars of the show tactically and a pain-in-the-ass strategically.
Beam weapons, by comparison, require knife-fight ranges and will keep on ticking as long as they (and their reactors) aren't exploded. Having beam-elements in the fleet is great for picking off wounded or already-weak enemies, and can be a life saver if the enemy's own beam ships manage to close. I don't have a ton of experience and haven't exactly run any numbers, but my impression is that beams will generally deal out more damage faster than a missile ship with similar tonnage devoted to weaponry, which is useful in some situations.
Generally speaking, a fleet should have both - beams are a great way to save ammo and can help you cut your way out of a pinch.
I take a balanced approach to beam vs missile in every game. I love lasers, I'm now enamoured with gauss PD (no reactors!), but to use them you have to fly through a hailstorm of death and destruction until you close to range, which means heavy armor, lots of engines, preferably shields, and PD escorts.
All quite doable, but for that first fleet, I forgo them entirely and pursue them only after the gen1 fleet is complete.
The number of warships depends a lot on the size of ships you are constructing... which depends a lot on your game setup, your level of industry and technology, mineral inputs, etc.
Big warships are generally better, but theres all sorts of potential inefficiences and problems. You need big, expensive yards with big, expensive retooling costs. Jumpdrive research costs explode after like drive size 35-45, especially for the early game... so its hard to develop those large drives. And when you do build those jump vessels, I end up with the problem of them being too rare and valuable to commit to jumppoint assaults.
I like to target a size I can build a decent quantity of, decently fast. 6000 tons is what I used in my latest Conventional game for my first and second generation warships. Having at least several squadrons (2-4 ships each) of a ship class gives a great deal of flexibility in terms of training and deployments. If you have only a couple squadrons of larger vessels, you can end up with a situation where you can't refit or overhaul one squadron because it's needed for defense while the other squadron is probing or attacking.
Random Semi-related question.
How many warships do you guys actually construct? Do you have one Fleet active with around 20 or so ships or lots of smaller groups? I'm not exactly new to the game but I've never really gotten past building my first Missile Cruiser/Sensorship/PD Cruiser and I've never had to use PD yet. I've also never really designed any other tech apart from missiles due to range constraints, is it worth my time looking into beam ships? If so what kind of role are they actually used for seeing as missiles seem to be the best weapon.
Sorry if this is the wrong place to ask but you guys were on about military so I figured I'd ask here :3.
My first contact with an NPR was botched and they opened fire on my survey ships destroying both. They then start building a jumpgate to my home system. In retaliation I send in my strongest fleet, blow up the gateship, and split my fleet into two groups. My main fleet and my bombardment cruisers and escorts. After the bombardment I plan on sending in my troops to capture the system
Wow, in my newest game, I think I just found my new capital.... ;D
Lalande 21185 A II
Colony Cost 0
Duranium 62,005,250(.9)
Neutronium 76,317,300(.3)
Corbomite 17,040,300(.2)
Tritanium 4,164,256(.2)
Boronide 58,982,400(.3)
Mercassium 38,292,740(.1)
Vendarite 8,956,756(.5)
Sorium,81,432,580(.5)
Uridium 10,036,220(.1)
Corundium 11,943,940(.4)
Gallicite 22,127,620(.1)
800 Ton bugs with a tiny thermal sig. Plasma ships have 100-Resolution (5000 ton) sensors. The tiny buggers don't show up on thermals until about 1 mil out, and active about 800km out. That still would have been *decent* notice, but a bug (other kind of bug) stopped them from showing up on the system map when I zoomed in. Thinking the path was clear, I pulled a 5-day increment, which was enough to put them well in firing range. (A measly 80k km, information gleaned while the first three ships were dying. )Classic. The very first game where I met the same critters I had the exact same problem. After that I've always used 3 different active sensors instead of just two.
I killed the last of the pursuers a few minutes ago. Currently moving back to the starting position, wiping up all of the cripples that separated from the pack left behind.
Systems like this really mess with my OCD. Any idea how hard it is to logically arrange systems in the galactic map with this mess?
(http://i136.photobucket.com/albums/q163/noyrex/Untitled.png)
Ugh, the next system tree I explored netted me a system with 11 JPs in it. My poor Galactic map. *twitch*
Edit: Well, doesn't seem like there's any ships.
But... I think one of my survey ships just found some mines. Darn.
So long, survey ship.
...Wait a second, it's still alive?
So... there's just sensors on a world for no reason?
Doubtful he found mines. Look closely at the logs. He probably discovered some missiles via point-blank inspection.All it says is "New Thermal Contact! Strength 5 Active Sensor S0.525/R80 (New)."
Just conquered my first planet from a low-tech NPR.
Turns out, there are no factories, no mines, nothing at all on the planet! I just got a planet with 380 Million of these little buggers:
Species: Mazatlan
Gravity: 0.52 to 1.55
Oxygen: 0.081 to 0.325
Temperature: -67.5 to -11.5
Damn! They would surely love Siberia. I could use them on so many planets, where I would just have to add 0.081 oxygen to the atmosphere and that's it!
But do I really want to make them an equal species to my humans? Or even the dominant race?
Something to think about while I am at work tomorrow...
Yes. But if it was an outpost, how did I survey the planet completely without being interrupted again? I just ran away from it for a little bit, the sensor disappears, I return, and it's not there anymore.
Well 4 in a row Nebula 6's, 416km/h max. i mean really? 4 in a row?
"Real Stars" has black holes, but no nebulae. "Random" has nebulae, but no black holes.
Good to know. Anyway, when I finally got a gunship there, one more missile salvo was launched, which the gunship destroyed, and then nothing more happened. I still have no clue where the missiles came from; the survey team was called back and found nothing. Active sensors show zip.
Either a leftover trap from a long-gone alien race, or- the more worrisome possibility- there's a cloaked spacecraft watching the task group complete its survey.
From now on, I'm designing my jump capable geosurvey craft with both active sensors and point-defense lasers.
http://i.imgur.com/CR3gD.png
o.O
I think I broke the universe.
What did you Do sir?Travel at almost twice the speed of light.
0 0
_
I'm about to insert an Espionage team onto the Space Toads home planet, in hopes of stealing some useful techs.
How does my disguise look?
(http://i11.photobucket.com/albums/a155/blueemu/RI_033_ToadSuit.jpg)
So, anyone think I should add that to the race pictures? Probably the right-hand one would be better :)
Steve
I just realized that one of my GEO survey squadrons has been on task force training for 5 years. Isnt that a bit much?
i was curious because of the awaiting confirmation that bites us in the butt when we get attacked and orders to run \have to wait for that.
Everyone knows the Survey Corps are expendable ;)
wow, working for you guys must be like working for Vader :)
In the meantime, I've noticed their craft and missiles have incredible speed, but that's about it- they're overloaded on engines and warheads, and don't have room to pack ammo for a sustained assault. Therein lies the key. I'm researching better thermal sensors to give my AMM a chance to intercept, and ECM to force them to close to a range to where they can't escape my ASM counter-assault.
...I did a conventional start and started my first SY pn cont cap Expansion...... 40 in game years ago.... it nows has over 2 million tonnes of capacity.... what should i do with it?..... I don't think ihave the minerals for a Ship that BIG!...... be fun if i wer to build one though, anyone for a two million ton orbital habitat armed with hundreds of missile launchers and lasers?
I think it's obvious what you should do with it; make it bigger! ;D
I had a game that went almost 100 years where I wound up building a massive 4m+ ton shipyard. Used it to construct a couple enormous freighters and colony ships. Creating new colonies was never so easy as after that, it was awesome.
Oh, but for the record you don't need a shipyard for orbital habitats, they get built directly by industry.
8th May
Empire of the Rising Sun - Promising New Officer - Tokyo - Chikanatsu Ai has joined your army officer corps. Political Reliability 30%. Promotion Score 900
She might be useless in a fight, but boy, is she cute!
=(
Perhaps I can find a replacement battalion to stick her in and use for parades.
Apache class Missile Boat 1,600 tons 191 Crew 252.6 BP TCS 32 TH 160 EM 0
5000 km/s Armour 1-12 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 12
Maint Life 2.45 Years MSP 49 AFR 40% IFR 0.6% 1YR 11 5YR 169 Max Repair 64 MSP
Magazine 104
GB Magneto-plasma Drive E90 (1) Power 160 Fuel Use 900% Signature 160 Armour 0 Exp 15%
Fuel Capacity 50,000 Litres Range 6.3 billion km (14 days at full power)
Size 4 Missile Launcher (3) Missile Size 4 Rate of Fire 60
LR Missile Fire Control FC115-R100 (1) Range 115.2m km Resolution 100
Valkyrie LR Size 4 Anti-ship Missile (24) Speed: 23,200 km/s End: 35.9m Range: 50m km WH: 4 Size: 4 TH: 108 / 65 / 32
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
Fletcher class Destroyer Escort 6,800 tons 641 Crew 1446.2 BP TCS 136 TH 360 EM 0
2647 km/s Armour 1-31 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 12
Maint Life 0.4 Years MSP 133 AFR 369% IFR 5.1% 1YR 330 5YR 4944 Max Repair 192 MSP
Magazine 196
Ion Engine E9 (6) Power 60 Fuel Use 90% Signature 60 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 29.4 billion km (128 days at full power)
CIWS-120 (1x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Size 1 Missile Launcher (12) Missile Size 1 Rate of Fire 15
AMM Missile Fire Control FC28-R1 (4) Range 28.8m km Resolution 1
Talon Size 1 Anti-missile Missile (196) Speed: 36,500 km/s End: 0.9m Range: 2m km WH: 1 Size: 1 TH: 194 / 116 / 58
Missile Active Search Sensor MR11-R1 (1) GPS 192 Range 11.5m km Resolution 1
LR Active Search Sensor MR96-R100 (1) GPS 16000 Range 96.0m km Resolution 100
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
Valliant class Troop Transport 4,600 tons 157 Crew 324.8 BP TCS 92 TH 240 EM 0
2608 km/s Armour 1-24 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 0.74 Years MSP 44 AFR 169% IFR 2.4% 1YR 60 5YR 894 Max Repair 60 MSP
Troop Capacity: 1 Battalion Drop Capacity: 1 Battalion Cargo Handling Multiplier 10
Ion Engine E9 (4) Power 60 Fuel Use 90% Signature 60 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 43.5 billion km (192 days at full power)
This design is classed as a Military Vessel for maintenance purposes
East-Asian Federation in my game has only five Civilian Administrators - all female and aged between 21 and 26.Do they all have political bonuses? Clearly someone up there really likes... *blam*
Do they all have political bonuses? Clearly someone up there really likes... *blam*
Move along, nothing to see. We welcome our loli masters.
Shouldn't that be "mistresses"?Yes, that is right. The agent responsible for it has already been replaced.
8th MayI stuck her in a replacement battalion. When I got a few more officers, guess who got promoted?
Empire of the Rising Sun - Promising New Officer - Tokyo - Chikanatsu Ai has joined your army officer corps. Political Reliability 30%. Promotion Score 900
She might be useless in a fight, but boy, is she cute!
=(
I have this hub system with 10(!) jump points 2 jumps from sol. I've explored 7 of them. So one fine day as my geosurvey ship was returning from one of the systems beyond it, it noticed a jump gate on jump point 8, which was unexplored. It wasn't there the last time one of my ships was in system and I never saw the builder. But then, my survey ships have crappy TH sensors. Please don't let it be a bull-headed, guns-ablazing NPR.
I jumped in aaaaaaaaand
Why not? It's sooooo much easier if they declare war n you first, i tend to try and justify my actions and 10 years of irritating them and blowing up the occasional "pirate" of theirs. Though I tend to only fight smaller nprs in their home system.... with lot's of 9000 ton destroyers. Still,wheres the fun if you can't give yourself a reason I.E hostile first contact, for overmilitarising your terriories and aquiring billions o alien slaves.
Should I be worried?
(http://leet.cc/360Untitled.png)
No, it's the 50000 maintenance supplies. lolIt's just the 68 000 ton Kirov I - class Battlecruiser
68,000 tons? I'd imagine she's (or should I say he's?) fully functional and battle worthy.
I really hope that 5.7 offers us provisions for absurdly sized military craft without needing to game the system.
Your Kirov I, is it a functional bit of hardware or just RP fun?
Kirov class Battlecruiser 66000 tons 7556 Crew 27313.25 BP TCS 1320 TH 750 EM 0
7102 km/s JR 3-50 Armour 9-145 Shields 0-0 Sensors 24/1/0/0 Damage Control 287 PPV 355.68
Annual Failure Rate: 366% IFR: 5.1% Maintenance Capacity 50958 MSP
Flag Bridge Magazine 3001
J66000(3-50) Military Jump Drive Max Ship Size 66000 tons Distance 50k km Squadron Size 3
M-Class Pokrovsky Fusion Drive - 1000 (50) Power 187.5 Fuel Use 60% Armour 0 Exp 35%
Fuel Capacity 1 000 000 Litres Range 45.5 billion km (74 days at full power)
AKM-850M10 (8x12) Range 1000 km TS: 32000 km/s ROF 5 Base 50% To Hit
Twin 600mm G.C. M3 Turret (4x12) Range 60 000km TS: 7000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Turret Firecontrol T9K R60K (2) Max Range: 120 000 km TS: 9375 km/s 92 83 75 67 58 50 42 33 25 17
Size 9 Missile Launcher (30) Missile Size 9 Rate of Fire 40
"Tor" MT-2 Missile System (8) Missile Size 1 Rate of Fire 5
MFC-48 (2) Range 138.2m km Resolution 16
PD-3 Missile launch control (4) Range 17.3m km Resolution 1
OSA-CA (148) Speed: 89 600 km/s End: 7.8m Range: 42m km WH: 1 Size: 1 TH: 1344 / 806 / 403
Chaser - V (317) Speed: 62 200 km/s End: 26.8m Range: 100m km WH: 20 Size: 9 TH: 642 / 385 / 192
Thermal Sensor TH1-24 (1) Sensitivity 24 Detect Signature 1000: 24m km
Nikolai Radar System MR460-R100 (1) GPS 19200 Range 460.8m km Resolution 100
RS-3 Radar system (1) GPS 132 Range 31.7m km Resolution 1
ECCM-4 (4) ECM 40
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
One of these days my other concept campaign may get off the ground, too- "25 Systems... of Terror!" Known star systems, 25 max, with 3 nprs to start with. Things should get interesting quickly.
Intersting concept, i think i will try it. Conventional start? You will try to be peaceful and diplomatic?You can, if you want. :D Concept's up for grabs, play how you like.
The game I'm currently in I set max systems to 10 and had 2 starting NPR's, a computer generated one and humans that I set on earth manually.
Although for some reason the game currently has significantly more than 10 systems.
I might be wrong on this, but I seem to remember that if you use real stars the limit doesn't apply.I didn't
92 moons and planets in one system. 3 with minerals and one of those is a gas giant with 300,000 Sorium.
That's actually fairly low for a gas giant.
That's actually fairly low for a gas giant.I think he's pointing out the abysmal quantity of minerals in the system.
How you have all that in 2025
General survey reports in my current game: Massive, massive deposits of minerals, a million tonnes of a single mineral is the low end, and most SBs with minerals have 5 or more different ones in deposits somewhere between 10 and 30 million tonnes each.
Availability: 0. 1
Inevitably, with the occasional peak of maybe 0. 4 or something.
By the way, did Steve control each and every human faction in his NATO vs USSR, and in Trans-Newtonian games?
Is it possible to create A.I controlled nations on start on earth in SM and then try to pave a way into space without every nation on planet earth declaring war on everyone and their grandmother immediately?
yes, which is why he had the factions in TN campaign almost annialate each other and then merge them into one Terran Comminwealth when he got tired of managing all of them.
If I remember correctly there is a bit of a problem with factions declaring war on each other and nuking terra into oblivion on a regular basis. I guess the NPR never had a check to see if nuking the planet would also nuke themselves.I think that's fairly realistic actually.
[SNIP] (can that be successfully done: give control back to the computer [SNIP]?)
It's not possible to turn a player-operated race into a computer-operated one.
While uncovering the massive abandoned installations on Mars ( Abandoned intact cities - 2700 instalations ) I got . . . mining production from 20 tones to 60 tones in 4 months.
Oh how I wish for a better AI hint hint :D
Be careful what you wish for :)
Steve
I have a VERY annoyingly helpful NPC ally. He has several warships parked around Earth, not a big deal, I roll-play they are there to escort all the cargo ships plying between us. The problem comes that I am excavating a BIG ruin on Mars and hit robot defenders pretty often. The NPC then flies over and helpfully nukes the bad guys. This doesn't hurt my colony but does run the dust/radiation levels on Mars up like crazy. I also have to SM my diplomacy rating back up because my population rightfully get a bit pissed at this.
I have encountered an NPR after cleansing 2 systems from spoilers. They are in the pre-space age and they completely ignore me. My relation with them is cca at 800 points. I've proposed them a trade treaty, friendly status and geo-data sharing, but they did not reciprocated. I have a feeling, that they would fire at me if they could. Maybe they're are trying to launch big rocks at me with catapults, but they always fall back at them. :D
My galactic domi... friendship can not be refused. I'm considering a punitive expedition. ;D
I have a VERY annoyingly helpful NPC ally. He has several warships parked around Earth, not a big deal, I roll-play they are there to escort all the cargo ships plying between us. The problem comes that I am excavating a BIG ruin on Mars and hit robot defenders pretty often. The NPC then flies over and helpfully nukes the bad guys. This doesn't hurt my colony but does run the dust/radiation levels on Mars up like crazy. I also have to SM my diplomacy rating back up because my population rightfully get a bit pissed at this.
I have a VERY annoyingly helpful NPC ally. He has several warships parked around Earth, not a big deal, I roll-play they are there to escort all the cargo ships plying between us. The problem comes that I am excavating a BIG ruin on Mars and hit robot defenders pretty often. The NPC then flies over and helpfully nukes the bad guys. This doesn't hurt my colony but does run the dust/radiation levels on Mars up like crazy. I also have to SM my diplomacy rating back up because my population rightfully get a bit pissed at this.Oh my, that's hilarious!
Being worried about my bestest Admiral here, the age is weighting her down and her health is playing tricks on her. Seeing my special little flower go is going to hurt.
(http://i47.tinypic.com/34q0bi0.png)
Finished my Hunters of Dawn campaign - my 100 star universe is now as empty as my wallet :D
That's not age weighing her down. It's all those medals!I am following soviet conventions damnit, don't you know that the reason good commanders are rewarded so much is because the layers of medals count as armour against assasin's bullets?
So you read Ian Douglas too? :)
Steve
I am following soviet conventions damnit, don't you know that the reason good commanders are rewarded so much is because the layers of medals count as armour against assasin's bullets?
I don't see how that necessarily follows seeing as to how most assassin's were dispatched by the people awarding the metals. :PNo, no no no. Just no.
I'm having fun integrating the remains of some 1500 million aliens, now down to 664 million after two months of missile bombardment by prespoilers, the atmospheric dust content is 767 and the radiation level is 2008... amusingly enough.. anyways their entire military industrial complex has been wiped out except for a small amount of mines, around 12 CF's and a few ground units i murdalised in order to provide " Peace-keeping and disaster assistance", i've managed to transfer around 4000 infrastructure, some mines and CF's and a few sensor posts... as well as 2 million human colonists ( THANKS ALOT CIVIES.)
The Holy Terran Unity is now The Holy Galactic Unity.
In order to pacify the system i sent in 8 12000 ton assault ships with 10 layers of armour, half armed with basic lasers and half with missiles. I jumped the fleet in system only for it to slowly be picked apart by enemy fire from about 12 million klicks outside missile range. Somehow after bombarding the planet with almost 200 missiles they still had enough to blast my ships apart ramming the last 2 combat ships, 2 survey vessels as they tried to flee the system and 5 JCS' who continued to jump into the system under Build JG Anywhere orders.
So i sweated for 2 and a half years, designed an Eighty thousand ton dreadnought with enough armor to fit an entire assault ship inside it, to be more specific it has 165 armor columns, a total strength of 2812 and a rating of 17. the assault ships were updated with new tech and gained about a thousand tons, i sent them in aaaaand.... All of the enemy ships in system had died ramming my various vessels. Now i have a fleet of 4 EIGHTY THOUSAND TON USELESS HUNKS OF METAL FIRESOAKS THAT ARE ALREADY MORE OUT OF DATE THAN THE PALEOLITHIC SHELLFISH, 6 ASHM' Missile assault ships and 4 AS Energy armed assault ships.
At the minute i'm developing some destroyer and cruiser classes to phase out the Assault ships and upgrading the dreadnoughts.
Heh, that's a pretty good picture to describe 95% of first contact scenarios.
Wow, only a slice of advice for everybody, never use the Chinese Theme, a wormhole just popped up less than 600m km from my capital, and every other time I used this theme (around 2 times) something really bad happpened, usually early on just like now, so it's best to avoid it unless you like extreme pain and lots of glassed worlds. I heard this theme is cursed somehow, maybe it's true.
Either you are making horrible mistakes or you are just unlucky, I had two succesfull runs with Chinese theme and had actually less trouble than say, with Russia or United Nations for that matter.
Well, maybe I'm just unlucky, though the Chinese (and apparently the Martians in Steve's new game) almost always end up getting stomped by someone. The first time that I played with the Chinese theme, the Star Swarm blocked up my only avenue of exploration with hundreds of FACS.
The second time, the Invaders steamrolled my NPR neighbour in 4 hours with only 2 ships, then they glassed me. Now I got wasted again and didn't even have a chance to fight back since I had just started expansion at the time. I'll try again, but personally, I don't think it's gonna get pretty for me.
*jaw beaks* after reading the last post.
What the heck. I have found out, that one of my officers has a promotion score of 250239 and 1000% fighter combat bonus.
New Honor Harrington rising. :)
(http://i50.tinypic.com/5cip6q.jpg)
(http://i.imgur.com/nmA4goL.jpg)
Does anyone know why this forum insists on automatically adding spaces after each period I enter, after I preview or submit my post? This happened the last time I posted too, and I think it's messing up my image.
My geo teams were horrible, though. They would find nothing on several good mining asteroids and were just worthless. I now finally have a team with a skill higher than a hundred, so hopefully they can pick up the slack.
I couldn't help myself when I saw this in my event log, had to make a meme D:
*HURRR MEMEPICTURE AMICOOLYET?*
Full Size for the text (http://img29.imageshack.us/img29/6913/youdontsayj.jpg)
*edit*
Oh hey, I should read the whole event log before giggling to myself and making pictures :D Just underneath those two lines they find 20m tons of Duranium and 15m tons of Neutronium.
Duranium crash? What's that?
Kind of makes you wish there was a selectable overdrive option?
IRL naval vessels and spaceshuttles don't have overdrive option either.
IRL naval vessels and spaceshuttles don't have overdrive option either.
IRL naval vessels and spaceshuttles don't have overdrive option either.
Actually, I'd like to see an 80% option as normal max speed, with a "redline engines" option to put it to 100%.
I kind of like the idea of an optional 'exceed recommended maximum power' option for the engines. Semi-similar to something I read in Steve's Starfire fiction. You can run the engines like that for short duration but failure potential goes through the roof and when it would fail in an over-driven state the chance to catastrophically fail is increased.Reminds me of the weapons used by soldiers planetside in Evan Curry's Warrior's Wings military space opera series, with the "up to 11" option only known to the special ops soldiers.
The Kangaroos took over, using the lethal wildlife to subdue humanity, and went for the stars :DClose
Now It's an orbital Starbase!
When they rolled out of the shipyard we received the unwelcome message that there wasn't enough fuel for them, but we scrounged a bit and equalized tanks and they were off. The first two jump points have been located, and two of the surveyors have been ordered into the breach!
Just one thing.... the B star is 30 billion km from the jump point...Feeling a little silly about the above as I have started a new game and one of the first systems I explored had a planet 170 trillion km from the star. 30 billion is nothing!
Feeling a little silly about the above as I have started a new game and one of the first systems I explored had a planet 170 trillion km from the star. 30 billion is nothing!170 trillion? Without a working hyperdrive? Even with hyperdrive? :o
Feeling a little silly about the above as I have started a new game and one of the first systems I explored had a planet 170 trillion km from the star. 30 billion is nothing!
Missile Size: 2.9 MSP (0.145 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 27
Speed: 132400 km/s Engine Endurance: 1 minutes Range: 11.7m km
Cost Per Missile: 6.05
Chance to Hit: 1k km/s 3574.8% 3k km/s 1188% 5k km/s 715% 10k km/s 357.5%
Materials Required: 0.25x Tritanium 5.8x Gallicite Fuel x750
Development Cost for Project: 605RP
;D ;D. Poor alien assholes ;)
Update nr 3 : and i've just completed new AMM design ..That's a pretty big AMM. What sort of recycle time do you have on the launchers?Code: [Select]Missile Size: 2.9 MSP (0.145 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 27
;D ;D. Poor alien assholes ;)
Speed: 132400 km/s Engine Endurance: 1 minutes Range: 11.7m km
Cost Per Missile: 6.05
Chance to Hit: 1k km/s 3574.8% 3k km/s 1188% 5k km/s 715% 10k km/s 357.5%
Materials Required: 0.25x Tritanium 5.8x Gallicite Fuel x750
Development Cost for Project: 605RP
That's a pretty big AMM. What sort of recycle time do you have on the launchers?15 seconds. I know its pretty big but i like that insane speed and chance to hit.
15 seconds. I know its pretty big but i like that insane speed and chance to hit.
Update : discovered new system Endicot .
Third planet is Earth like ( without water coz surface temp is -5C ).. Woohoo !! ;D
First planet has 432 M!! Duranium , 200m Neutronium and Corbomite, Boronide 116m, 166m Uridium and 20m Galicite ... Woohoo nr 2 !! ;D
.... all at 0.1 accesibility .... motherfrakker ..... :( ::) :'(
Outside of your home system, larger concentrations of minerals will generally have a lower accessibility.
Wow, just found a niiice planet. EVERY miniral, all in hundreds of thousands concentration, with the accessibility not lower than .5! Found my new colony :PPics/mineral text ?? :>
Which is actually not so tragic considering that i have to develop entirely new type of humans to handle 2.67 gravity of the Manticore A-I planet ... and ofcourse i have to terraform the smeg out of that planet because even without gravity it has a 996C surface temperature and completely toxic atmo - Nitrogen Dioxide 1% and CO2 99%.
I think it would be easier and cheaper to just use automines to get resources from such hostile planet.Probably but i have to establish a military presence in Manticore because its a multiwarp crossroad system between Sol and rest of my colonies. I dont have to set up a "proper" colony, just some SY, ammo factories and fuel rer's.
Probably depends on how many .atms the planet has. If it's a thin atmosphere you could more or less start from scratch with terraforming. Are there no other candidates in the system?
Just checked ... 99 ... fuuuuuuuuuu :rageguy ;) As for other candidates : no - only two gas giants.This is why Aurora needs an option for a planet-destroying death star weapon. Some planets are really asking for it. Then you could use asteroid harvester ships to get the minerals from the debris field.
This is why Aurora needs an option for a planet-destroying death star weapon. Some planets are really asking for it. Then you could use asteroid harvester ships to get the minerals from the debris field.
Ready-C class Destroyer 12,000 tons 300 Crew 2528.2 BP TCS 240 TH 1350 EM 0
7500 km/s Armour 4-46 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 36
Maint Life 1.39 Years MSP 395 AFR 384% IFR 5.3% 1YR 222 5YR 3334 Max Repair 160 MSP
Intended Deployment Time: 24 months Spare Berths 1
100 EP Overcharged Magneto-plasma Drive (18) Power 100 Fuel Use 116.17% Signature 75 Exp 12%
Fuel Capacity 2,250,000 Litres Range 29.1 billion km (44 days at full power)
15cm C3 Ultraviolet Laser (9) Range 192,000km TS: 7500 km/s Power 6-3 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Ready Fire Control Gen2 S08 96-8000 (2) Max Range: 192,000 km TS: 8000 km/s 95 90 84 79 74 69 64 58 53 48
2HS-9P Gas-Cooled Fast Reactor (3) Total Power Output 27 Armour 0 Exp 5%
10HS FAC Detector Gen2 MR51-R16 (1) GPS 2560 Range 51.2m km Resolution 16
It is strange that your cargo ship encountered critical failure as commercial designs don't need overhaul and you only need one engineering space for your commercial ships. Can you post your design?
Your best place to get good accessibility minerals in Sol are comets. You just need some automines and preferably mass driver (one on comet and one on Earth).
Your best place to get good accessibility minerals in Sol are comets. You just need some automines and preferably mass driver (one on comet and one on Earth).
It might be weird but at the point where I designed the freighter I had no other choice then to do this (I don't have a design here as I am at work. Here is some background and explanation:
I started with conventional start so I had only one 7000 worth naval shipyard at the time of designing. I also had only conventional engines so I loaded up the freighter on cargo space (5000 worth) and conventional engines so it would have at least SOME speed – the engines were pretty big and yet very fuel efficient so it worked in effect (I believe it ran on around 40 km/s at the end). However the design was something like 6900 tons already and I could only add about one extra maintenance space. That resulted in the average critical failure rate of around 280% which was really funny to think about but I risked it as I would be waiting another five years for better engines. I also started adding 500 more tons to the shipyard as I knew I would need to refit it immediately when I can. But for now, I thought, it can manage with constant supplies and repairs.
Turns out it was a bad idea. The ship did 20 trips to Mercury and back and then exploded while in orbit of Earth loading up more cargo.
Atlas class Freighter 39,150 tons 172 Crew 673.4 BP TCS 783 TH 1500 EM 0
1915 km/s Armour 1-102 Shields 0-0 Sensors 1/6/0/0 Damage Control Rating 1 PPV 0
MSP 11 Max Repair 75 MSP
Intended Deployment Time: 3 months Spare Berths 1
Cargo 25000 Cargo Handling Multiplier 15
Commercial Ion Drive (5) Power 300 Fuel Use 6.19% Signature 300 Exp 5%
Fuel Capacity 300,000 Litres Range 22.3 billion km (134 days at full power)
The RN/SLR-7 EM Sensor (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
Active Sensor Strength: 10 Sensitivity Modifier: 50%
Sensor Size: 1 HS Sensor HTK: 1
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 5,000,000 km
Range vs 1000 ton object: 200,000 km
Range vs 250 ton object: 12,500 km
Chance of destruction by electronic damage: 100%
Cost: 10 Crew: 2
Materials Required: 0x Duranium 10x Uridium
Development Cost for Project: 100RP
Active Sensor Strength: 30 Sensitivity Modifier: 50%
Sensor Size: 3 HS Sensor HTK: 1
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 15,000,000 km
Range vs 1000 ton object: 600,000 km
Range vs 250 ton object: 37,500 km
Chance of destruction by electronic damage: 100%
Cost: 30 Crew: 6
Materials Required: 0x Duranium 30x Uridium
Development Cost for Project: 300RP
Active Sensor Strength: 50 Sensitivity Modifier: 50%
Sensor Size: 5 HS Sensor HTK: 1
Resolution: 160 Maximum Range vs 8000 ton object (or larger): 31,620,000 km
Range vs 1000 ton object: 494,063 km
Range vs 250 ton object: 30,879 km
Chance of destruction by electronic damage: 100%
Cost: 50 Crew: 10
Materials Required: 0x Duranium 50x Uridium
Development Cost for Project: 500RP
Missile Size: 10 MSP (0.5 HS) Warhead: 36 Armour: 1.5 Manoeuvre Rating: 12
Laser Heads: 4
Speed: 96000 km/s Engine Endurance: 3 minutes Range: 17.6m km
Active Sensor Strength: 0.3744 Sensitivity Modifier: 240%
Resolution: 80 Maximum Range vs 4000 ton object (or larger): 800,000 km
Cost Per Missile: 22.275
Chance to Hit: 1k km/s 1152% 3k km/s 384% 5k km/s 230.4% 10k km/s 115.2%
Hi all! My first time commenting in this thread, so I'll update you on the status of the universe from my perspective.
I've encountered another species. The one and only other species so far. It appears that they are VASTLY behind me in tech. I would make peace with them, as I see no need to eliminate them. . . except that they live close enough to my homeworld (Earth) that they keep trying to send ships through it, and also making suicide runs against Earth. They do this often enough that my diplomacy team can't get them to neutral on their side.
As such, I am going to take them out.
I spent a long time trying to find their homeworld, because it wasn't exactly clear where they were coming from. I'm a new enough player that I questioned where they came from, despite seeing which gate that they came through. This was primarily because the gate they came through led to a dead end. I tried surveying the area again, but did not know that I had to reset the survey (and couldn't find a button that suggested I could - Thanks for fixing this in 6. 3 Steve!). Once I finally managed to reset the survey, my survey ship found the jump point. . .
The problem is that as soon as they found it, my jump gate construction ship ran over to build a gate. This was fine for my side of the jump point. . . but for some reason still unknown to me, my gate ship decided to go through the newly built gate and build a gate on the other side of this UNEXPLORED jump point. So far as I know, no one is supposed to go through unless ordered.
Anyway, since my gate ship went through, I sent my primary fleet in too.
My primary fleet consists of:
1 supercarrier (84,000 ton beast that holds 45 bombers, 20 PD missile launchers on 4 FCs, a quad laser turret, and enough missiles to take out a planet)
2 missile cruisers (~30,000 tons - 160m km range 8WH missiles)
2 destroyers (~20,000 tons - 4 dual laser turrets, 2 fire controls)
4 frigates (~15,000 tons - 2 single laser turrets)
4 escorts (~13,000 tons - point defense, 2 launchers, 1 FC)
Of course, I realized just after I clicked 5 seconds, that my primary fleet was now TRAPPED in that system until the gate was completed. This also happened to be their home system. Fortunately, I have a massive tech advantage. My missiles are 160m km range, theirs are about 40m km. Their active sensors are just 600k km, mine are almost a billion. My laser range is 128k km, theirs is very very short.
In fact, up until recently, I hadn't lost a single ship. The initial engagements were primarily at extreme range. Missiles and bombers hitting them. I eventually ran out of my anti-ship missiles. This means we have to get closer.
As a result of getting closer, they actually launched some missiles at me, which scared the hell out of me. They came at me with 136 "fast" attack craft ("fast" because they moved at about 1/4 my carrier's speed). These launched 136 salvos of 2 missiles each! These missiles were fairly slow (~6000 km/s) and my carrier moves about 4500 and is the slowest warship in my fleet. I immediately turned to match their course to make certain I had maximum time to shoot down the missiles. I ran my escorts and PD systems on the carrier at FULL capacity (I even phased them so I was firing every 5 seconds), and managed to shoot down every. last. one. Thankfully, my PD missiles had a 100% chance to hit every time. When I finished, I chased down the ships that had fired them at me. Destroying those 136 ships was a test of patience, but a very satisfying result.
Their latest wave is where I have had some issues. They are still slow, but they seem better armed. Not in range, mind you, but in power. I got too close, and in one barrage from 3 ships, they had destroyed one of my frigates. Breached my shields and armor. . . and destroyed the whole ship in one 5 second pulse. They must have had a dozen beams on the ship. That explains the slow speed and the 600k km active sensors. Anyway, I won't make that mistake again. I am only attacking them from outside 50k km now. They can't even touch me out there.
Anyway, that's the news from Mu Cassiopeia.
I love the depth this game presents. :)
B-1 Tiger class Bomber 220 tons 1 Crew 36 BP TCS 4.4 TH 40 EM 0
9090 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.5
Maint Life 10.37 Years MSP 10 AFR 3% IFR 0.1% 1YR 0 5YR 3 Max Repair 10 MSP
Intended Deployment Time: 0.1 months Spare Berths 9
Magazine 10
20 EP Magneto-plasma Drive (2) Power 20 Fuel Use 69.18% Signature 20 Exp 12%
Fuel Capacity 5,000 Litres Range 5.9 billion km (7 days at full power)
Size 5 Box Launcher (2) Missile Size 5 Hangar Reload 37.5 minutes MF Reload 6.2 hours
Missile Fire Control FC5-R100 (50%) (1) Range 5.0m km Resolution 100
Tomahawk ASM Mk 2 (2) Speed: 22,400 km/s End: 121.2m Range: 163m km WH: 8 Size: 5 TH: 74/44/22
CG Blake class Missile Cruiser 27,450 tons 891 Crew 4932 BP TCS 549 TH 3000 EM 600
5464 km/s Armour 4-81 Shields 20-400 Sensors 1/1/0/0 Damage Control Rating 78 PPV 40
Maint Life 8.14 Years MSP 8760 AFR 77% IFR 1.1% 1YR 235 5YR 3523 Max Repair 800 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 1000
1000 EP Magneto-plasma Drive (3) Power 1000 Fuel Use 34.94% Signature 1000 Exp 12%
Fuel Capacity 2,000,000 Litres Range 37.5 billion km (79 days at full power)
Gamma R400/192 Shields (10) Total Fuel Cost 80 Litres per hour (1,920 per day)
Size 5 Missile Launcher (8) Missile Size 5 Rate of Fire 75
Missile Fire Control FC720-R100 6/16 (1) Range 720.0m km Resolution 100
Tomahawk ASM Mk 2 (200) Speed: 22,400 km/s End: 121.2m Range: 163m km WH: 8 Size: 5 TH: 74/44/22
Active Search Sensor MR480-R100 6/16 (1) GPS 80000 Range 480.0m km Resolution 100
CV Argus class Carrier 84,000 tons 2239 Crew 14833.4 BP TCS 1680 TH 7000 EM 1200
4166 km/s Armour 6-170 Shields 40-400 Sensors 300/1/0/0 Damage Control Rating 132 PPV 54.87
Maint Life 5.44 Years MSP 24568 AFR 427% IFR 5.9% 1YR 1391 5YR 20869 Max Repair 800 MSP
Intended Deployment Time: 12 months Flight Crew Berths 97
Flag Bridge Hangar Deck Capacity 10000 tons Magazine 2420 Cryogenic Berths 200
1000 EP Magneto-plasma Drive (7) Power 1000 Fuel Use 34.94% Signature 1000 Exp 12%
Fuel Capacity 3,000,000 Litres Range 18.4 billion km (51 days at full power)
Gamma R400/192 Shields (20) Total Fuel Cost 160 Litres per hour (3,840 per day)
Quad 15cm C2 Near Ultraviolet Laser Turret (1x4) Range 128,000km TS: 16000 km/s Power 24-8 RM 3 ROF 15 6 6 6 4 3 3 2 2 2 1
Fire Control S16 64-12000 (1) Max Range: 128,000 km TS: 12000 km/s 92 84 77 69 61 53 45 37 30 22
Stellarator Fusion Reactor Technology 0.1 (15) Total Power Output 9 Armour 0 Exp 5%
PD Missile Launcher (20) Missile Size 1 Rate of Fire 15
PD Missile Fire Control FC144-R1 6/16 (4) Range 144.0m km Resolution 1
Tomahawk ASM Mk 2 (400) Speed: 22,400 km/s End: 121.2m Range: 163m km WH: 8 Size: 5 TH: 74/44/22
Ares AMM Mk 2 (420) Speed: 28,000 km/s End: 48.5m Range: 81.5m km WH: 1 Size: 1 TH: 140/84/42
Active Search Sensor MR480-R100 6/16 (1) GPS 80000 Range 480.0m km Resolution 100
Active Search Sensor MR48-R1 (1) GPS 800 Range 48.0m km Resolution 1
Thermal Sensor TH50-300 (1) Sensitivity 300 Detect Sig Strength 1000: 300m km
Strike Group
45x B-1 Tiger Bomber Speed: 9090 km/s Size: 4.4
Note that the carrier has no size 5 launcher. It relies on it's bombers for that. I just found out that having selected some planet and creating a team (geo, diplo, etc) in Academy (eg Earth Academy) is possible to relocate those officers instantly on those selected planet (magic, teleportation, etc).
Is it bug or feature?
OK. Let it be.
Anyway I just got my first fight. Lost a ship really fast, destroyed a few ships later.
And where is a hall of my dead heroes? My brave captain just passed away? No one will salute him anymore ;)
I was just curious if there is some place like Heroes Of Empire Hall, where memorable officers could have some place.
Highly rated dead officers?
Some casualty table should be also welcome: lost 2345 soldiers\sailors vs 334434 alien soldiers ;)
The sensor report says they have 25 ground strength. I'm guessing that means 25 battalions, plus who knows how many in PDC barracks.
I'm guessing "exposed" means those not in PDC barracks? 25 seems an extremely low amount, even for low tech. Especially considering the vast quantity of PDCs they have.Unless that vast quantity of PDCs also have barracks right? Then almost none of the troops would be exposed. :)
I'm guessing "exposed" means those not in PDC barracks? 25 seems an extremely low amount, even for low tech. Especially considering the vast quantity of PDCs they have.
I've been through the corundium crunch, the duranium crunch, the gallicite crunch, but I'm experiencing a first in my current game... the human being crunch. After 30 years I've expanded my production and research installations so much that the population of Earth can't support them. Only about 700 million people live on Earth with 200-300mm each on Mercury, Luna, Mars, and Io. I have a worker shortage of about 100 million.
I happen to have a conquered alien race with 1.4 billion population a single jump from Earth, and they're not doing much of anything worthwhile. I have lots of colony worlds out there seeded for humans, so now we're rapidly re-purposing them to take alien colonists. The upside is that it's a lot easier to terraform planets for these critters, as they prefer a lower oxygen content and temperature. Meanwhile I'm transporting research labs to colonies near and far, and have moved all my manned mines off-planet, but it's going to take years to rebalance everything so that Earth's industries and shipyards are back up to full efficiency...
i can't build a ship without it being obsolete by the time its finished,
It forces you to make a strategic decision when to build and when to wait. An important part of the game IMHO.
Several people point this out in their campaigns. Take solace in the fact that not only is this perfectly normal for other players. It's normal for ships, and VERY normal for spaceships and related technology. One of the biggest limiters to putting more hardware into orbit is that most of it becomes obsolete within a year of getting up there. not even joking.
I've been through the corundium crunch, the duranium crunch, the gallicite crunch, but I'm experiencing a first in my current game... the human being crunch.
@Starmantle, how do you have mars fully terraformed in only 20 years?I don't know about Starmantle, but I had Mercury, Io, and Mars terraformed in 20 years in my latest game. I expanded a shipyard up to 130k or so, and ultimately expanded it to five slipways, while building these:
I started in 2127 and its 2150 now, i've got a single colony on Mars, including some small amounts of terraforming haven't scouted a single other system ( Though I'm close) or even built a naval ship aside from my massive armed orbital habitat over earth and a trio of Survey ships. All that and i started with 4.5 billion pop in conventional.
Sodbuster class Terraforming Base 127,250 tons 510 Crew 2893.6 BP TCS 2545 TH 0 EM 0
1 km/s Armour 1-225 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 14 Max Repair 500 MSP
Intended Deployment Time: 3 months Spare Berths 3
Terraformer: 5 module(s) producing 0.0175 atm per annum
This design is classed as a Commercial Vessel for maintenance purposes
As each one was completed, it was towed to Mercury. In the end I had twenty of them. About the time the shipyard was up to 5 slipways and 20 platforms had been built, the planet was terraformed. I then towed them to Io and terraformed it. After that point, I split it into smaller groups of 5 platforms and sent them to Luna, Mars, and some off-world colonies. One of my researchers continued to improve terraforming technology slowly but steadily over the years, too. I never built any more platforms, but I could if I wanted to.Well i've neglected Biology/Gentics in favor of Construction and Logistics so i think i'll rectify that, i've got several 60000 and 50000 ton Com shipyards so i'll use the tugs i built for my sorium harvesters to tow the Terraformers when they're done, and I'm finally making my first jump now as well. Still i've spent most of my time building auto mines and mass drivers all over Sol so i haven't been focusing overmuch on terraforming, as it stands, with sol now buzzing with activity, it looks like time to teraform Mars and start moving actual industrial and research capacity there.In the long run, regular mines are a lot more economical than auto-mines. I keep my eyes open for potentially terraformable worlds with "infinite" deposits of minerals at high accessibility (i.e. millions of units at 0.9 or 1.0). Once they're terraformed you can put regular mines on them by the thousands and have plenty of minerals. Mercury was my first target in my current game because it has infinite duranium and neutronium. Theoretically the largest number of planets you'd need is 11, one for each mineral, although it's nice if you can get 2 or 3 for the price of one, and duranium in at least a couple of places. So I no longer build auto-mines except in the early game, and instead focus on building colonies and placing cheap conventional mines.
Churchill class Jump Point Defence Base 94 850 tons 1863 Crew 25523.2 BP TCS 1897 TH 1000 EM 0
527 km/s Armour 10-185 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 738
Maint Life 0 Years MSP 168 AFR 71972% IFR 999.6% 1YR 117334 5YR 1760016 Max Repair 720 MSP
Intended Deployment Time: 9999 months Spare Berths 0
500 EP Commercial Internal Fusion Drive (2) Power 500 Fuel Use 5.3% Signature 500 Exp 5%
Fuel Capacity 1 000 000 Litres Range 35.8 billion km (786 days at full power)
35cm C8 X-Ray Laser (30) Range 320 000km TS: 6250 km/s Power 32-8 RM 7 ROF 20 32 32 32 32 32 32 32 27 24 22
Quad Gauss Cannon R2-100 Turret (10x16) Range 20 000km TS: 25000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
CIWS Phalanx (2x8) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
20cm C6 Plasma Carronade (10) Range 100 000km TS: 6250 km/s Power 10-6 RM 1 ROF 10 10 5 3 2 2 1 1 1 1 1
Fire Control S16 160-20000 (4) Max Range: 320 000 km TS: 20000 km/s 97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology S8 (1) Total Power Output 64 Armour 0 Exp 5%
Tokamak Fusion Reactor Technology PB-1 (1) Total Power Output 240 Armour 0 Exp 5%
Active Search Sensor MR1-R1 (1) GPS 30 Range 1.8m km MCR 196k km Resolution 1
ECCM-1 (4) This design is classed as a Military Vessel for maintenance purposes
I hadn't considered shouting anything, but the idea is intriguing. Thanks. Do you use something similar for missiles?
Some pointers:
-I invested some money in a really nice chair in my aurora-playin room. It looks and feels like a space captain-y chair.
-Remember that in the gold old days torpedoes on naval ships needed to be spun up before firing. It is very important to give your commanders the order to spin up your torpedoes before they fire them. Otherwise they won't work right.
- when a large unknown alien vessel is closing in to attack you, be sure to fire one kind of long ranged weapon first and then another, more powerful weapon as the range closes....you know, for dramatic effect. Even better if one or both weapons are totally ineffective.
- "rear admiral" is a dumb rank. Your ranks should go "Lieutenant Commander" "commander" "Captain" "commodore" "admiral" "high admiral" "star commander". It takes less time to shout "commodore" than to shout "rear admiral"...this may save lives.
- the enemy base is down
Ps. Steve plz make a "salvage any wreck in system " a conditional order in 6.4 ... ffs i have almost 3000 wrecks ( god bless the AI ) in Sol and its pissing me as fuarkk ....
I rule from my couch and my weaponry is rather ineffective; shiny but ineffective.
The pointers you have offered have been forwarded to my military leaders for review. Thank you.
Steve is a liar, aurora is ostensibly a free game but to play it nice you need to invest in a good captain's chair.
Someday I'm going to have three screens, and two disconnected keyboards to just randomly push while I'm in a deep space battle.
First I met the Demons, I named them such, as communication is impossible and they always blew up my scouts from 200mil km away with their missiles.
Then I had to deal with the Annoyances. Those guys earned their name for only using massive quantities of 500 ton fighters equipped with a single meson cannon. Not only really annoying to take down, but also as Meson apparently ignores both shield and armor they were able to damage my heavily shielded and armored battleships.
A short while ago a stable wormhole formed in Epsilon Indi, a system under my control for over 50 years. A few months later a third alien race emerges. They appear in massive ships of 60k-100k tons, which still are capable of flying at an absurd 15000 km/s (by comparison my 40k ton battleships fly at 4500km/s)
Diplomatic rating is 5 and those ships don't use active sensors; maybe, this is the first race I encounter which doesn't shoot immediately?
No, of course not, they decide it's best to ram into the civilian freighters running their trade route a short distance away from the wormhole. As this ramming action also destroyed one of their ships, they are pretty angry, so diplomacy is once again not an option.
But alas, that will be the end of the game. Apparently they are afflicted by a bug, which does not allow them to use active sensors. Due to the combat situation the game runs 5sec increments and I have to click through ten "GetActiveSensorRange" errors every time. I encountered this bug before with invader ships and was able to fix it by removing the offending ships, but as this is a generated NPR I can't take control of them.
Well, I wonder whether I should wait for 6. 4 for a new start.
If they came out of a wormhole, they are invaders.
I've been saying "I need to post a screenshot of this guy" for five in-game years.
This is Admiral Jay Shah, in later career. He came up as a lieutenant commander in the early years of the Kuzmin directorship, just as we were exploring the first jump gates, and every nation had an equal say in what was going on. He geo-surveyed one of the first offworld colonies, fought against rebel factions in 2070 and 2080, discovered precursor warships in 2104, made contact with the only living alien race we've discovered so far in 2107, survived the chaotic interregnum period extending from 2109 to 2123, and since has been the right hand man of the military dictatorship that now controls terran space.
Still alive, now he's 89
Discovered a research boosting anomaly...If it was easy, it wouldn't be any fun.
On an uninhabitable planet orbiting a star in a quad system that is about 15 billion km from the jump point.
Discovered a research boosting anomaly...
On an uninhabitable planet orbiting a star in a quad system that is about 15 billion km from the jump point.
Still alive, now he's 89
Still wary that there may be other enemies about the captain ordered a sweep of the nearby asteroid filed that the ships appeared to come from but did not see any traces of other ships. Seeing all enemy ships as wrecks now the captain officially declared the battle won.
Still alive, 90
is there a record of some kind I should be shooting for?
Still alive, 90
is there a record of some kind I should be shooting for?
In this entire time, I've started games with the default setting of one starting NPR.
Today, I made a new game without any starting NPRs. I'm not kidding when I say that my game speed has tripled.
Sigma Draconis
Rocky Planets: 9 Surveyed: 9
Gas Giants: 4 Surveyed: 4
Moons: 60 Surveyed: 60
Asteroids: 0 Surveyed: 0
Sigma Draconis-A I
Duranium 21 648 200 Acc: 0.1
Neutronium 24 010 000 Acc: 0.4
Corbomite 6 002 500 Acc: 0.1
Uridium 16 483 600 Acc: 0.1
Corundium 14 822 500 Acc: 0.1
Sigma Draconis-B I
Duranium 524 288 Acc: 0.9
Neutronium 1 149 184 Acc: 0.9
Tritanium 1 638 400 Acc: 0.4
Mercassium 160 000 Acc: 0.3
Vendarite 1 327 104 Acc: 0.2
Sorium 82 944 Acc: 0.5
Gallicite 262 144 Acc: 1
Sigma Draconis-C I
Sorium 51 456 000 Acc: 0.4
Sigma Draconis-B II
Duranium 20 917 510 Acc: 0.5
Corbomite 777 924 Acc: 0.1
Boronide 16 597 480 Acc: 0.1
Vendarite 11 009 120 Acc: 0.5
Gallicite 28 224 Acc: 0.1
Sigma Draconis-A III
Duranium 935 712 Acc: 0.8
Corbomite 3 055 504 Acc: 0.1
Uridium 2 547 216 Acc: 0.2
Corundium 6 290 064 Acc: 0.1
Sigma Draconis-B III
Duranium 64 025 930 Acc: 0.3
Neutronium 32 798 530 Acc: 0.1
Corbomite 28 965 920 Acc: 0.1
Boronide 15 468 490 Acc: 0.1
Sorium 19 044 Acc: 0.9
Uridium 32 012 960 Acc: 0.1
Corundium 5 503 716 Acc: 0.1
Gallicite 39 425 840 Acc: 0.1
Sigma Draconis-C III
Duranium 115 034 100 Acc: 0.6
Neutronium 20 994 720 Acc: 0.1
Corbomite 37 970 240 Acc: 0.3
Tritanium 37 002 890 Acc: 0.4
Boronide 224 676 Acc: 0.1
Vendarite 14 379 260 Acc: 1
Sorium 9 985 600 Acc: 0.8
Uridium 52 823 820 Acc: 0.1
Gallicite 34 175 720 Acc: 0.8
Sigma Draconis-A IV
Neutronium 8 940 100 Acc: 0.1
Vendarite 2 856 100 Acc: 0.1
Sigma Draconis-C IV
Sorium 114 000 Acc: 0.6
Sigma Draconis-C IV - Moon 4
Neutronium 3 841 600 Acc: 0.1
Corbomite 9 486 400 Acc: 0.1
Mercassium 35 402 500 Acc: 0.3
Sorium 47 059 600 Acc: 0.1
Uridium 4 708 900 Acc: 0.1
Sigma Draconis-C IV - Moon 7
Corbomite 864 900 Acc: 0.9
Tritanium 48 400 Acc: 0.9
Sigma Draconis-A V
Sorium 90 750 000 Acc: 0.7
Sigma Draconis-A V - Moon 2
Duranium 648 Acc: 1
Sigma Draconis-A V - Moon 5
Duranium 722 Acc: 1
Sorium 2 401 Acc: 1
Sigma Draconis-A V - Moon 10
Neutronium 295 936 Acc: 0.7
Sigma Draconis-A V - Moon 15
Neutronium 462 400 Acc: 1
Boronide 67 600 Acc: 0.5
Sigma Draconis-A VI - Moon 2
Boronide 1 557 504 Acc: 0.1
Sigma Draconis-A VI - Moon 7
Duranium 1 371 168 Acc: 0.4
Tritanium 518 400 Acc: 0.1
Vendarite 3 504 384 Acc: 0.8
Uridium 11 943 940 Acc: 0.2
Sigma Draconis-A VI - Moon 22
Corundium 38 416 Acc: 0.9
Sigma Draconis-A VI - Moon 30
Neutronium 2 190 400 Acc: 0.1
Boronide 409 600 Acc: 0.1
Centaurus
Rocky Planets: 4 Surveyed: 4
Gas Giants: 2 Surveyed: 2
Moons: 21 Surveyed: 21
Asteroids: 0 Surveyed: 0
Centaurus-A I
Duranium 5 848 200 Acc: 0.9
Neutronium 16 402 500 Acc: 0.1
Corbomite 893 025 Acc: 0.3
Mercassium 14 288 400 Acc: 0.1
Sorium 1 703 025 Acc: 0.1
Uridium 11 696 400 Acc: 0.1
Corundium 980 100 Acc: 0.1
Centaurus-A II
Sorium 100 800 Acc: 0.8
Centaurus-A III
Duranium 4 805 000 Acc: 0.9
Neutronium 2 030 625 Acc: 0.9
Tritanium 765 625 Acc: 0.5
Centaurus-A III - Moon 4
Duranium 675 703 Acc: 0.9
Mercassium 68 906 Acc: 0.8
Corundium 135 977 Acc: 1
Centaurus-A IV
Sorium 884 000 Acc: 0.8
Centaurus-A IV - Moon 13
Boronide 731 025 Acc: 0.9
Centaurus-A V
Corbomite 369 664 Acc: 0.5
Gallicite 2 253 001 Acc: 0.2
Its gonna be helpful coz i had extraterrestial visit in Proxima about 6 months ago and even those aliens are not hostile i have no idea how the hell this ship flew from Tau Ceti to Proxima while i had survey ships in every system beyond Tau Ceti.
Some nice real estate there. As for the alien, anytime you explore a JP it randomly picks a system. This may be an already discovered system. One that has had a full grav survey. So the new JP is "hidden" until you perform another survey. So nothing is every truly a dead end. So you never know when that back door is opened.
Interesting, so you were able to use beam-only ships efficiently against a barricade of missile spammers. This means that perhaps even with not so advanced tech or mass advantage, you can still go for close combat sometimes? Whenever I tried so far during equal to slightly above tech phase, I usually needed at least 2:1 in mass advantage. Much much more even against PDC. Were the missile spammers distracted with other targets, or did some run out of ammunition during the assault? What is your secret?^^
If you used the message order in task group orders it doesn't do what you want. It is merely a function to insert a message in the events log and has no effect on diplomacy. (ie it is a message to yourself only)
;D Im trully frakked if any of the spoilers decide to visit Sol ;D ;DA little spoiler regarding your near future before flying through jump points (decide if you want to know or not):
they each have high quality ruins and a research boosting anomaly (how does that work?),
Finally picked started again after a hiatus since 6.3, I'm a little bummed about not finishing either my NASA-cold war playthrough or my other one which was meant to be played fast, but I'll console myself with a new theme I haven't tried before.
I shall roleplay the Daleks, peaceful diplomacy is illogical, extermination will be used against any resistant races, and terraforming is considered wasteful, only perfect 1.0 planets shall be considered fit for large populations of daleks (I'm roleplaying that despite the fact that daleks are well covered in complete enviroment suits, the 1.0 colony cost represents other needs of a dalek, not mere comfort considerations.
The Dalek fleet shall only only be equipped with energy weapons, the biggest slowest firing ones are preferable, but of course missile defence is desired, so I shall allow only lasers to be used for this. I figure mesons, particle beams, rail guns, gauss cannons, missiles, and CIWS to be totally alien designs that have no place in a dalek fleet, therefore Plasma carronade, Lasers, High Power microwave and eventually Plasma Torpedos shall be used.
The highest ECM, Thermal reduction and cloaking technology must be kept on all vessels, and I'm considering to keep ships standardised and as jack-of-all-trade as possible.
I find the idea of dalek commercial ships to be laughable so I guess multi megaton military ships must be used for even the most mundane tasks. Or possibly military-grade sleds should be used to tractor tow the most barebones infrastructure. Speed isn't nessicary for transportation, as daleks think in the long term so engine efficiency should still be very high.
Also, underground infrastructure might be handy with this somehow, perhaps to be a complete jerk to conqured populations I could move them off their homeworld into new hostile underground colonies where their population will stagnate and become inconsequential as the Dalek race (conquers whats left of)the galaxy.
Haven't started the game yet, but I'll seed the Daleks into a random system and pop an NPR onto earth, all spoilers are on, Swarm will be cybermen due to their assimilation practices, precursor installations will be hidden automated Time Lord weapon systems seeded through the galaxy at different time points during the time war designed to fight the daleks, the invaders will represent the supreme dalek's armada which was at the last minute thwarted from destroying Gallifrey by the doctor, the whole fleet is trapped in some kind of bubble which occasionally weakens enough to let small detachments out, their goal is of course destruction of the Time Lords and conquest of the galaxy, however they have another goal which is to destroy us.
Who are we?
We are the forgotten, those left behind.
While the time war ravaged across the galaxy the supreme dalek decided that only purity would give strength to the daleks, all existing daleks were purged and replaced with new models (the brand new coloured I-Pod daleks from the last season), however some escaped this persecution and remained isolated when the war finally took the supreme dalek and all his followers away.
Alone for countless centuries with only their virtually inexhaustable technobabbletonium power supply and their endless rage they waited, and slowly lost whatever was left of their sanity. Voices called out to them, the collective screams and anguish of all they have murdered, and all they wanted to murder. One voice stood out among the darkness, it was the Doctor, it roused the galaxys black daleks, the doctor was alive? EXTERMINATE! His voice was heard through a crack in time, he is still alive, but where? When? After awakening another voice could be finally be heard, one that they realised had been calling out to them through the whole war unnoticed, a voice that was always there, deep inside the cold core of every dalek there was a single thread left joining them to him. The maker is here. He will help us. Help us grow strong so that we may destroy those who threatened us. He will show us Earth. He will give the doctor to us. EXTERMINATE!!. The doctor must die, Davros must give us the doctor! All daleks come to davros so that we may EXTERMINATE all those who made us feel pain. Death shall rain from the skies across the galaxy and the dalek race will be supreme.
Edit: [Added more hate]
*knock* *knock* *knock* *knock*
;D
Waiting for Sunday morning to see what the latest celtic interpretation is like...
Tirpitz class Carrier 80,000 tons 1143 Crew 23381.75 BP TCS 1600 TH 2400 EM 0
9375 km/s Armour 3-165 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 31.52
Maint Life 0 Years MSP 0 AFR 16000% IFR 222.2% 1YR 153214 5YR 2298211 Max Repair 2109.375 MSP
Intended Deployment Time: 12 months Flight Crew Berths 110
Hangar Deck Capacity 25000 tons Magazine 2730
Gerlach-Baum 1875 EP Magnetic Fusion Drive (8) Power 1875 Fuel Use 55.11% Signature 300 Exp 15%
Fuel Capacity 19,500,000 Litres Range 79.6 billion km (98 days at full power)
Single Friz Dynamics GC R4-50 Turret (8x4) Range 40,000km TS: 25000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Riemann Orbital Systems FC S03 60-25000 H40 (2) Max Range: 120,000 km TS: 25000 km/s 92 83 75 67 58 50 42 33 25 17
Exocet-1 S2 ASM (1365) Speed: 30,000 km/s End: 19.7m Range: 35.5m km WH: 9 Size: 2 TH: 300/180/90
Opitz-Brentano Active Search Sensor MR17-R1 (1) GPS 99 Range 17.8m km MCR 1.9m km Resolution 1
ECM 20
Strike Group
100x Concord Fighter Speed: 30000 km/s Size: 5
Concord class Fighter 250 tons 1 Crew 203.45 BP TCS 5 TH 24 EM 0
30000 km/s Armour 2-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.8
Maint Life 0 Years MSP 0 AFR 50% IFR 0.7% 1YR 15 5YR 224 Max Repair 168.75 MSP
Intended Deployment Time: 0.1 months Spare Berths 9
Magazine 12
Petrov Aerospace Industries 150 EP Magnetic Fusion Drive (1) Power 150 Fuel Use 611.07% Signature 24 Exp 30%
Fuel Capacity 20,000 Litres Range 2.4 billion km (21 hours at full power)
Lucas Incorporated S2 Box Launcher (6) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours
Silviatti-Molinaro MFC FC34-R80 (40%) (1) Range 34.8m km Resolution 80
Exocet-1 S2 ASM (6) Speed: 30,000 km/s End: 19.7m Range: 35.5m km WH: 9 Size: 2 TH: 300/180/90
Mountain class Battlecruiser 40,000 tons 792 Crew 14270.9 BP TCS 800 TH 1200 EM 0
9375 km/s Armour 10-104 Shields 0-0 Sensors 54/54/0/0 Damage Control Rating 0 PPV 123.52
Maint Life 0 Years MSP 0 AFR 8000% IFR 111.1% 1YR 70843 5YR 1062641 Max Repair 2109.375 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 3368
Gerlach-Baum 1875 EP Magnetic Fusion Drive (4) Power 1875 Fuel Use 55.11% Signature 300 Exp 15%
Fuel Capacity 8,000,000 Litres Range 65.3 billion km (80 days at full power)
Single Friz Dynamics GC R4-50 Turret (8x4) Range 40,000km TS: 25000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Riemann Orbital Systems FC S03 60-25000 H40 (2) Max Range: 120,000 km TS: 25000 km/s 92 83 75 67 58 50 42 33 25 17
Slutsky-Zhdanov S4 Missile Launcher (20) Missile Size 4 Rate of Fire 20
Slutsky-Zhdanov S1 Missile Launcher (12) Missile Size 1 Rate of Fire 5
Opitz-Brentano Missile Fire Control FC19-R1 (4) Range 19.4m km Resolution 1
Lupo-Pezedo Missile Fire Control FC210-R60 (40%) (4) Range 210.8m km Resolution 60
Shield-1 S1 AMM (600) Speed: 60,000 km/s End: 1.5m Range: 5.5m km WH: 1 Size: 1 TH: 1400/840/420
Typhoon-1 S4 ASM (692) Speed: 30,000 km/s End: 50.5m Range: 90.9m km WH: 9 Size: 4 TH: 200/120/60
Opitz-Brentano Active Search Sensor MR17-R1 (1) GPS 99 Range 17.8m km MCR 1.9m km Resolution 1
Lupo-Pezedo ASS MR200-R60 (40%) (1) GPS 8640 Range 200.8m km Resolution 60
Stewart-Singh Thermal Sensor TH3-54 (1) Sensitivity 54 Detect Sig Strength 1000: 54m km
Stewart-Singh EM Detection Sensor EM3-54 (1) Sensitivity 54 Detect Sig Strength 1000: 54m km
ECM 10
Tree class Heavy Cruiser 20,000 tons 452 Crew 7899.05 BP TCS 400 TH 600 EM 0
9375 km/s Armour 7-65 Shields 0-0 Sensors 1/54/0/0 Damage Control Rating 0 PPV 85.52
Maint Life 0 Years MSP 0 AFR 4000% IFR 55.6% 1YR 23871 5YR 358058 Max Repair 2109.375 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 1146
Gerlach-Baum 1875 EP Magnetic Fusion Drive (2) Power 1875 Fuel Use 55.11% Signature 300 Exp 15%
Fuel Capacity 4,000,000 Litres Range 65.3 billion km (80 days at full power)
Single Friz Dynamics GC R4-50 Turret (8x4) Range 40,000km TS: 25000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Riemann Orbital Systems FC S03 60-25000 H40 (2) Max Range: 120,000 km TS: 25000 km/s 92 83 75 67 58 50 42 33 25 17
Slutsky-Zhdanov S4 Missile Launcher (12) Missile Size 4 Rate of Fire 20
Slutsky-Zhdanov S1 Missile Launcher (6) Missile Size 1 Rate of Fire 5
Lupo-Pezedo Missile Fire Control FC210-R60 (40%) (3) Range 210.8m km Resolution 60
Opitz-Brentano Missile Fire Control FC19-R1 (2) Range 19.4m km Resolution 1
Shield-1 S1 AMM (300) Speed: 60,000 km/s End: 1.5m Range: 5.5m km WH: 1 Size: 1 TH: 1400/840/420
Typhoon-1 S4 ASM (212) Speed: 30,000 km/s End: 50.5m Range: 90.9m km WH: 9 Size: 4 TH: 200/120/60
Lupo-Pezedo ASS MR200-R60 (40%) (1) GPS 8640 Range 200.8m km Resolution 60
Opitz-Brentano Active Search Sensor MR17-R1 (1) GPS 99 Range 17.8m km MCR 1.9m km Resolution 1
Stewart-Singh EM Detection Sensor EM3-54 (1) Sensitivity 54 Detect Sig Strength 1000: 54m km
Storm class Destroyer 10,000 tons 234 Crew 4148.025 BP TCS 200 TH 300 EM 0
9375 km/s Armour 4-41 Shields 0-0 Sensors 54/1/0/0 Damage Control Rating 0 PPV 37.76
Maint Life 0 Years MSP 0 AFR 2000% IFR 27.8% 1YR 13229 5YR 198439 Max Repair 2109.375 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 568
Gerlach-Baum 1875 EP Magnetic Fusion Drive (1) Power 1875 Fuel Use 55.11% Signature 300 Exp 15%
Fuel Capacity 2,000,000 Litres Range 65.3 billion km (80 days at full power)
Single Friz Dynamics GC R4-50 Turret (4x4) Range 40,000km TS: 25000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Riemann Orbital Systems FC S03 60-25000 H40 (1) Max Range: 120,000 km TS: 25000 km/s 92 83 75 67 58 50 42 33 25 17
Slutsky-Zhdanov S1 Missile Launcher (6) Missile Size 1 Rate of Fire 5
Slutsky-Zhdanov S4 Missile Launcher (4) Missile Size 4 Rate of Fire 20
Lupo-Pezedo Missile Fire Control FC210-R60 (40%) (1) Range 210.8m km Resolution 60
Opitz-Brentano Missile Fire Control FC19-R1 (2) Range 19.4m km Resolution 1
Shield-1 S1 AMM (300) Speed: 60,000 km/s End: 1.5m Range: 5.5m km WH: 1 Size: 1 TH: 1400/840/420
Typhoon-1 S4 ASM (67) Speed: 30,000 km/s End: 50.5m Range: 90.9m km WH: 9 Size: 4 TH: 200/120/60
Lupo-Pezedo ASS MR200-R60 (40%) (1) GPS 8640 Range 200.8m km Resolution 60
Opitz-Brentano Active Search Sensor MR17-R1 (1) GPS 99 Range 17.8m km MCR 1.9m km Resolution 1
Stewart-Singh Thermal Sensor TH3-54 (1) Sensitivity 54 Detect Sig Strength 1000: 54m km
ECM 20
My fighter designCode: [Select]Concord class Fighter 250 tons 1 Crew 203.45 BP TCS 5 TH 24 EM 0
30000 km/s Armour 2-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.8
Maint Life 0 Years MSP 0 AFR 50% IFR 0.7% 1YR 15 5YR 224 Max Repair 168.75 MSP
Intended Deployment Time: 0.1 months Spare Berths 9
Magazine 12
Petrov Aerospace Industries 150 EP Magnetic Fusion Drive (1) Power 150 Fuel Use 611.07% Signature 24 Exp 30%
Fuel Capacity 20,000 Litres Range 2.4 billion km (21 hours at full power)
Lucas Incorporated S2 Box Launcher (6) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours
Silviatti-Molinaro MFC FC34-R80 (40%) (1) Range 34.8m km Resolution 80
Exocet-1 S2 ASM (6) Speed: 30,000 km/s End: 19.7m Range: 35.5m km WH: 9 Size: 2 TH: 300/180/90
You should be able to make these even a SLIGHT bit smaller if you change the deployment time to 0. 033 (roughly 1 day) down from 0. 1
By the way, is it just me or is the fuel production grossly inadequate.
My fleet eats several years worth of fuel on a single mission.
I´ll build more harvesters but still.
There's almost always some shortage, but I'm curious: How did your fleets eat up all your fuel if you haven't met any aliens?Fleet training exercises mostly. I didn't watch the fuel status as I was used to this not being an issue, but apparently in the latest version something changed dramatically.
Yep, had the exact same thing happen to me. My fleet was grounded for aalmost ten years, but now I have an annual 40 million litres worth of fuel harvesters in orbit around Jupiter... Unfortunately, by now I have run out of several minerals, so the next crisis is at hand... Same as you, I haven't met a single alien race yet, at currently 32 explored systems... :/
Just when I thought my Geology team had fallen into a bottomless crevasse;
19th October 2050 12:14:46,Kapteyns Star,The Jefferson Twiddy Geology Team has completed its surface-based geological survey of Eburacum
19th October 2050 12:14:46,Kapteyns Star,Additional deposits of Uridium have been found on Eburacum by the Jefferson Twiddy Geology Team. The total amount available has increased from 68,075 to 9,272,025 tons.
19th October 2050 12:14:46,Kapteyns Star,Additional deposits of Corbomite have been found on Eburacum by the Jefferson Twiddy Geology Team. The total amount available has increased from 165,975 to 16,769,025 tons.
19th October 2050 12:14:46,Kapteyns Star,Additional deposits of Duranium have been found on Eburacum by the Jefferson Twiddy Geology Team. The total amount available has increased from 225,537 to 8,820,000 tons.
This is on top of of 9 jump points, alien ruins, and pretty good minerals.
Needless to say a LOT of freighters and colony ships are inbound to Eburacum now! :)
I've seen you do these fights against almost 1000% difficulty NPR, (thats cool I have to say) but do you have 1 from the start or do you explore until it generates one? I did one 500% I think or so but without any starting NPRs and it was pretty lame or I just had good luck. couple thousand missiles with some self guidance and it ripped their all fleets (military and civilian ones) into pieces. Sorry if that didn't make any sense :D
Honestly dunno whats up, even opening the industry menu takes over 3 minutes, and a 5 day increment now takes roughly 7 minutes to complete. Long story short, game does not do well on laptops.
If you didn't tick the NPR box in empire generation menu. . .
I just killed 1 million of my own citizens in a furious orbital bombardment.
The concordant will be presenting a briefing at 11.
The concordant has retired, citing medical reasons, in the midst of a devastating ground/space war. The admiralty has 4 weeks to confirm his named successor.
(http://aurora2.pentarch.org/index.php?action=dlattach;topic=3808.0;attach=1471)
Blackbear class Destroyer 8,000 tons 208 Crew 1134.4 BP TCS 160 TH 432 EM 0
2700 km/s Armour 4-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 36.33
Maint Life 1.85 Years MSP 177 AFR 256% IFR 3.6% 1YR 66 5YR 987 Max Repair 54 MSP
Intended Deployment Time: 18 months Spare Berths 1
Magazine 672
108 EP Ion Drive (4) Power 108 Fuel Use 207.23% Signature 108 Exp 15%
Fuel Capacity 1,000,000 Litres Range 10.9 billion km (46 days at full power)
Triple R1.5/C3 Meson Cannon Turret (1x3) Range 15,000km TS: 12000 km/s Power 9-9 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
Turret Fire Control S02 24-12000 (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor 9P (1) Total Power Output 9 Armour 0 Exp 5%
Size 4 Missile Launcher (75% Reduction) (8) Missile Size 4 Rate of Fire 80
Missile Fire Control FC38-R160 (1) Range 38.3m km Resolution 160
Arrow-I (168) Speed: 13,500 km/s End: 121.9m Range: 98.8m km WH: 9 Size: 4 TH: 54/32/16
Civilian Sensor MR1-R1 (1) GPS 21 Range 1.3m km MCR 137k km Resolution 1
Ship Sensor MR42-R160 (1) GPS 6720 Range 42.5m km Resolution 160
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
One of the reasons I LOOOOVE Aurora is that you can get knocked on your behind by things like this and it changes the perfectly formed storyline you had in your head. It's like playing with spaceship toys as a 5 year old...but they occasionally play back.
Just found a massive system where the farthest planet orbits at 131t km (131 trillion km, ie 131,000,000,000,000,000 meters [13.85 light years]) totaling at a system diameter of 27.7 light years.
Just found a massive system where the farthest planet orbits at 131t km (131 trillion km, ie 131,000,000,000,000,000 meters [13.85 light years]) totaling at a system diameter of 27.7 light years. Is this a bug?That system is impressive and the largest I have ever heard of, but the stellar class can't be right. M1 would be amongst the smallest type of stars, red dwarfs. Giant stars cannot be yellow, or better, anything other than blue, because bigger star also means higher burn temperature, without exception.
Edit: I looked up the star type and it is a Yellow Supergiant (M1-Ia)
Missile Size: 100 MSP (5 HS) Warhead: 625 Armour: 3 Manoeuvre Rating: 12
Speed: 15000 km/s Engine Endurance: 17 minutes Range: 15.6m km
Active Sensor Strength: 15 Sensitivity Modifier: 110%
Resolution: 200 Maximum Range vs 10000 ton object (or larger): 23 330 000 km
ECM Level: 1
Cost Per Missile: 203.45
Chance to Hit: 1k km/s 180% 3k km/s 60% 5k km/s 36% 10k km/s 18%
Materials Required: 157x Tritanium 9x Boronide 15.5x Uridium 21.95x Gallicite Fuel x7187.5
Development Cost for Project: 20345RP
Yes you read right, a size 100 torpedo. Designed for both subjugating empires, melting shipyards/space stations, and super-capital destruction (melts through 25 layers of armor).
When the Geosurvey vessel Hound, on a peaceful mission of first contact with the aliens now known as the Russets, was fired upon and mercilessly destroyed, human engineers quickly prototyped and tested the Blackbear class of destroyers. With no time to design new engines or weapon systems, they re-used the gas guzzling engines from the Hawk, a fast patrol craft suitable only for home system defense, and they adapted the Arrow missile launchers and anti-missile meson turrets from Earth's two PDCs. Although cobbled together in a hurry, the Blackbears proved to be very capable in the Ion era, with good speed, adequate range, and deep magazines:Code: [Select]Blackbear class Destroyer 8,000 tons 208 Crew 1134.4 BP TCS 160 TH 432 EM 0
2700 km/s Armour 4-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 36.33
Maint Life 1.85 Years MSP 177 AFR 256% IFR 3.6% 1YR 66 5YR 987 Max Repair 54 MSP
Intended Deployment Time: 18 months Spare Berths 1
Magazine 672
108 EP Ion Drive (4) Power 108 Fuel Use 207.23% Signature 108 Exp 15%
Fuel Capacity 1,000,000 Litres Range 10.9 billion km (46 days at full power)
Triple R1.5/C3 Meson Cannon Turret (1x3) Range 15,000km TS: 12000 km/s Power 9-9 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
Turret Fire Control S02 24-12000 (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor 9P (1) Total Power Output 9 Armour 0 Exp 5%
Size 4 Missile Launcher (75% Reduction) (8) Missile Size 4 Rate of Fire 80
Missile Fire Control FC38-R160 (1) Range 38.3m km Resolution 160
Arrow-I (168) Speed: 13,500 km/s End: 121.9m Range: 98.8m km WH: 9 Size: 4 TH: 54/32/16
Civilian Sensor MR1-R1 (1) GPS 21 Range 1.3m km MCR 137k km Resolution 1
Ship Sensor MR42-R160 (1) GPS 6720 Range 42.5m km Resolution 160
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
The relatively primitive Russets had nothing that could match it. (Incidentally, they are so named because they were discovered in a star system named for the potato-growing region of Maine -- Aroostook. All of their colonies are named for potato varieties.) By the time a one-way jump gate was constructed, Earth had three shipyards (7 slipways total) producing Blackbears, and 11 were then in service. They destroyed the entire Russet armada and took control of the planet's airspace with the loss of only one ship. Each of the other ten took dozens of strikes from planetary defenses but somehow held together.
The last flight of the Blackbears occurred in April of 2012. Humanity had made contact with a new alien race, apparently far advanced in technology, coming from the neighboring Oquossoc system. Only their survey ships and one jumpgate construction ship had been encountered so far, but the aliens refused to communicate and gave only hostile signals, and we had nicknamed them the Intruders. On April fool's day, three enormous (30,000 ton) Intruder warships transited into Sol from Oquossoc. At that time, 19 Blackbears were in service: 5 were stationed at the Oquossoc jump point (just inside Uranian orbit), 8 at earth, and 6 were in the Aroostook system defending the conquered world.
The five destroyers at the JP (the 2nd battle group) began launching their missiles as soon as they detected the transit. The alien ships moved incredibly fast and had powerful ECM, so they quickly outran the Blackbear group, but not before several volleys of missiles reached them. The good news was, it was possible for Arrow missiles to hit the alien warships -- their point defenses weren't as superior as their engine and ECM tech. The bad news was, they shrugged off several strength-9 hits without slowing down or altering course.
The 1st battle group, the eight Blackbears stationed at Earth, moved to intercept the aliens who were on a direct course for Earth at blinding speed. The fleets met in the asteroid belt, and the Blackbears launched almost all of their combined 1344 missiles. Several volleys struck the alien leader, and slowed it slightly, but not enough. The intruders launched missiles at point-blank range which obliterated their targets in one strike. One by one, all eight Blackbears were destroyed, their missiles in flight losing guidance before they might have destroyed the not-quite-invulnerable aliens.
While the 2nd battle group rushed back to Earth, the intruders began to ravage the inner solar system. Nuclear strikes of unbelievable magnitude all but wiped out the major cities of Mars. One intruder warship, apparently out of missiles, headed straight for Mercury and began ramming the fleet of four terraformers stationed there. Unbelievably, it destroyed all four of them by ramming, as well as two civilian freighters, and continued toward Earth at blistering speed, seemingly indifferent to the ruptures in its own hull. Finally it closed within 10 million kilometers of Earth, where the two PDCs' fire controls were able to gain a lock, and we managed to destroy it with a hail of Arrow missiles.
The other two alien warships stopped moving near the Martian orbit, and remained there for a few days until the 2nd Battle Group closed within missile range. The aliens fired their final salvo and destroyed one of the human ships. Out of ammo and out of fuel (we presume), they remained stationary and silent thereafter. The brave pilots of the last four operational Blackbears had no alternatives but to close to point-blank range and commence firing with their anti-missile meson turrets. Apparently helpless, the alien warships were destroyed.
The last four Blackbears rescued as many as they could from the lifepods, and are now in drydock on Earth. This sturdy class served humanity well, but Blackbear 025, currently under construction, will be the last of the line. Earth's engineers are now focused on developing ships with the speed to outrun the aliens -- using newly developed Magneto-Plasma engines -- and developing PDCs capable of defending the entire inner Solar system with multi-stage missiles and ultra-long-range fire controls.
That's a pretty cool story. The Blackbears certainly contributed alot to the defence of human civilization. I never really managed to have to build a emergency war fleet like you did here; I usually end up giving in and churn out warships in the long years before finding a NPR.And have it come out and pwn all the aliens when they come knocking. That's basically how the Ark Royal series starts.
Personally I suggest keeping at least one Blackbear in a hanger bay somewhere as a museum ship for RP purposes. :)
And have it come out and pwn all the aliens when they come knocking. That's basically how the Ark Royal series starts.
Orion class Battleship 32 000 tons 760 Crew 5124.6 BP TCS 640 TH 1920 EM 0
3000 km/s Armour 10-89 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 30 PPV 180
Maint Life 2.19 Years MSP 2001 AFR 819% IFR 11.4% 1YR 563 5YR 8441 Max Repair 360 MSP
Intended Deployment Time: 12 months Spare Berths 0
Flag Bridge Cryogenic Berths 200
N240-20 Ion Drive (8) Power 240 Fuel Use 64% Signature 240 Exp 10%
Fuel Capacity 4 000 000 Litres Range 35.2 billion km (135 days at full power)
20cm C4 Ultraviolet Laser (6) Range 256 000km TS: 4000 km/s Power 10-4 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
300mm C4 Plasma Carronade (16) Range 240 000km TS: 4000 km/s Power 24-4 RM 1 ROF 30 24 12 8 6 4 4 3 3 2 2
TN/SAG-5 Beam Fire Control (3) Max Range: 256 000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
P-9 Gas-Cooled Fast Reactor (10) Total Power Output 90 Armour 0 Exp 5%
TN/SPD-3 Missile Detection Sensor (1) GPS 108 Range 8.6m km MCR 941k km Resolution 1
TN/SPS-1 Active Search Sensor (1) GPS 3456 Range 69.1m km Resolution 16
TN/SPY-9 Large Area Search Sensor (1) GPS 28800 Range 257.6m km Resolution 80
This design is classed as a Military Vessel for maintenance purposes
The reason i build so many military academies is because i like having specialists in all feilds. Turns out the RNG hates me anyway as i get five biologists in a row.Same here. I'm producing 2 every month (15 years in) and I still have no Bio, Sensors, or Power researchers. I only have a few Kinetic, but they are extremely high level (40%+ bonus with 35 lab minimum each).
Same here. I'm producing 2 every month (15 years in) and I still have no Bio, Sensors, or Power researchers. I only have a few Kinetic, but they are extremely high level (40%+ bonus with 35 lab minimum each).
Don't forget any researcher can manage any project. You just get a larger bonus when he works in his own field.I know that and I am using other researchers to fill those fields, but I don't have researchers that get those massive bonuses and can get exponentially better. Its just I have so many that speciallise in CP, Logistics, ect but no one with the massive boosts to Bio, Sensors, or Power. Right now I have a MK researcher researching an engine, which seems logical and illogical, because someone who designs missiles should know the basics of an engine but at the same time I wouldn't want someone who designs explosives designing the engine in my car (just RP things).
It took me almost 2 years of playing Aurora to grasp the concept that maybe 3x power engines are not the best engines for every military ship ...Yah, my military ships usually use 1.5x to 2.0x power. Only for some special cases do I use any more/less than that.
Yah, my military ships usually use 1.5x to 2.0x power. Only for some special cases do I use any more/less than that.Most of my military sortie is civilian .5 efficiency ships, excludinf fast attack craft. I am considering mounting some faster engines on cruisers and et cetera that i have uet to build, though, as my current fleet only consists of missile escorts, great big carriers, point defense ships, carrier mounted FAC, and fighters.
IIRC laser fire ignores shields and penetrates directly to armor in StarFire. I don't remember whether or not Steve pulled this behavior/feature into Aurora.Shields absorb lasers in aurora. Their Events Tab reports are extremely unreliable though, to properly see how much damage is migitaged you have to directly keep track of shield strength and the armor damage profile.
John
Just found the need to build a batch of grav survey ships. Apparently they are the Adams Family. Charles Hitchcock Adams, John Couch Adams, and Walter Sydney Adams were all added to shipbuilding queue. Those were random names from the name type I selected.
Is it running through the astronomer list alphabetically, or are all astronomers named Adams?
I think if you dig around the suggestions forum you will see the complete list.
Oliver H Perry - 43 class Destroyer Escort 9,000 tons 223 Crew 1093.6 BP TCS 180 TH 500 EM 0
2777 km/s Armour 5-38 Shields 0-0 Sensors 5/5/0/0 Damage Control Rating 2 PPV 24
Maint Life 1.41 Years MSP 152 AFR 324% IFR 4.5% 1YR 84 5YR 1257 Max Repair 90 MSP
Intended Deployment Time: 6 months Spare Berths 2
Magazine 564
10HS 100 EP Nuclear Pulse Engine (5) Power 100 Fuel Use 141.5% Signature 100 Exp 12%
Fuel Capacity 330,000 Litres Range 4.7 billion km (19 days at full power)
Size 1 Missile Launcher (R2) (24) Missile Size 1 Rate of Fire 15
Missile Fire Control 10/5 FC4-R1 (3) Range 4.5m km Resolution 1
Super Sparrow MK III (564) Speed: 15,600 km/s End: 6.8m Range: 6.4m km WH: 1 Size: 1 TH: 52/31/15
Active Search Sensor 10/5 MR4-R1 (1) GPS 90 Range 4.5m km MCR 490k km Resolution 1
Barbone-Dillenbeck Thermal Sensor TH1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Barbone-Dillenbeck EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
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
After refitting the 6 old destroyers, work will begin on the Portland heavy missile cruiser, in 2 years Newport news is expected to have enough capacity to construct destroyers itself, saving greatly on refit costs.Now, second strike force, consisting of 4 ships, is heading towards my colony, and my missile stocks are still depleted.I know what you should do if you are okay with this (I would except the loss personally). "A great and vast ship larger and more powerful than anything our empire could build simply appeared before the invaders and smote them down. Afterwords the great ship vanished from existence baffling our empires greatest scientist. We reinforced our colony with all available ships to defend in case a third attack comes before our colony's defenses are built, we will be ready." But mind you that is only if you would allow yourself to SM something like this.
I don't know what to do.
Now, second strike force, consisting of 4 ships, is heading towards my colony, and my missile stocks are still depleted.
I don't know what to do.
I know what you should do if you are okay with this (I would except the loss personally). "A great and vast ship larger and more powerful than anything our empire could build simply appeared before the invaders and smote them down. Afterwords the great ship vanished from existence baffling our empires greatest scientist. We reinforced our colony with all available ships to defend in case a third attack comes before our colony's defenses are built, we will be ready." But mind you that is only if you would allow yourself to SM something like this.I'm not okay with this. I should've think about proper defenses, two PDCs aren't going to do the trick.
Increment adjustment, going on 30+ hours. :'( Wish i could watch the battle.
Just wait for the next version, the new sensor options should help immensely.
I just hit a gold mine. ;D I got really lucky on my survey. Send in the Terraformers!
My entire military consists of 2 PDCs, capable of 50 shot (Size 5) volley each. 1 commercial station built (i need minerals badly). When they decide to take Earth, there is very little i can do to stop them. :'(
This made me think of another scenario I might want to try. First, I would start off the empires similarly too how you did except with two empires. One empire would control Earth and Mars, and the other would control Jupiter and all of its moons (and nearby asteroids).
http://aurora2.pentarch.org/index.php?topic=7592.msg77065#msg77065
I had the impression that he was going to play both sides rather than use the AI, but what he was suggesting should still be possible if he had designer mode access.
See this post for details:Code: [Select]http://aurora2.pentarch.org/index.php?topic=7592.msg77065#msg77065
Looking at the wrecks, There might be some unfriendly's about.Maybe these are just randomly generated wrecks.
Been documenting key events in my new game, and left staggered at how my largest shipyards are around 10,000 tons and civvie shipping lines are chucking out 150,000+ ton freighters.
Commercial shipyards start at 10,000 tons. It doesn't take that long to get them into the 150,000 ton range. That is equivalent to a naval shipyard of 15,000 tons.
When relations go bad they realy go bad... :-X
I have been engaging an enemy some 7 jumps away, main fleet is there and kicking ass... ::)
But now my "friend" has gone from +1700 to -500 in relations over night, I think, didnt pay atention to whats happening home...
This link will hopefully work... havnt learned how to take pictures of my screen...
http://gyazo.com/b4df57c2e0461a729ae175a580401136 :o
Thank god they arn,t above Earth all of them.... :)
I have some 40 frigates with 1 laser a hundred fighters with 4 launchers each and 3 PDC with 500 launchers each so I feel I will win... :-\
When relations go bad they realy go bad... :-X
I have been engaging an enemy some 7 jumps away, main fleet is there and kicking ass... ::)
But now my "friend" has gone from +1700 to -500 in relations over night, I think, didnt pay atention to whats happening home...
This link will hopefully work... havnt learned how to take pictures of my screen...
http://gyazo.com/b4df57c2e0461a729ae175a580401136 :o
Thank god they arn,t above Earth all of them.... :)
I have some 40 frigates with 1 laser a hundred fighters with 4 launchers each and 3 PDC with 500 launchers each so I feel I will win... :-\
Oh, there was an anime? *checked* Kind of old, but I guess the newer anime movie and the remake series will work, thanks!
I also want to do a multi nation post cold war disaster game at some point. A game like which Alfapiomega started with military capital only on Ceres, earth infested with mutant hordes, super-low tech, and then some asteroid+comet station game would be great stuff. Sad he never played this great setting out.
Am I missing something, because I have seen people with designs that had mixed buoy launcher and missiles? If I could target launchers individually at inanimate objects, or if the "launch missiles at" command was more specific to fire controls, that would have made it all easy. Right now I see only the option to make a specialized mine layer again.
...But.. that leaves me with having to re-assign 560 tubes to 8 different controls every time I jump to new systems. :( It is right though, I guess I blocked that solution out after all the effort. Seems like I will be making a minelayer still.If you have two of these ships, you can copy the assignments from the unaltered ship to the one laying mines/buoys when you are done
Kepler system and the Atlantis colony ( deserted intact city present - almost 2k instalations ) :
Rocky Planets: 4 Surveyed: 4
Gas Giants: 2 Surveyed: 1
Moons: 27 Surveyed: 9
Asteroids: 212 Surveyed: 0
Atlantis Mine 2
Duranium 81 715 330 Acc: 0.1
Neutronium 43 296 400 Acc: 0.1
Corbomite 36 192 260 Acc: 0.1
Tritanium 10 824 100 Acc: 0.1
Mercassium 37 332 100 Acc: 0.1
Uridium 42 068 200 Acc: 0.1
Corundium 76 422 560 Acc: 0.1
Gallicite 52 388 640 Acc: 0.1
Atlantis Mine 1
Duranium 46 657 800 Acc: 0.1
Neutronium 24 010 000 Acc: 0.5
Corbomite 20 702 500 Acc: 0.1
Boronide 9 486 400 Acc: 0.8
Gallicite 37 945 600 Acc: 0.6
Uridium 44 222 500 Acc: 0.5
Corundium 9 060 100 Acc: 0.1
Atlantis Mine 3
Tritanium 7 433 802 Acc: 0.1
Duranium 79 821 620 Acc: 0.3
Neutronium 15 920 100 Acc: 0.1
Corbomite 38 248 040 Acc: 0.5
Sorium 24 875 160 Acc: 0.1
Gallicite 1 432 809 Acc: 0.1
Vendarite 13 868 180 Acc: 0.1
Uridium 1 432 809 Acc: 0.1
Atlantis
Duranium 231 125 000 Acc: 0.1
Neutronium 34 515 620 Acc: 0.1
Corbomite 72 250 000 Acc: 0.1
Tritanium 68 062 500 Acc: 0.1
Boronide 7 562 498 Acc: 0.1
Sorium 126 562 500 Acc: 0.1
Uridium 110 250 000 Acc: 0.1
Mercassium 14 062 500 Acc: 0.1
Gallicite 138 062 500 Acc: 0.1
Kepler-A IV
Sorium 761 100 Acc: 1
Kepler-A IV - Moon 3
Duranium 141 512 Acc: 0.6
Neutronium 2 989 441 Acc: 0.1
Corbomite 902 500 Acc: 0.1
Boronide 51 984 Acc: 0.2
Mercassium 866 761 Acc: 0.1
Uridium 3 249 Acc: 0.4
Corundium 12 996 Acc: 0.4
Kepler-A IV - Moon 7
Duranium 12 168 Acc: 1
Neutronium 9 216 Acc: 1
Corbomite 841 Acc: 1
Boronide 3 025 Acc: 1
Vendarite 400 Acc: 1
Sorium 7 225 Acc: 1
Gallicite 1 849 Acc: 1
Kepler-A V
Corbomite 176 400 Acc: 0.8
Roma system - Rome Prime is the first extrasolar Human colony, easily terraformed ( just removed some Sulphur Dioxide ). Unfortunately there is NO sorium in the entire system apart from 250k tons on some lousy comet :( . Good thing Rome is dead end system with on jp leading to Sol.
Rocky Planets: 3 Surveyed: 3
Gas Giants: 0 Surveyed: 0
Moons: 1 Surveyed: 1
Asteroids: 0 Surveyed: 0
Roma Mine 1
Duranium 7 144 200 Acc: 0.1
Neutronium 5 731 236 Acc: 0.1
Tritanium 18 352 660 Acc: 0.1
Mercassium 3 337 929 Acc: 0.1
Vendarite 17 816 840 Acc: 0.1
Gallicite 14 288 400 Acc: 0.1
Rome Prime
Duranium 18 507 530 Acc: 0.6
Neutronium 97 344 Acc: 0.4
Corbomite 23 386 900 Acc: 0.1
Tritanium 29 811 600 Acc: 0.1
Boronide 10 227 200 Acc: 1
Mercassium 3 218 436 Acc: 0.1
Vendarite 26 501 900 Acc: 0.1
Uridium 1 028 196 Acc: 0.3
Corundium 17 089 960 Acc: 0.7
Gallicite 19 079 420 Acc: 0.3
Roma Mine 2
Duranium 140 281 200 Acc: 0.1
Tritanium 16 000 000 Acc: 0.1
Boronide 14 062 500 Acc: 0.1
Corundium 17 015 620 Acc: 0.1
Roma-A Comet #1
Mercassium 75 994 Acc: 1
Vendarite 145 299 Acc: 0.9
Sorium 220 112 Acc: 0.8
Roma-A Comet #2
Duranium 482 556 Acc: 1
Mercassium 32 900 Acc: 0.9
Roma-A Comet #3
Neutronium 27 560 Acc: 1
Roma-A Comet #4
Neutronium 128 100 Acc: 1
Vendarite 21 551 Acc: 0.8
Uridium 137 542 Acc: 0.7
And third extrasolar colony on Sparta, fed by the minerals from Lacedonia and Platea.
Rocky Planets: 5 Surveyed: 3
Gas Giants: 4 Surveyed: 3
Moons: 89 Surveyed: 44
Asteroids: 38 Surveyed: 0
Sparta
Duranium 14 623 230 Acc: 0.1
Neutronium 1 557 504 Acc: 0.5
Corbomite 97 344 Acc: 0.1
Tritanium 6 492 304 Acc: 0.1
Mercassium 24 920 060 Acc: 0.1
Vendarite 3 312 400 Acc: 0.3
Sorium 3 904 576 Acc: 0.1
Corundium 7 033 104 Acc: 0.1
Lacedonia
Corbomite 54 756 Acc: 0.9
Tritanium 142 129 Acc: 0.6
Boronide 1 249 924 Acc: 0.4
Mercassium 169 Acc: 0.4
New Athens-A III
Sorium 20 445 000 Acc: 0.4
Platea
Duranium 5 120 000 Acc: 0.1
Corbomite 9 610 000 Acc: 0.7
Boronide 1 322 500 Acc: 0.1
Mercassium 9 302 500 Acc: 0.7
Uridium 562 500 Acc: 0.1
Corundium 810 000 Acc: 0.1
New Athens-A III - Moon 9
Corundium 200 704 Acc: 0.5
New Athens-A VI - Moon 5
Boronide 461 041 Acc: 0.8
New Athens-A VI - Moon 18
Duranium 4 050 Acc: 1
Corbomite 5 625 Acc: 1
1st contacts ususaly means nobody even will scoop LifepodsThey traced into mine 1 day after I sent 3 survey ships into an adjacent system and then they started nuking earth.
fortunately AI is not aggressive enough to trace into homesystem ;)
It was much easier than I thought - total overkill ;)Was that on the tech level of the cruiser you had presented in the other thread? If so, then 2:1 mass advantage is actually not that frightening as a requirement for only internal fusion age (and for overkill no less). Fielding a 1000 unit broadside however sounds like much of a steeper achievement.
3 small were missile asm - with asm size 6 missile having almost 1bn range and salvo density 3x7 so no leaks through PD
2 main group unknown class remained mystery - I have witnessesd only energy weapon 3 PD fire from previously known class - so salvagers will provide answers
at 22 mil km group opened fire from cruiser launchers with salvo density 660 size 5 and 120 size 15 missiles
over 170 missiles were destroyed by enemy small laser PD - it was less than I expected tbh - I expected half of missiles eaten by PD
almost 200 size 5 and 70+ size 15 hits
multiple secendery explosions
enemy eliminated
total action cost 5k trit and 5k gallicite for ammo which will be restored from wrecks with ease alongside with some nice tech
I really like the idea of changing caliber measurmenents to mms.
Illustrious class Carrier 20 000 tons 290 Crew 2382 BP TCS 400 TH 1200 EM 0
3000 km/s Armour 3-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 0
Maint Life 0.68 Years MSP 372 AFR 640% IFR 8.9% 1YR 550 5YR 8248 Max Repair 225 MSP
Intended Deployment Time: 6 months Flight Crew Berths 213
Hangar Deck Capacity 10000 tons
Capital MPF Drive (2) Power 600 Fuel Use 14.61% Signature 600 Exp 7%
Fuel Capacity 1 000 000 Litres Range 61.6 billion km (237 days at full power)
Reactive Armour Mk.I (2x8) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Ship Detection Sensor Mk.I (1) GPS 10500 Range 147.0m km Resolution 100
Missile Detection Sensor Mk.I (1) GPS 105 Range 14.7m km MCR 1.6m km Resolution 1
Strike Group
20x Dart Fighter Speed: 12800 km/s Size: 5
10x Raven Heavy Fighter Speed: 12800 km/s Size: 10
If I hadn't forgotten to bring some missiles here. Main fleet is stationed somewhere in Altair (3 systems away!), QRF is kind of destroyed (or "under reconstruction"), and attack here was really unexpected, because all but one system linked to GJ 1002 are populated.
Lives of 120 million people are at stake because I'm forgetful.
Are Invaders fixed finally ??
Or are you just extremely patient and click trough those damn overflow errors ?
Torpedoes are nice, but, well, one shot and they're down.You could armor them and give them some ECM. Also, you could add some size 1 AMMs (or no warhead and just have them as an engine with some fuel) on it to be used as flares.
It's usually no more then 10 clicks.
Hope you cant pull trough.How nice of you.
How nice of you.
Discovery class Geological Survey Vessel 10 000 tons 135 Crew 1201.8 BP TCS 200 TH 800 EM 0
4000 km/s Armour 1-41 Shields 0-0 Sensors 1/1/0/6 Damage Control Rating 4 PPV 0
MSP 300 Max Repair 100 MSP
Intended Deployment Time: 60 months Spare Berths 0
Cryogenic Berths 200
400 EP 50HS Commercial Magneto-plasma Drive (2) Power 400 Fuel Use 5.3% Signature 400 Exp 5%
Fuel Capacity 2 500 000 Litres Range 849.1 billion km (2456 days at full power)
Geological Survey Sensors (6) 6 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
I would say this is a basic design that persists in most of my games.Outreach class Cargo Ship 175 350 tons 340 Crew 1996.6 BP TCS 3507 TH 3200 EM 0
912 km/s Armour 1-279 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 7 Max Repair 100 MSP
Intended Deployment Time: 24 months Spare Berths 1
Cargo 150000 Cryogenic Berths 400 Cargo Handling Multiplier 100
400 EP 50HS Commercial Magneto-plasma Drive (8) Power 400 Fuel Use 5.3% Signature 400 Exp 5%
Fuel Capacity 2 000 000 Litres Range 38.7 billion km (491 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
I felt that for the start, I would only be in sol so I thought that I wouldn't need a super fast ship to haul stuff out to Luna, Mars, or Venus.How long (real time ) is this game GreatTuna ?
standard start 500mil pop 2015 ?
How long (real time ) is this game GreatTuna ?I don't remember.
standard start 500mil pop 2015 ?Not really standard, I made a "your average humans... on another system" scenario, had to make a throwaway Sol system (and empire) to make proper human race, with 0.9 gravity spread and all that, because SM Race-issue humans had only 0.7 spread.
Anyway, database is in attachment. here:Thx kindly :)
https://drive.google.com/file/d/0B2qnK3jQHeheOWdaV2ppT3ZlSVk/view?usp=sharing
Download it, replace the database (don't forget backups!) and select New Game Name.
Bulwark class Luxury Liner 2 000 000 tons 18670 Crew 239737.2 BP TCS 40000 TH 120000 EM 300000
3000 km/s Armour 15-1414 Shields 10000-300 Sensors 50/40/0/0 Damage Control Rating 481 PPV 500
Maint Life 2.67 Years MSP 116036 AFR 66528% IFR 924% 1YR 23212 5YR 348185 Max Repair 60 MSP
Intended Deployment Time: 120 months Flight Crew Berths 10684
Hangar Deck Capacity 500000 tons Magazine 30200 Habitation Capacity 50 000
Recreational Facilities
Fuel Harvester: 30 modules producing 3000000 litres per annum
ExpAI 120 EP Solid Core AM Drive (1000) Power 120 Fuel Use 24.25% Signature 120 Exp 10%
Fuel Capacity 451 750 000 Litres Range 167.7 billion km (646 days at full power)
Aelith Xi Weapons Pacifier (2000) Total Fuel Cost 25 000 Litres per hour (600 000 per day)
ExpAI Size 5 Missile Launcher (100) Missile Size 5 Rate of Fire 25
ExpAI Mine Launcher Add-On (5) Range 7.7m km Resolution 1
Size 6 Anti-ship Missile (300) Speed: 93 300 km/s End: 52.5m Range: 293.8m km WH: 9 Size: 6 TH: 528/317/158
Size 24 Aimed Torpedo-4 (83) Speed: 100 000 km/s End: 22.7m Range: 136.1m km WH: 70 Size: 24 TH: 633/380/190
Size 1 Anti-missile Missile-4 (19000) Speed: 120 000 km/s End: 4.7m Range: 33.8m km WH: 1 Size: 1 TH: 1600/960/480
Size 5 Anti-ship Missile-4 (1000) Speed: 120 000 km/s End: 5.6m Range: 40.7m km WH: 20 Size: 5 TH: 640/384/192
Size 24 MIRV-3 (100) Speed: 33 300 km/s End: 1166.7m Range: 2343.1m km WH: 0 Size: 24 TH: 111/66/33
ExpAI Backup Sensor System-4 (1) GPS 800 Range 32.0m km Resolution 100
Ratters Thermal Detector S50\Sz1 (1) Sensitivity 50 Detect Sig Strength 1000: 50m km
Ratters EM Detector S40\Sz1 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
ECCM-4 (1) ECM 40
Strike Group
500x Nanuchka III Fighter Speed: 63829 km/s Size: 9.4
250x Gordi IV Fighter Speed: 36000 km/s Size: 10
100x Grisha III Fighter-bomber Speed: 60000 km/s Size: 10
100x Doppelganger III Fighter-bomber Speed: 43373 km/s Size: 8.3
50x Ping IV Fighter-Scout Speed: 37305 km/s Size: 9.65
48x Guderian III Fighter Speed: 24000 km/s Size: 10
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
And now, having built it, I feel like it was horrible waste of time and resources. I mean, it's pathetically slow. And costs 240k BP! Granted, it can tank like hell, but it's no good at offense. I also don't have fighters to supply it, and building requires Gallicite, and I'm low on it. I have 100k units, but it's all going to be used in fleet building. I think I'll ship more automines in gallicite mining colonies. And also all these attacks... I need to strike. And reinforce. Explorator class Exploration Ship 184 050 tons 1629 Crew 15418.4 BP TCS 3681 TH 15000 EM 900
4074 km/s Armour 10-288 Shields 30-300 Sensors 30/55/1/1 Damage Control Rating 10 PPV 73.2
Maint Life 0 Years MSP 0 AFR 36810% IFR 511.2% 1YR 23313 5YR 349693 Max Repair 384 MSP
Intended Deployment Time: 96 months Spare Berths 0
300 EP Commercial Ion Drive (50) Power 300 Fuel Use 4.42% Signature 300 Exp 5%
Fuel Capacity 25 000 000 Litres Range 553.0 billion km (1571 days at full power)
Beta R300/180 Shields (20) Total Fuel Cost 150 Litres per hour (3 600 per day)
Quad 15cm C5 Near Ultraviolet Laser Turret (4x4) Range 180 000km TS: 10000 km/s Power 24-20 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
Fire Control S08 128-16000 H70 (1) Max Range: 256 000 km TS: 16000 km/s 96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor S1 (20) Total Power Output 90 Armour 0 Exp 5%
Small Craft Detection System mk1 (1) GPS 2100 Range 51.7m km Resolution 20
Ship Detection System mk1 (1) GPS 10500 Range 163.3m km Resolution 50
Anti Missile Sensor mk1 (1) GPS 105 Range 11.6m km MCR 1.3m km Resolution 1
Thermal Sensor TH5-30 (70%) (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
EM Detection Sensor EM5-55 (70%) (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
Geological Survey Sensors (1) 1 Survey Points Per Hour
ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
and the hostiles characteristic :Discovery class Geological Survey Vessel 12 550 tons 139 Crew 1274 BP TCS 251 TH 800 EM 0
3187 km/s JR 1-25(C) Armour 2-48 Shields 0-0 Sensors 1/1/0/6 Damage Control Rating 1 PPV 0
MSP 63 Max Repair 100 MSP
Intended Deployment Time: 60 months Spare Berths 1
Cryogenic Berths 200
Shaw-Fujikawa Advanced Technical CJD15KT Max Ship Size 15000 tons Distance 25k km Squadron Size 1
400 EP 50HS Commercial Magneto-plasma Drive (2) Power 400 Fuel Use 5.3% Signature 400 Exp 5%
Fuel Capacity 2 000 000 Litres Range 541.2 billion km (1965 days at full power)
Lee Advanced Defence Systems 200R3 CIWS (1x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Geological Survey Sensors (6) 6 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
The first 3 are still in production at the Bartlett Electric Boat Co.; GEV Leif Ericson, Thor Heyerdahl, and Yuri Gagarin. They will be completed in one years time.Marco class Gravitational Survey Vessel 14 000 tons 313 Crew 1687.2 BP TCS 280 TH 800 EM 0
2857 km/s JR 3-50 Armour 2-51 Shields 0-0 Sensors 1/1/5/0 Damage Control Rating 22 PPV 0
Maint Life 7.46 Years MSP 1657 AFR 71% IFR 1% 1YR 52 5YR 785 Max Repair 150 MSP
Intended Deployment Time: 60 months Spare Berths 16
Cryogenic Berths 400
Alcubierre Sytems MJD14000(3-50) Max Ship Size 14000 tons Distance 50k km Squadron Size 3
400 EP 50HS Commercial Magneto-plasma Drive (2) Power 400 Fuel Use 5.3% Signature 400 Exp 5%
Fuel Capacity 2 000 000 Litres Range 485.2 billion km (1965 days at full power)
Lee Advanced Defence Systems 200R3 CIWS (2x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Gravitational Survey Sensors (5) 5 Survey Points Per Hour
ECM 10
This design is classed as a Military Vessel for maintenance purposes
The first 3 were already built at the Robinson & Goodwin Shipyards; Marc Aaronson, George Ogden Abell, and Antonio Abetti. They have been surveying for a few months now and so far only SP5 has yielded a ftl possible location.Construction has started on the first 3 of the Floreal class and are expected to finish in 1 year 2 months. I hope the enemy don't wise up until I at least have some protection.
Didn't you pre-build some of the components as you waited for the others to finish researching? Even pre-building just the engines knocks a very significant time of the ship completion date.I did not know that was working. In my last games the parts only sat there instead of being used when I tried. Well my construction was/is pretty full as it is though
Missileer class Interceptor 250 tons 2 Crew 114.4 BP TCS 5 TH 32 EM 0
12800 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.2
Maint Life 9.91 Years MSP 29 AFR 5% IFR 0.1% 1YR 1 5YR 8 Max Repair 54 MSP
Intended Deployment Time: 0.1 months Spare Berths 8
Magazine 8
32EP 1HS MPFD (2) Power 32 Fuel Use 336.02% Signature 16 Exp 20%
Fuel Capacity 5 000 Litres Range 1.1 billion km (23 hours at full power)
Size 1 Box Launcher (8) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
AMMFC10-R1 (70%) (1) Range 10.4m km Resolution 1
Aster M1S1 MPAMM (5) Speed: 30 000 km/s End: 1.3m Range: 2.3m km WH: 1 Size: 1 TH: 150/90/45
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
I want to use this as one possible loadout for my LCS. More I was thinking of was a bomber (Anti ship/minelayer), a AS or AF drone (125 ton or smaller), and a recon drone/fighter. And I do know I should use a smaller MFC, but I only have that one atm (for multipurpose use hint hint *wink* *wink*). Still excited for the new update to be able to fix this design and be really (can't find right word) about it. Also, just made this for said fighters in the near future.Missile Size: 2 MSP (0.1 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 14
Speed: 32000 km/s Engine Endurance: 33 minutes Range: 63.4m km
Cost Per Missile: 1.9664
Chance to Hit: 1k km/s 448% 3k km/s 140% 5k km/s 89.6% 10k km/s 44.8%
Materials Required: 1x Tritanium 0.9664x Gallicite Fuel x507.5
that looks fine, but yknow thats a size 2 missile for a size 1 fighter right :DThe interceptor designed will have the size 1, the size 2 is for a future design of fighter that will be going on my carriers (when designed).
Political relation also has started at -200 so there wont be recovering from this one.
So suppose you manage to defeat the home fleet of an NPR and gain control of their home system - what do you typically do? Try a ground assault? Glass the planet from orbit? Attempt to weaponize your terraformers?i generally invade the planet, sometimes bombard a little.
A new alien race has been detected on earth of all places, this was surprising to say the least, what's most shocking is the sudden launch of half a million tons of shipping into the already crowded space lanes around earth, the Tamarind Hegemony as they call it appear to have half the population as Russia and a similar fraction of industrial capacity making the weakest power on the planet. They're naming their current ships after former british empire vessels and have adopted a galactic empire theme.
OOC: I seem to have acidentally spawned a new race while checking the mechanics to answer some questions, doh!. Is there any way of deleting them short of conquest or getting the designer password?
OOC: I seem to have acidentally spawned a new race while checking the mechanics to answer some questions, doh!. Is there any way of deleting them short of conquest or getting the designer password?
Roll back to the backup DB you made just before you started checking things out? :)Hahahaha.
John
Hawke class Geosurvey Ship 8,100 tons 177 Crew 872.5 BP TCS 162 TH 450 EM 0
2777 km/s JR 4-50 Armour 1-35 Shields 0-0 Sensors 18/1/0/3 Damage Control Rating 8 PPV 0
Maint Life 5.27 Years MSP 539 AFR 65% IFR 0.9% 1YR 32 5YR 487 Max Repair 114 MSP
Intended Deployment Time: 36 months Spare Berths 0
J8100(4-50) Military Jump Drive Max Ship Size 8100 tons Distance 50k km Squadron Size 4
150 EP Commercial Ion Drive (3) Power 150 Fuel Use 11.93% Signature 150 Exp 5%
Fuel Capacity 615,000 Litres Range 114.5 billion km (477 days at full power)
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Geological Survey Sensors (3) 3 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
A russian colony has been discovered on the moon, with thermal 756 and em 1079,Did you mean Celsius? Or does the game actually let you go below 0 Kelvin?It lets you go below 0 Kelvin, which is why I thought it was worth noting.
It lets you go below 0 Kelvin, which is why I thought it was worth noting.But the thing is, -K is hotter than any positive temperature.
Another crazy thing is, -87K only got the colony cost up to around 13.
What's going on in your empire/planet/battlefield?
Not much.
Just some casual game waiting for 6.5.
Protectorate of Grayson launched their first combat ships and is about to send explorators trough their only warp point.
Grayson has frakkofalot minerals, other planets are also rich so my prospects look quite good.
P.s. God i would LOVE for Aurora to have Distant Worlds like model of FTL travel ...
8th December 2051 18:45:56,Ross 154,Additional deposits of Corundium have been found on Ross 154-A I by the Lucian Darius Geology Team. The total amount available has increased from 20,205,020 to 206,066,025 tons. Accessibility has increased from 0. 1 to 0. 6
J. Edgar class Gravitational Survey Vessel 7 500 tons 106 Crew 887.5 BP TCS 150 TH 450 EM 0
3000 km/s Armour 3-34 Shields 0-0 Sensors 1/1/4/0 Damage Control Rating 5 PPV 0
Maint Life 3.63 Years MSP 370 AFR 90% IFR 1.2% 1YR 43 5YR 652 Max Repair 100 MSP
Intended Deployment Time: 60 months Spare Berths 0
150EP 25HS CID (3) Power 150 Fuel Use 9.28% Signature 150 Exp 5%
Fuel Capacity 1 500 000 Litres Range 387.9 billion km (1496 days at full power)
Gravitational Survey Sensors (4) 4 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Sagittaire class Geological Survey Vessel 7 500 tons 106 Crew 887.5 BP TCS 150 TH 450 EM 0
3000 km/s Armour 3-34 Shields 0-0 Sensors 1/1/0/4 Damage Control Rating 5 PPV 0
MSP 370 Max Repair 100 MSP
Intended Deployment Time: 60 months Spare Berths 0
150EP 25HS CID (3) Power 150 Fuel Use 9.28% Signature 150 Exp 5%
Fuel Capacity 1 500 000 Litres Range 387.9 billion km (1496 days at full power)
Geological Survey Sensors (4) 4 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
They cost exactly the same amount of materials and are the same build points. Yet the refit cost from one another is 500. Any way to fix them?
Anyone remember the rule for building multiple classes at the same shipyard/rules for refit cost? I believe the refit cost has to be 20% of the BP. However I can't make my Geosurvey from my Gravsurvey tooled shipyard (says the designer).Code: [Select]J. Edgar class Gravitational Survey Vessel 7 500 tons 106 Crew 887.5 BP TCS 150 TH 450 EM 0
3000 km/s Armour 3-34 Shields 0-0 Sensors 1/1/4/0 Damage Control Rating 5 PPV 0
Maint Life 3.63 Years MSP 370 AFR 90% IFR 1.2% 1YR 43 5YR 652 Max Repair 100 MSP
Intended Deployment Time: 60 months Spare Berths 0
150EP 25HS CID (3) Power 150 Fuel Use 9.28% Signature 150 Exp 5%
Fuel Capacity 1 500 000 Litres Range 387.9 billion km (1496 days at full power)
Gravitational Survey Sensors (4) 4 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposesCode: [Select]Sagittaire class Geological Survey Vessel 7 500 tons 106 Crew 887.5 BP TCS 150 TH 450 EM 0
They cost exactly the same amount of materials and are the same build points. Yet the refit cost from one another is 500. Any way to fix them?
3000 km/s Armour 3-34 Shields 0-0 Sensors 1/1/0/4 Damage Control Rating 5 PPV 0
MSP 370 Max Repair 100 MSP
Intended Deployment Time: 60 months Spare Berths 0
150EP 25HS CID (3) Power 150 Fuel Use 9.28% Signature 150 Exp 5%
Fuel Capacity 1 500 000 Litres Range 387.9 billion km (1496 days at full power)
Geological Survey Sensors (4) 4 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
Tool the other way around and see if you can?Nope, both ways are a cost of 500.
Intead of doing this to build both, why not just use the hybrid as an all round survey ship? I almost always search all of the possible JPs before I think about looking at the planets, so I could just use the primary order to search the survey points and the secondary to look at the planets/bodies.Code: [Select]Hawke class Geosurvey Ship 8,100 tons 177 Crew 872.5 BP TCS 162 TH 450 EM 0
In this case the resulting hybrid ship with 3 gravity sensors and 3 geo sensors will allow construction of either grav or geo variants as you stated, I however decided to make an actually functional 8100 ton hybrid with 2 of each, I just won't be building any.
2777 km/s JR 4-50 Armour 1-35 Shields 0-0 Sensors 18/1/0/3 Damage Control Rating 8 PPV 0
Maint Life 5.27 Years MSP 539 AFR 65% IFR 0.9% 1YR 32 5YR 487 Max Repair 114 MSP
Intended Deployment Time: 36 months Spare Berths 0
J8100(4-50) Military Jump Drive Max Ship Size 8100 tons Distance 50k km Squadron Size 4
150 EP Commercial Ion Drive (3) Power 150 Fuel Use 11.93% Signature 150 Exp 5%
Fuel Capacity 615,000 Litres Range 114.5 billion km (477 days at full power)
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Geological Survey Sensors (3) 3 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposesCode: [Select]Geo/Grav hybrid class Gravitational Survey Vessel 8,100 tons 175 Crew 926.5 BP TCS 162 TH 450 EM 0
2777 km/s JR 4-50 Armour 1-35 Shields 0-0 Sensors 12/1/2/2 Damage Control Rating 6 PPV 0
Maint Life 3.84 Years MSP 429 AFR 87% IFR 1.2% 1YR 46 5YR 687 Max Repair 114 MSP
Intended Deployment Time: 36 months Spare Berths 0
J8100(4-50) Military Jump Drive Max Ship Size 8100 tons Distance 50k km Squadron Size 4
150 EP Commercial Ion Drive (3) Power 150 Fuel Use 11.93% Signature 150 Exp 5%
Fuel Capacity 520,000 Litres Range 96.8 billion km (403 days at full power)
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
Geological Survey Sensors (2) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Intead of doing this to build both, why not just use the hybrid as an all round survey ship? I almost always search all of the possible JPs before I think about looking at the planets, so I could just use the primary order to search the survey points and the secondary to look at the planets/bodies.
I personally don't go for the hybrid approach any more. My reasoning: Survey ships are usually one of the first built, so smaller hull = faster build, dedicated grav/geo means less downtime and more coverage.True. However after, after 1 or 2 batches from each both shipyards go unused for years until I have workable designs that I need to build. So instead of having something like 6 of each for the whole game building more as they are destroyed, I could build more than a dozen hybrid designs. Another benefit of the hybrids over the specialty craft is that if you are missing one on a side you have to move them around, while the hybrids can do both.
J. Edgar class Gravitational Survey Vessel 7 500 tons 118 Crew 931.5 BP TCS 150 TH 450 EM 0
3000 km/s Armour 3-34 Shields 0-0 Sensors 5/1/2/2 Damage Control Rating 7 PPV 0
Maint Life 5.29 Years MSP 543 AFR 64% IFR 0.9% 1YR 32 5YR 487 Max Repair 100 MSP
Intended Deployment Time: 60 months Spare Berths 0
150EP 25HS CID (3) Power 150 Fuel Use 9.28% Signature 150 Exp 5%
Fuel Capacity 1 325 000 Litres Range 342.7 billion km (1322 days at full power)
AS-MR15-R100 (50%) (1) GPS 1400 Range 15.4m km Resolution 100
THS0.5-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
Geological Survey Sensors (2) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Note; I am playing with JGs on all JPs
A Hybrid design also means that, at any given point, half of the sensors are useless dead weight.
or if you perform highly detailed micromanagement you could steer the ship around the system surveying everything in one efficient spiral pass.If I were to do that, which would be the most efficient (starting on the inside at 1) going from 6 (16,17, 18, or 7) and then what is the most efficient going to the outer shell from there (after middle shell is scouted out). Reason for asking; Not enough primary/secondary orders to do all the surveying I want (survey the SP locations first, then planets/moons, then lastly all the rest of the bodies).
After four months of ground combat, the Andromedans have surrendered. On the plus side, I've gone from ion to internal fusion, plus gained some other technology like grav strength 36, advanced geologic sensors, UV lasers, etc, etc.When I setup my NPR's I think I accidentally ended up with the Chinese looking like that.
On the down side 50. 7 percent of the Union's population now looks like this:
When I setup my NPR's I think I accidentally ended up with the Chinese looking like that.
Luluaborgo class Jump Cruiser 16 200 tons 341 Crew 2351.6 BP TCS 324 TH 1188 EM 0
3666 km/s JR 3-100 Armour 5-57 Shields 0-0 Sensors 18/12/0/0 Damage Control Rating 8 PPV 4
Maint Life 1.63 Years MSP 726 AFR 262% IFR 3.6% 1YR 322 5YR 4827 Max Repair 362 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 212
J16200(3-100) Military Jump Drive Max Ship Size 16200 tons Distance 100k km Squadron Size 3
118.8 EP Ion Drive (10) Power 118.8 Fuel Use 92.39% Signature 118.8 Exp 11%
Fuel Capacity 2 500 000 Litres Range 30.1 billion km (94 days at full power)
CIWS-160 (3x4) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Size 4 Missile Launcher (1) Missile Size 4 Rate of Fire 40
Missile Fire Control FC65-R75 (2) Range 65.5m km Resolution 75
Active Search Sensor MR130-R75 (1) GPS 18900 Range 130.9m km Resolution 75
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
This design is classed as a Military Vessel for maintenance purposes
Just captured one of the worst NPR ships I've ever seen.
Phoenix Hawk class Jump Destroyer 8 450 tons 163 Crew 1846.5 BP TCS 169 TH 1250 EM 0
7396 km/s JR 4-250 Armour 8-36 Shields 0-0 Sensors 11/11/0/0 Damage Control Rating 4 PPV 0
Maint Life 3.09 Years MSP 546 AFR 142% IFR 2% 1YR 86 5YR 1284 Max Repair 160 MSP
Intended Deployment Time: 6 months Spare Berths 2
J8800(4-250) Military Jump Drive Max Ship Size 8800 tons Distance 250k km Squadron Size 4
125 EP Magnetic Fusion Drive (10) Power 125 Fuel Use 100.62% Signature 125 Exp 12%
Fuel Capacity 2 900 000 Litres Range 61.4 billion km (96 days at full power)
Size 4 Missile Launcher (0) Missile Size 4 Rate of Fire 20
Missile Fire Control FC105-R4 (1) Range 105.6m km Resolution 4
Kasturi Anti-ship Missile (0) Speed: 29 000 km/s End: 162.9m Range: 283.4m km WH: 12 Size: 4 TH: 96/58/29
Active Search Sensor MR35-R4 (1) GPS 640 Range 35.2m km Resolution 4
Active Search Sensor MR83-R90 (1) GPS 7200 Range 83.5m km Resolution 90
Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
ECCM-2 (1) ECM 20
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
Missile launcher (0) ? Does that mean they're damaged or something?The only possible explanation I have is they were intended to use missile launchers by auto-designer, but there simply was not enough space, therefore, zero.
Energy Weapon Impact: Strength 65 detected! x 8
New Wreck Detected in V1581 Cygni
It was a Pan American gate builder at the jump point to Giliese 687.After 40 60 second turns which took about 6 hours to process I was presented with this:So far my microincrements have been 7 hours (in game) of 60 sec increments. Should I be scared?
I've seen worse :PNo magazine either.
I still remember this design, when my spies brought it I was extremely surprised.
You do know you can plop a Geo team on the world and maybe get more?I'm doing that right now on most of Sol's main bodies with material. Venus gained a vein of 15m tons of Corbomite. Yes you read that right, 15,000,000 tons of Corbomite.
So here is what I have to work with (refer to map).
(Refer to second image) Also, I am giving him a carrier when I build one. And of course it will be called the Shield. Edit; Lol, I looked at his personality traits, and he is marked as Tough.
Edit 2; (refer to image 3 and 4) Oh my... thank you RNJesus. I know its not a lot, but its more than I have.
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 14
Speed: 18000 km/s Engine Endurance: 1 minutes Range: 1.4m km
Active Sensor Strength: 0.14 Sensitivity Modifier: 110%
Resolution: 20 Maximum Range vs 1000 ton object (or larger): 60 000 km
Cost Per Missile: 0.7697
Chance to Hit: 1k km/s 252% 3k km/s 84% 5k km/s 50.4% 10k km/s 25.2%
Materials Required: 0.25x Tritanium 0.0837x Boronide 0.14x Uridium 0.296x Gallicite Fuel x5
Missile Size: 2.973 MSP (0.14865 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 14
Speed: 18200 km/s Engine Endurance: 1 minutes Range: 0.9m km
Active Sensor Strength: 0.28 Sensitivity Modifier: 110%
Resolution: 25 Maximum Range vs 1250 ton object (or larger): 150 000 km
Cost Per Missile: 2.3342
Chance to Hit: 1k km/s 254.8% 3k km/s 84% 5k km/s 51% 10k km/s 25.5%
Materials Required: 1x Tritanium 0.168x Boronide 0.28x Uridium 0.8862x Gallicite Fuel x10
Both have similar range, speed, and hit chance. The size 1 is more cost efficient, but the size 3 can see their target from a larger distance. Are there any changes I could make that would improve one/both.
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.
There's a system that had some wrecks. I cleared them, and killed a handful of hostile missile boats there of ~7500 tons and ~5300kps.
This is pretty routine. I see this in lots of systems. Once the missile boats are dead, I can operate safely.
This time, though, a lone geo survey ship got picked off some months later. It happened pretty fast, but I got a quick look at the shooter: It was doing something like 12,500 km/s.
My fastest warships at this point are doing 8750. I'm playing a bit of cat-and-mouse with this guy. He likes to pick off stray unarmed ships, but won't get near the big warships. I've tried luring him to the JG so that I can pounce on him at close range, but he doesn't ever take the bait.
Any time I want to run ships through that system--and there's a fair amount of valuable wreckage on the far side of it so that happens a far bit--I have to detail some warships to babysit the civvies.
From my POV, this is an entirely new AI behavior. I don't recall ever seeing anything like this when I used to play a few years ago. I don't know if this is new, or if I just never ran into it before, but it's pretty cool.
I suppose I'll eventually get around to building a ship fast enough to hunt this guy down...but maybe not. I get a kick out of what he's doing.
4 out of 8 Scientist are dead, 3 for medical problems and 1 in a accident. All of them was working on the same research. . .
i'm starting to think that the water pressurized reactor research is cursed. . .
Sigma class Rescue Shuttle 1,000 tons 19 Crew 118 BP TCS 20 TH 143 EM 0
7150 km/s Armour 1-8 Shields 0-0 Sensors 6/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 10.9 Years MSP 37 AFR 16% IFR 0.2% 1YR 1 5YR 9 Max Repair 6 MSP
Intended Deployment Time: 1 months Spare Berths 1
Cryogenic Berths 200
10.2 EP Ion Drive (14) Power 10.2 Fuel Use 59.35% Signature 10.2 Exp 8%
Fuel Capacity 80,000 Litres Range 24.3 billion km (39 days at full power)
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This design is classed as a Military Vessel for maintenance purposes
It's small size has allowed it to avoid a lot of enemy ships even at top speed, and it is quite speedy for ION tech, after all it's 70% engine.You might be interested in my current rescue ship.Code: [Select]Sigma class Rescue Shuttle 1,000 tons 19 Crew 118 BP TCS 20 TH 143 EM 0
It's small size has allowed it to avoid a lot of enemy ships even at top speed, and it is quite speedy for ION tech, after all it's 70% engine.
7150 km/s Armour 1-8 Shields 0-0 Sensors 6/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 10.9 Years MSP 37 AFR 16% IFR 0.2% 1YR 1 5YR 9 Max Repair 6 MSP
Intended Deployment Time: 1 months Spare Berths 1
Cryogenic Berths 200
10.2 EP Ion Drive (14) Power 10.2 Fuel Use 59.35% Signature 10.2 Exp 8%
Fuel Capacity 80,000 Litres Range 24.3 billion km (39 days at full power)
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This design is classed as a Military Vessel for maintenance purposes
However it can only hold 200 people and I just can't resist cramming a thousand into it after a large NPR force wanders into the wormhole system. A swarm of them would be quite cheap though.
EXP Magellan class Long Range Survey Ship 17,750 tons 255 Crew 1809 BP TCS 355 TH 1600 EM 0
4507 km/s Armour 5-60 Shields 0-0 Sensors 1/1/0/5 Damage Control Rating 20 PPV 0
MSP 1274 Max Repair 100 MSP
Intended Deployment Time: 48 months Spare Berths 0
400 EP Commercial Magneto-plasma Drive (4) Power 400 Fuel Use 4.42% Signature 400 Exp 5%
Fuel Capacity 3,000,000 Litres Range 688.3 billion km (1767 days at full power)
Geological Survey Sensors (5) 5 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
FTR Comet - Copy class Rescue Shuttle 400 tons 2 Crew 54.8 BP TCS 8 TH 48 EM 0
6000 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 17.25 Years MSP 43 AFR 2% IFR 0% 1YR 0 5YR 4 Max Repair 24 MSP
Intended Deployment Time: 0.1 months Spare Berths 8
Cryogenic Berths 400
48 EP Ion Drive (1) Power 48 Fuel Use 67.2% Signature 48 Exp 10%
Fuel Capacity 50,000 Litres Range 33.5 billion km (64 days at full power)
This design is classed as a Fighter for production, combat and maintenance purposes
*As a general rule, I've found that replacing sensors & fire controls is cheap and fast. Replacing armor or magazines isn't bad. Replacing launchers is painful. Replacing engines is so costly and slow that it's hardly ever worth doing.
You could try the suicidal approach, get close enough to negate point defence, it worked so well for the centauri in Steve's game!
Valkyrie - Mod A class Destroyer Escort 8100 tons 206 Crew 1183 BP TCS 162 TH 462 EM 0
2851 km/s Armour 3-35 Shields 0-0 Sensors 1/1/0/0 Damage Control 6 PPV 28
Annual Failure Rate: 33% IFR: 0.5% Maintenance Capacity 502 MSP
Magazine 608 Spare Berths 4
462 EP Ion Drive (1) Power 462 Fuel Use 65.99% Armour 0 Exp 11%
Fuel Capacity 635,000 Litres Range 21.4 billion km (86 days at full power)
1 Missile Launcher (75% Reduction) (16) Missile Size 1 Rate of Fire 30
Size 1 Missile Launcher (16) Missile Size 1 Rate of Fire 15
Missile Fire Control FC8-R1 (2) Range 8.6m km Resolution 1
Missile Fire Control FC20-R80 (1) Range 20.6m km Resolution 80
Lucifer Anti Missile (448) Speed: 24,500 km/s End: 11.6m Range: 17m km WH: 1 Size: 1 TH: 98 / 58 / 29
Macross Anti-ship (160) Speed: 16,200 km/s End: 17.2m Range: 16.7m km WH: 2 Size: 1 TH: 59 / 35 / 17
Active Search Sensor MR8-R1 (1) GPS 144 Range 8.6m km Resolution 1
Active Search Sensor MR21-R80 (1) GPS 3200 Range 21.5m km Resolution 80
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
It should be noted that the group of beta class FAC's lost to a single rat cruiser earlier needed to close to 8 million km to fire, their small size almost made this possible, however the Valkyries with double the range will certainly be detected at and fired upon at full range, estimated to be several times their own range.It should be noted that the group of beta class FAC's lost to a single rat cruiser earlier needed to close to 8 million km to fire, their small size almost made this possible, however the Valkyries with double the range will certainly be detected at and fired upon at full range, estimated to be several times their own range.
Also a more serious concern is that the rats still possess superior speed which allows battles to generally occur at their leasure, except for rare cases where we have lured them into a trap.
Had a very similar 7.0 game, Mastik. Only minerals on Earth and Venus, and had Spoilers right next door. No chance really. Doesn't help that on a personal level I prefer beams to missiles, despite the game trying to railroad me otherwise.I don't know if I would call it a railroad, so much as a side effect of realism. Realistically due to the distances involved it gets really hard to hit anything due to how angles work, an angle that is a fraction of a degree off means the beam goes very wide pretty quickly when talking about the scale space battles take place on. Missiles can be adjusted with engines, which is something beams don't have. Beam warfare is just much harder and requires a different way of thinking about ship construction.
Spiro class Interceptor 122 tons 1 Crew 300.2 BP TCS 2.44 TH 16 EM 0
81967 km/s Armour 1-2 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.2
Maint Life 0 Years MSP 0 AFR 24% IFR 0.3% 1YR 9 5YR 136 Max Repair 275 MSP
Intended Deployment Time: 0.1 months Spare Berths 3
Magazine 8
200 EP Photonic Drive (1) Power 200 Fuel Use 56% Signature 16 Exp 20%
Fuel Capacity 5 000 Litres Range 13.2 billion km (44 hours at full power)
Size 2 Box Launcher (4) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours
Missile Fire Control FC70-R3 (1) Range 70.1m km Resolution 3
S2 AFM (4) Speed: 299 000 km/s End: 3.8m Range: 67.9m km WH: 25 Size: 2 TH: 996/598/299
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
Its now almost feels like there should be a fighter fuel space that is 1 ton and holds 1000L. And yes, I know its not the best of designs, its meant to cruise cross system from a carrier (any ship with hangar space including frigates and whatnot) and knock out any FACs and fighters before the fleet moves in, or launched from a colony to do the same to an invading fleet.
Also, BUG/spelling error; the design window says Litres instead of Liters.
yes it is nice but it is even better having like 400k sorium on earth ready to dig it up so no fuel harvesters in places I cant cover them properly in many games
I had such bases busted by nasty spoilers in a few last games ;)
jumping through wh
shooting long range missiles , destroying 500kt sorium harvesting base etc ....
I'm after like 4h RL intense military operation
my close to 1mil tonnage tech 4-5 fleet engaged and cleared almost 800kt fleet of Invaders
several capital and multiple smaller ships as well as marine units are down ,but enemy is no more
moreover 4 battered missile cruisers 33kt and one 17kt undamaged destroyer have been captured by brave marines ( I had equivalent of marine division on assault shuttles and specialized boarding crafts and used this in heat of battle )
and as a cherry on top I got like 1k prisoners ;D
amount of salvage is tremendous and I expect to kick myself in many technologies a level or two ....
The last quad system I saw had planets a few trillion m&ms from the center.
Evidently my auto correct believes that m&ms are more important than kms .Evidently your auto-correct knows was is important in life, lots and lots of CHOCOLATE.
Here's a puzzle: I see enemy ships arriving in Teegarden from Wolf 294. I know they're coming from wolf 294 because I've got DSTS in Teegarden and when these guys appear on thermals, they're on a direct line from the Wolf 294 JP to another JP. That's not 100% conclusive, but it seems like persuasive circumstantial evidence.
I've completely surveyed Wolf 294, and there's only one jump point. So when I see ships arriving fom Wolf 294, I figure they were grav surveyors in there to nose around. But, gosh, they seem to keep coming. Surely he's got that thing surveyed by now.
Later, I upgrade the DSTS in Teegarden. Now I've got complete coverage of all the JPs down to the signature of the Mijos survey ships. So I can be 100% certain of where these ships are coming from, and more ships are definitely coming from Wolf 294, including a warship. That wasn't in there to survey. The Mijos have got some kind of back door into Wolf 294.
I've heard about dormant JPs, and I figure what's happened here is the Mijos, through their exploration, have discovered a new JP to Wolf 294 since I surveyed it. I send grav surveyors back in and manually order them to check every grav survey location. They find nothing, so I have them do it again, in case I somehow missed one. Still nothing.
The mystery isn't solved until I capture their homeworld and get their map. Yes, they've created a new link to Wolf 294. The JP is near the primary, about 600m km away from the nearest survey point. I don't know why my grav surveyors missed it, since I don't know the details of grav survey. Should I expect them to find a JP that's 600mkm away from the point they're surveying?
...wait, what's dormant JP? To be honest, I've never heard about this thing.
Dormant JPs are JPs that can only be found from one side. So you can survey a system and won't be able to detect it. However, once something transits from the far side, it can be detected by a resurvey.
Armor 4
It seems to be an artefact of how jump points work, but could have easily been removed by simply banning connections to preexisting systems, but I assume it's been kept because removing it would be ... Well, anyway it would change things slightly and remove something that causes strategic considerations.
I have noticed steve mentioning dormant jump points in many AARs
Mastik: Mason PDCs?
I am out of corndium and the supply line is cut off, so little i can do.
Swaard class Battleship 6 000 tons 170 Crew 799.2 BP TCS 120 TH 400 EM 0
3333 km/s Armour 3-29 Shields 0-0 Sensors 6/5/0/0 Damage Control Rating 3 PPV 29
Maint Life 1.71 Years MSP 250 AFR 96% IFR 1.3% 1YR 103 5YR 1549 Max Repair 200 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 32
400 EP Nuclear Pulse Engine (1) Power 400 Fuel Use 40% Signature 400 Exp 10%
Fuel Capacity 180 000 Litres Range 13.5 billion km (46 days at full power)
20cm Railgun V4/C4 (3x4) Range 128 000km TS: 5000 km/s Power 12-4 RM 4 ROF 15 4 4 4 4 3 2 2 2 1 1
Fire Control S02 64-4000 (1) Max Range: 128 000 km TS: 4000 km/s 92 84 77 69 61 53 45 37 30 22
Pebble Bed Reactor Technology PB-1 (4) Total Power Output 12 Armour 0 Exp 5%
Size 8 Missile Launcher (25% Reduction) (4) Missile Size 8 Rate of Fire 8000
Missile Fire Control FC30-R160 (1) Range 30.3m km Resolution 160
333LS Size 8 Antiship Missile (4) Speed: 20 000 km/s End: 82.6m Range: 99.1m km WH: 9 Size: 8 TH: 66/40/20
Active Search Sensor MR2-R1 (1) GPS 56 Range 2.8m km MCR 305k km Resolution 1
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Trekker class Battleship 6 000 tons 168 Crew 787.2 BP TCS 120 TH 400 EM 0
3333 km/s Armour 3-29 Shields 0-0 Sensors 6/5/0/0 Damage Control Rating 3 PPV 27
Maint Life 1.75 Years MSP 246 AFR 96% IFR 1.3% 1YR 99 5YR 1479 Max Repair 200 MSP
Intended Deployment Time: 6 months Spare Berths 2
Magazine 32
400 EP Nuclear Pulse Engine (1) Power 400 Fuel Use 40% Signature 400 Exp 10%
Fuel Capacity 180 000 Litres Range 13.5 billion km (46 days at full power)
20cm Railgun V4/C4 (1x4) Range 128 000km TS: 5000 km/s Power 12-4 RM 4 ROF 15 4 4 4 4 3 2 2 2 1 1
10cm Railgun V4/C3 (4x4) Range 40 000km TS: 5000 km/s Power 3-3 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S02 64-4000 (1) Max Range: 128 000 km TS: 4000 km/s 92 84 77 69 61 53 45 37 30 22
Pebble Bed Reactor Technology PB-1 (6) Total Power Output 18 Armour 0 Exp 5%
Size 8 Missile Launcher (25% Reduction) (4) Missile Size 8 Rate of Fire 8000
Missile Fire Control FC30-R160 (1) Range 30.3m km Resolution 160
333LS Size 8 Antiship Missile (4) Speed: 20 000 km/s End: 82.6m Range: 99.1m km WH: 9 Size: 8 TH: 66/40/20
Active Search Sensor MR2-R1 (1) GPS 56 Range 2.8m km MCR 305k km Resolution 1
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Arend class Collier 6 000 tons 129 Crew 873.2 BP TCS 120 TH 400 EM 0
3333 km/s Armour 3-29 Shields 0-0 Sensors 6/5/0/0 Damage Control Rating 4 PPV 0
Maint Life 2.13 Years MSP 364 AFR 72% IFR 1% 1YR 107 5YR 1610 Max Repair 320 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 272
400 EP Nuclear Pulse Engine (1) Power 400 Fuel Use 40% Signature 400 Exp 10%
Fuel Capacity 180 000 Litres Range 13.5 billion km (46 days at full power)
333LS Size 8 Antiship Missile (34) Speed: 20 000 km/s End: 82.6m Range: 99.1m km WH: 9 Size: 8 TH: 66/40/20
Active Search Sensor MR202-R160 (1) GPS 51200 Range 202.4m km Resolution 160
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Boer class Destroyer 6 000 tons 189 Crew 2014 BP TCS 120 TH 1600 EM 0
13333 km/s Armour 3-29 Shields 0-0 Sensors 8/18/0/0 Damage Control Rating 4 PPV 29
Maint Life 2.02 Years MSP 839 AFR 72% IFR 1% 1YR 274 5YR 4104 Max Repair 800 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 32
1600 EP Inertial Fusion Drive (1) Power 1600 Fuel Use 25% Signature 1600 Exp 10%
Fuel Capacity 175 000 Litres Range 21.0 billion km (18 days at full power)
Particle Beam-11 .25min (1) Range 320 000km TS: 13333 km/s Power 22-8 ROF 15 11 11 11 11 11 11 11 11 11 11
10cm Railgun V4/C3 (4x4) Range 40 000km TS: 13333 km/s Power 3-3 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S04 240-10000 (1) Max Range: 480 000 km TS: 10000 km/s 98 96 94 92 90 88 85 83 81 79
Magnetic Confinement Fusion Reactor Technology PB-1 (2) Total Power Output 20 Armour 0 Exp 5%
Size 8 Missile Launcher (25% Reduction) (4) Missile Size 8 Rate of Fire 4800
Missile Fire Control FC202-R180 (1) Range 202.8m km Resolution 180
.2LSpS Heavy Doorknocker (4) Speed: 60 000 km/s End: 22.6m Range: 81.4m km WH: 25 Size: 8 TH: 200/120/60
Active Search Sensor MR67-R180 (1) GPS 5040 Range 67.6m km Resolution 180
Active Search Sensor MR5-R1 (1) GPS 28 Range 5.0m km MCR 549k km Resolution 1
Thermal Sensor TH1-8 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
EM Detection Sensor EM1-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
ECCM-4 (1) ECM 10
I give all my larger commercial ships a 'full' size 1 sensor suite, EM, thermal, and res 1, 5, 20, 80, and 500.With fighters now being around, I was thinking of course how I should plan my sensor outfit in the future. Unless having 300kt+ fleets, it seems to me like 3 active and 2 passive ones (of maximum size) is normally quite enough. In the past I have used of course res-1 for missiles, and then around 5.5kt for ships and some 25kt more for rp. At more competitive games I usually replaced the last one for a Fac tracker at 900 or 950 tons resolution, and uped ship detection to 6-7k. (I don't care much about survey vessels under my radar. - They fall in my hands once their capital soon does anyway)
Eagle class Fighter 244 tons 1 Crew 64.6 BP TCS 4.87 TH 56 EM 0
11498 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.8
Maint Life 0 Years MSP 0 AFR 48% IFR 0.7% 1YR 4 5YR 61 Max Repair 28 MSP
Intended Deployment Time: 0.1 months Spare Berths 3
Magazine 12
56 EP Magneto-plasma Drive (1) Power 56 Fuel Use 277.92% Signature 56 Exp 17%
Fuel Capacity 20 000 Litres Range 5.3 billion km (5 days at full power)
Size 3 Box Launcher (4) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Missile Fire Control FC68-R110 (1) Range 68.5m km Resolution 110
Nimitz class Carrier 53 500 tons 976 Crew 10701 BP TCS 1070 TH 8100 EM 0
7570 km/s Armour 10-126 Shields 0-0 Sensors 8/8/0/0 Damage Control Rating 63 PPV 0
Maint Life 1.91 Years MSP 7875 AFR 363% IFR 5% 1YR 2799 5YR 41986 Max Repair 1600 MSP
Intended Deployment Time: 24 months Flight Crew Berths 1
Flag Bridge Hangar Deck Capacity 12000 tons Troop Capacity: 1 Company Magazine 2132
180 EP Magnetic Fusion Drive (45) Power 180 Fuel Use 74.14% Signature 180 Exp 12%
Fuel Capacity 10 350 000 Litres Range 47.0 billion km (71 days at full power)
CIWS-400 (2x6) Range 1000 km TS: 40000 km/s ROF 5 Base 50% To Hit
Acclamator Anti-ship Missile (533) Speed: 36 700 km/s End: 27.2m Range: 59.8m km WH: 12 Size: 4 TH: 575/345/172
Active Search Sensor MR1007-R62 (1) GPS 99200 Range 1 007.9m km Resolution 62
Thermal Sensor TH1-8 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
EM Detection Sensor EM1-8 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
Strike Group
30x Eagle Fighter Speed: 16087 km/s Size: 7.77
Lightning class Fighter 302 tons 3 Crew 286.15 BP TCS 6.04 TH 112.5 EM 0
37251 km/s Armour 2-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2
Maint Life 0 Years MSP 0 AFR 60% IFR 0.8% 1YR 17 5YR 260 Max Repair 70 MSP
Intended Deployment Time: 0.1 months Spare Berths 1
Newman Dynamics Fighter Engine (3) Power 75 Fuel Use 462.98% Signature 37.5 Exp 30%
Fuel Capacity 20 000 Litres Range 2.6 billion km (19 hours at full power)
Kent-Dale Gauss Cannon R6-17 (2x6) Range 60 000km TS: 37251 km/s Accuracy Modifier 17% RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Sykes Heavy Industries Fire Control S00.2 75-5000 H70 (FTR) (1) Max Range: 150 000 km TS: 20000 km/s 93 87 80 73 67 60 53 47 40 33
Wilkins Megacorp Fighter Sensor (1) GPS 8 Range 880k km MCR 96k km Resolution 1
Nimitz class Heavy Carrier 87 950 tons 1137 Crew 14595.6 BP TCS 439.75 TH 10560 EM 1500
6003 km/s Armour 16-176 Shields 50-300 Sensors 48/48/0/0 Damage Control Rating 67 PPV 0
Maint Life 4.72 Years MSP 6950 AFR 923% IFR 12.8% 1YR 510 5YR 7657 Max Repair 312 MSP
Intended Deployment Time: 48 months Flight Crew Berths 518
Flag Bridge Hangar Deck Capacity 20000 tons Troop Capacity: 1 Battalion Magazine 964 Cargo Handling Multiplier 20
264 EP Solid Core AM Drive (40) Power 264 Fuel Use 47.72% Signature 264 Exp 11%
Fuel Capacity 25 250 000 Litres Range 108.3 billion km (208 days at full power)
Delta R300/240 Shields (20) Total Fuel Cost 200 Litres per hour (4 800 per day)
CIWS-200 (10x8) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
ASM Thunder (241) Speed: 81 700 km/s End: 0.6m Range: 3.2m km WH: 36 Size: 3.995 TH: 381/228/114
Thermal Sensor TH6-48 (1) Sensitivity 48 Detect Sig Strength 1000: 48m km
EM Detection Sensor EM6-48 (1) Sensitivity 48 Detect Sig Strength 1000: 48m km
Cloaking Device: Class cross-section reduced to 25% of normal
ECM 10
Strike Group
52x Raptor Fighter-bomber Speed: 15789 km/s Size: 7.6
Raptor class Fighter-bomber 380 tons 3 Crew 233.4 BP TCS 7.6 TH 28.8 EM 0
15789 km/s Armour 2-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4.6
Maint Life 0 Years MSP 0 AFR 76% IFR 1.1% 1YR 11 5YR 158 Max Repair 120 MSP
Intended Deployment Time: 0.1 months Spare Berths 40
Magazine 4
Sharp Marine Fighter Engine SCAM (1) Power 120 Fuel Use 617.3% Signature 28.8 Exp 30%
Fuel Capacity 20 000 Litres Range 1.5 billion km (26 hours at full power)
Manning Foundation Gauss Cannon R5-17 (4x5) Range 50 000km TS: 15789 km/s Accuracy Modifier 17% RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Ahmed-Brooks Fire Control S00.5 40-5000 (FTR) (1) Max Range: 80 000 km TS: 20000 km/s 88 75 62 50 38 25 12 0 0 0
Size 4 Box Launcher (1) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Donnelly Systems Fighter Missile Suite (1) Range 24.0m km Resolution 100
ASM Thunder (1) Speed: 81 700 km/s End: 0.6m Range: 3.2m km WH: 36 Size: 3.995 TH: 381/228/114
Long Technology Fighter Sensor (1) GPS 1000 Range 8.0m km Resolution 100
Raptor class Fighter-bomber 435 tons 3 Crew 355.2 BP TCS 8.7 TH 57.6 EM 0
27586 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4.6
Maint Life 0 Years MSP 0 AFR 87% IFR 1.2% 1YR 18 5YR 263 Max Repair 120 MSP
Intended Deployment Time: 0.1 months Spare Berths 40
Magazine 4
Sharp Marine Fighter Engine SCAM (2) Power 120 Fuel Use 617.3% Signature 28.8 Exp 30%
Fuel Capacity 20 000 Litres Range 1.3 billion km (13 hours at full power)
Manning Foundation Gauss Cannon R5-17 (4x5) Range 50 000km TS: 27586 km/s Accuracy Modifier 17% RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Ahmed-Brooks Fire Control S00.5 40-5000 (FTR) (1) Max Range: 80 000 km TS: 20000 km/s 88 75 62 50 38 25 12 0 0 0
Size 4 Box Launcher (1) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Donnelly Systems Fighter Missile Suite (1) Range 24.0m km Resolution 100
ASM Thunder (1) Speed: 81 700 km/s End: 0.6m Range: 3.2m km WH: 36 Size: 3.995 TH: 381/228/114
Long Technology Fighter Sensor (1) GPS 1000 Range 8.0m km Resolution 100
Borodino class Carrier 60 000 tons 948 Crew 5565.5 BP TCS 1200 TH 1200 EM 0
1000 km/s Armour 7-136 Shields 0-0 Sensors 75/75/0/0 Damage Control Rating 40 PPV 163.2
Maint Life 2.58 Years MSP 2319 AFR 720% IFR 10% 1YR 488 5YR 7323 Max Repair 150 MSP
Intended Deployment Time: 36 months Flight Crew Berths 1
Hangar Deck Capacity 20000 tons
300 EP Commercial Ion Drive (4) Power 300 Fuel Use 3.54% Signature 300 Exp 5%
Fuel Capacity 3 000 000 Litres Range 254.2 billion km (2942 days at full power)
Quad Gauss Cannon R1-100 Turret (5x4) Range 10 000km TS: 5000 km/s Power 0-0 RM 1 ROF 5 1 0 0 0 0 0 0 0 0 0
Fire Control S02 10-5000 (1) Max Range: 20 000 km TS: 5000 km/s 50 0 0 0 0 0 0 0 0 0
Active Search Sensor MR75-R100 (1) GPS 15000 Range 75.0m km Resolution 100
Active Search Sensor MR7-R1 (1) GPS 150 Range 7.5m km MCR 817k km Resolution 1
Thermal Sensor TH15-75 (1) Sensitivity 75 Detect Sig Strength 1000: 75m km
EM Detection Sensor EM15-75 (1) Sensitivity 75 Detect Sig Strength 1000: 75m km
This design is classed as a Military Vessel for maintenance purposes
Grisha class Escort 59 950 tons 1120 Crew 4695.5 BP TCS 1199 TH 1200 EM 0
1000 km/s Armour 8-136 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 39 PPV 587.52
Maint Life 2.19 Years MSP 1909 AFR 737% IFR 10.2% 1YR 536 5YR 8046 Max Repair 150 MSP
Intended Deployment Time: 36 months Spare Berths 0
300 EP Commercial Ion Drive (4) Power 300 Fuel Use 3.54% Signature 300 Exp 5%
Fuel Capacity 3 000 000 Litres Range 254.2 billion km (2942 days at full power)
Quad Gauss Cannon R1-100 Turret (18x4) Range 10 000km TS: 5000 km/s Power 0-0 RM 1 ROF 5 1 0 0 0 0 0 0 0 0 0
Fire Control S02 10-5000 (2) Max Range: 20 000 km TS: 5000 km/s 50 0 0 0 0 0 0 0 0 0
Active Search Sensor MR7-R1 (1) GPS 150 Range 7.5m km MCR 817k km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Sverdlov II class Fighter 480 tons 5 Crew 71.5 BP TCS 9.6 TH 96 EM 0
10000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 96% IFR 1.3% 1YR 18 5YR 277 Max Repair 48 MSP
Intended Deployment Time: 0.1 months Spare Berths 5
96 EP Ion Drive (1) Power 96 Fuel Use 217.22% Signature 96 Exp 20%
Fuel Capacity 10 000 Litres Range 1.7 billion km (47 hours at full power)
R1.5/C3 Meson Cannon (1) Range 15 000km TS: 10000 km/s Power 3-3 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
Fire Control S00.5 10-1250 (FTR) (1) Max Range: 20 000 km TS: 5000 km/s 50 0 0 0 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (1) Total Power Output 3.15 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Missile Size: 100 MSP (5 HS) Warhead: 3000 Armour: 0 Manoeuvre Rating: 10
Speed: 0 km/s Engine Endurance: 0 minutes Range: 0.0m km
Cost Per Missile: 750
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Materials Required: 750x Tritanium Fuel x0
Development Cost for Project: 75000RP
And for good measure, the BFB Overcompensater-R;Missile Size: 100 MSP (5 HS) Warhead: 600 Armour: 0 Manoeuvre Rating: 10
Speed: 0 km/s Engine Endurance: 0 minutes Range: 0.0m km
Cost Per Missile: 750
Radiation Damage: 15000
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Materials Required: 750x Tritanium Fuel x0
Development Cost for Project: 75000RP
I had some neighbors which were hostile. Finally got fed up with them. Prepared my fleets, overhauled, jumped in their system. System is full of wrecks. Their planets are still inhabited though.
Checking the nearby systems, one of them has a stable wormhole. Guess they received a visit from the Things That Should Not Be.
I am now doubtful about whether I should try to salvage and conquer those systems, considering what lurks just next door... If I get a visit too, I'll die. Too low tech to have any chance of survival.
What would you guys do, I wonder? The population and techs are very tempting, but the risks...
Formidable class Strike Cruiser 25 650 tons 531 Crew 3077.28 BP TCS 513 TH 1382 EM 0
2693 km/s Armour 5-77 Shields 0-0 Sensors 6/12/0/0 Damage Control Rating 6 PPV 72
Maint Life 1.48 Years MSP 450 AFR 877% IFR 12.2% 1YR 230 5YR 3452 Max Repair 176 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 1279
38.4 EP Nuclear Pulse Engine (36) Power 38.4 Fuel Use 136.29% Signature 38.4 Exp 12%
Fuel Capacity 3 250 000 Litres Range 16.7 billion km (71 days at full power)
CIWS-120 (3x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Size 6 Missile Launcher (12) Missile Size 6 Rate of Fire 90
Missile Fire Control FC75-R77 (3) Range 75.8m km Resolution 77
Active Search Sensor MR92-R77 (1) GPS 13552 Range 92.7m km Resolution 77
Active Search Sensor MR25-R20 (1) GPS 1920 Range 25.8m km Resolution 20
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
This design is classed as a Military Vessel for maintenance purposes
Kasturi class Geosurvey Ship 1 650 tons 57 Crew 222.6 BP TCS 33 TH 16 EM 0
484 km/s JR 3-50 Armour 1-12 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 2 PPV 0
Maint Life 9.85 Years MSP 169 AFR 10% IFR 0.2% 1YR 3 5YR 47 Max Repair 100 MSP
Intended Deployment Time: 24 months Spare Berths 0
J4500(3-50) Military Jump Drive Max Ship Size 4500 tons Distance 50k km Squadron Size 3
16 EP Nuclear Pulse Engine (1) Power 16 Fuel Use 15.28% Signature 16 Exp 5%
Fuel Capacity 30 000 Litres Range 21.4 billion km (511 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Erik senpai, please teach me the ways of the map. I try to keep it all organized but it always ends up a jumbled mess. A cool looking mess, but still a mess.
Edit; Delvan and Ofakimac are mine as I bombarded the populations on them into a nice organic slush.
Edit 2; And on my way back I found an outpost in Macharia, mmmm alien slushy.
Edit 3; Holy duck. I guess I now know why they had so many ships. And that's just 2, I think they still have plenty of systems left.
Bambino class Corvette 3 200 tons 85 Crew 374.2 BP TCS 64 TH 192 EM 0
3000 km/s Armour 3-19 Shields 0-0 Sensors 6/1/0/0 Damage Control Rating 1 PPV 10
Maint Life 2.8 Years MSP 73 AFR 81% IFR 1.1% 1YR 14 5YR 203 Max Repair 43 MSP
Intended Deployment Time: 3 months Spare Berths 1
38.4 EP Nuclear Pulse Engine (5) Power 38.4 Fuel Use 136.29% Signature 38.4 Exp 12%
Fuel Capacity 200 000 Litres Range 8.3 billion km (31 days at full power)
CIWS-120 (1x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
12cm Railgun V2/C2 (2x4) Range 40 000km TS: 4000 km/s Power 6-2 RM 2 ROF 15 2 2 1 1 0 0 0 0 0 0
Fire Control S02 96-3000 (1) Max Range: 192 000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (2) Total Power Output 6 Armour 0 Exp 5%
Active Search Sensor MR8-R77 (1) GPS 1232 Range 8.4m km Resolution 77
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This design is classed as a Military Vessel for maintenance purposes
Scimitar III class Missile Destroyer 10000 tons 338 Crew 1983.5 BP TCS 200 TH 315 EM 240
2100 km/s Armour 3-41 Shields 8-300 Sensors 22/22/0/0 Damage Control 8 PPV 60
Annual Failure Rate: 16% IFR: 0.2% Maintenance Capacity 992 MSP
Magazine 492 Spare Berths 3
Bourdier-Hayman 84 EP Ion Drive Mk 2 (5) Power 84 Fuel Use 55.8% Armour 0 Exp 10%
Fuel Capacity 450,000 Litres Range 14.5 billion km (80 days at full power)
Vessell Dynamics Gamma R300/336 Shields (4) Total Fuel Cost 1,344 Litres per day
Arbalest Heavy Launcher (12) Missile Size 5 Rate of Fire 30
Missile Fire Control FC184-R100 (70%) (5) Range 184.8m km Resolution 100
Ocean Lily Anti-ship Missile (55) Speed: 10,400 km/s End: 131.8m Range: 82.3m km WH: 8 Size: 5 TH: 34 / 20 / 10
Leiby & Barth Thermal Sensor TH2-22 (1) Sensitivity 22 Detect Signature 1000: 22m km
Active Search Sensor MR184-R100 (70%) (1) GPS 16800 Range 184.8m km Resolution 100
EM Detection Sensor EM2-22 (1) Sensitivity 22 Detect Strength 1000: 22m km
ECCM-1 (1) ECM 10
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
Queensland IV class Destroyer 9700 tons 389 Crew 1665.1 BP TCS 194 TH 315 EM 720
2164 km/s Armour 3-40 Shields 24-300 Sensors 22/22/0/0 Damage Control 5 PPV 66.24
Annual Failure Rate: 24% IFR: 0.3% Maintenance Capacity 536 MSP
Spare Berths 7
Bourdier-Hayman 84 EP Ion Drive Mk 2 (5) Power 84 Fuel Use 55.8% Armour 0 Exp 10%
Fuel Capacity 450,000 Litres Range 15.0 billion km (80 days at full power)
Vessell Dynamics Gamma R300/336 Shields (12) Total Fuel Cost 4,032 Litres per day
Twin Babbs-Clowdus R4/C4 Meson Cannon Turret (6x2) Range 40,000km TS: 12000 km/s Power 8-8 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S08 128-16000 (1) Max Range: 256,000 km TS: 16000 km/s 96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 (11) Total Power Output 49.5 Armour 0 Exp 5%
Leiby & Barth Thermal Sensor TH2-22 (1) Sensitivity 22 Detect Signature 1000: 22m km
Active Search Sensor MR184-R100 (70%) (1) GPS 16800 Range 184.8m km Resolution 100
EM Detection Sensor EM2-22 (1) Sensitivity 22 Detect Strength 1000: 22m km
ECM 10
This design is classed as a military vessel for maintenance purposes
I learned that leaving two taskgroups both with commands to join each other is not a good thing.
lost 1 Battleship, 10 cruisers, and 12 frigates to that move.
:-X :-X
The Sarasota Imperium REALLY liked fighters.
Jumped into npr enemy home system filled with 1000+ ships. And I have good sensor tech. Each turn takes forever. Each enemy missile salvo is 900+ missiles going at 23+k. Worst of all, those missiles have sensors that for some unknown reason forces the game into 5 sec tics. End result: Last 40 minutes in game has taken all of sunday.
Can always enable Spacemaster and go space/time bubble until the fight is over. That will at least quicken up the calculations.
The Sarasota Imperium REALLY liked fighters.I feel for you man.
Wow that was close....
Had a wormhole spawn in Sirius, decided it might be worth the risk to try and deploy 5 deep space tracking stations. Stations were deployed and civilian shipping just managed to escape the system as badness spawned. Can see wormhole and all JPs. 8)
Well. I had my very first contact with the big, bad spoilers. My Navy was dominant against the "lesser" spoils and NPRs, so I was fairly confident. . .
Now two strike groups are floating wreckage. . . 20 ships destroyed.
Time to get to R&D once more. . .
It think that (along with docking a loaded carrier) is one of that situations where you can break out the SM for self-interested purposes and still go to wargamer heaven.
At the expense of just under 9000 missiles (both offense and defense) and the loss of three heavy cruisers and a six-pack of FACs.
I don't know how I did it but I survived the start game in an 152 billion km diameter system. SNAP.
In my recent battles I have used some thirty thousand missiles, both offensive and defensive. On one side. The other side used some ten thousand shipkillers and I honestly don't know how many anti-missiles, but several thousand at least. I wonder, has anyone here ever fought a battle where over a hundred thousand missiles have been expended?Thats some serious Honor Harrington smeg right there ...
Thats some serious Honor Harrington smeg right there ...
I once had a "battle" where i used multiple Interplanetary MIRV's. 15 000 ground bursts explosions reduced 500m civilization to rubble in seconds and made the planet totally uninhabitable ( IIRC - 150 % industry and -200 Celcius average temp ).
My biggest salvo so far was around sixty five hundred shipkillers fired at once so not even close to the honorverse, but I hope to up it in the future, as my campaign is still ongoing and increasing in scope.
As for the bombardment I unfortunately no longer have the screenshot but I once nuked a planet so hard the temperature fell below absolute zero. Yes, the Aurora has a bug where you can nuke or terraform planet so hard it breaks the known laws of physics.
P. s. I was just granted trade access by the Unknown Empire . . Should i be scared ?
My empire just located one of the largest assets we could have ever have found. I'm thinking it'll last us a good few centuries, at least.
(http://i.imgur.com/fBuClyu.png)
Ouch, good luck recovering from that...
Now if only someone in a position of power had the foresight to get some colonies going before having a nuclear exchange on Earth ::)
Ouch, good luck recovering from that...if you wish to be truely paranoid, you could start re-grav survey your systems to check for dormant jp :)
Still trying to track down the home system of those slippery aliens; they stopped sending in ships after I mobilised the fleet so I can't exactly follow them back to the source anymore. Well, I set up a network of sensor buoys on every jump point for the next 3 or so systems out from Sol in the direction they came from, so the moment they send any further ships I can pinpoint their point of origin.
if you wish to be truely paranoid, you could start re-grav survey your systems to check for dormant jp :)Will that even work ?
Will that even work ?Yes, there's a 'No JP Survey' button in the f9 screen that will reset the survey points so you can survey the system again. It won't destroy your knowledge of the existing JPs, just set the system to be resurveyable
Speaking of Earth disasters, solar warming has finally started driving Earth outside the habilitabiity zone. I spent 30 years preparing, but I still don't feel prepared... Not nearly enough people have been evacuated to other solar systems (~200 million with ~900 million still on earth.)Dormant JP can be detected by another survey ??
Yes, there's a 'No JP Survey' button in the f9 screen that will reset the survey points so you can survey the system again. It won't destroy your knowledge of the existing JPs, just set the system to be resurveyable
You can detect them by survey, correct. There's no 'closed' JPs like Starfire.
You can detect them by survey, correct. There's no 'closed' JPs like Starfire.
Dormant JP can be detected by another survey ??
I was under the impression that like in Starfire, they can only be discovered by entering them from the open side ..
Nothing a few AMM escorts won't fix.
33 years after humanity first began exploring the stars, we've finally found a route to Alpha Centauri. 10 jumps and 30 terameters from Sol, and 15 jumps and 45 terameters from Proxima. At least even that's closer than doing it the hard way.
2160 uridum shortages have limited upgrades and new facilities since the last battle. A new, much larger Alien fleet appears in the Byrd system. Invader 3-38750T Eclipse [50-Lasers] and 3-19400T Carillion [ASM Ship] class ships are making their way to Sol.Woosh, what a close call! You might want to do something like fast track a bunch of infrastructure construction on earth, to reduce the population loss incurred.Soon after, massive numbers of missiles were detected inbound towards Earth and the mining colony on Mercury. Military leadership decided to leave the frigate and destroyer fleets in earth orbit to support Earths defenses, fighter-bombers were dispatched. Ground and Ship based AMMs and point defenses performed well against the higher tech weapons, but were soon overwhelmed by the vast numbers. I estimate 1600 size 4 ASM/Anti-planet missiles were fired at Earth and surrounding ships, and 4,000 size 1 missiles fired at Mercury. Both sides took heavy damage, ground based ASMs were useless against the beam ships, but the fighter-bombers were very successful in destroying the 3-carrillion ships and 1-Eclipse. Long load times eventually grounded the bombers. The remaining 2 beam ships moved into range, (just outside my gun range of course. ::) ) and began to fire upon my sensor bases. At this point ground based ASMs became effective, and slowly were able to destroy the final 2 ships.Off-Topic: show
Final tally of the 2nd battle, 10 Terra-form platforms destroyed [ouch], 1 large freighter, 1 tanker, 6-fighter bombers, and numerous civilian ships were also destroyed or damaged. 2 ground based sensor PDCs, 1 fighter base pdc were destroyed, 1-ASM PDC heavily damaged. The mining colony on Mercury was wiped out, radiation and dust levels near 15,000. On Earth 8 research facilities were destroyed :-X and several other facilities, 200 million dead, radiation and dust levels near 2,000. Temperature on Earth has fallen -21.5C. Recovery is going to be a long time.
Humanity survived another battle, but critical AMMs and ASM need replaced, ships and facilities to repair and replace.
[..] Damage on earth was limited to several PDCs, but none were destroyed this time.You are lucky they didn't target your industrial capacity, namely the shipyards. And the loss of million Mars colony seems like a grave loss, unless you have untapped vast reserves outside of your homesystem, I suspect that you are heading for a last stand, and brave or not, those never end well :(
250 million killed and 500 mines destroyed on Mars. Mars was Earths primary Uridium and Gallicite supplier, this is a critical loss. It may take decades to recover.
You are lucky they didn't target your industrial capacity, namely the shipyards. And the loss of million Mars colony seems like a grave loss, unless you have untapped vast reserves outside of your homesystem, I suspect that you are heading for a last stand, and brave or not, those never end well :(
I hate aliens....
:-\
So dead.
You are lucky they didn't target your industrial capacity, namely the shipyards. And the loss of million Mars colony seems like a grave loss, unless you have untapped vast reserves outside of your homesystem, I suspect that you are heading for a last stand, and brave or not, those never end well :(
You could straighten that out pretty quickly. Move Codalus, Sligo, Danzig, and Sandhurst to the top and move Epsilon Eridani above Hector and out a little to the left. Then just move Wolf 424 down a little and Nebularia to the right of Wolf 424. It helps a lot if you lay your star map out in a grid pattern with uniform spacing as well. Sometimes crossovers are unavoidable though. My current game has topped 75 systems and I have no crossing jump lines at the moment.
Finally figured out what was causeing my turns to slow down to 6 hours (praised be Designer Mode). Solved the problem, now I can finally get this show moving at a reasonable pace and stomp an NPR for daring to attack (and pretty much decimate) my ally. :/That problem you described is fairly worrying. Kind of like the old civil fleet explosion, or the NPR snowball effect. If that starts happening with me too, I might just delete their whole bunch until this improves.
Havoc class Missile Cruiser 16 000 tons 363 Crew 2435.2 BP TCS 320 TH 1056 EM 450
3300 km/s Armour 6-56 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 38
Maint Life 0 Years MSP 0 AFR 3200% IFR 44.4% 1YR 2867 5YR 43002 Max Repair 315 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 536
96 EP Nuclear Pulse Engine (11) Power 96 Fuel Use 85.18% Signature 96 Exp 12%
Fuel Capacity 1 500 000 Litres Range 19.8 billion km (69 days at full power)
MkII Disruption Field (10) Total Fuel Cost 90 Litres per hour (2 160 per day)
IMDS ''Aegis'' (1x2) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
200mm Scatter Cannon mk4 (2x4) Range 120 000km TS: 4000 km/s Power 12-4 RM 3 ROF 15 4 4 4 3 2 2 1 1 1 1
Fire Control S08 128-16000 (1) Max Range: 256 000 km TS: 16000 km/s 96 92 88 84 80 77 73 69 65 61
Hydrogen Reactor Mk1 S1 (3) Total Power Output 9 Armour 0 Exp 5%
Scimitar Launching Tube S4 (6) Missile Size 4 Rate of Fire 40
MFC-S MkII "Scimitar" (1) Range 111.6m km Resolution 80
ASM - 2S/D "Scimitar" (134) Speed: 16 000 km/s End: 105.7m Range: 101.5m km WH: 5 Size: 4 TH: 74/44/22
AS-S 346M-100R (1) GPS 31500 Range 346.5m km Resolution 100
AS-S AntiMissile MkII (1) GPS 42 Range 4.6m km MCR 503k 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
Daredevil class Special Forces Dropship 497 tons 2 Crew 80 BP TCS 9.94 TH 80 EM 0
8048 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 99% IFR 1.4% 1YR 13 5YR 199 Max Repair 30 MSP
Intended Deployment Time: 0.1 months Spare Berths 2
Cryo Drop Capacity: 1 Company
16 EP Nuclear Pulse Engine (5) Power 16 Fuel Use 336.02% Signature 16 Exp 20%
Fuel Capacity 10 000 Litres Range 1.1 billion km (37 hours at full power)
This design is classed as a Fighter for production, combat and maintenance purposes
SEAL Teams Two, Three, Five and Six are already loaded into cryo-drop modules and they await another enemy incursion. Time will tell if its a good idea. Can't get my sorium harvester to unload fuel.Is it flagged as tanker ( upper right corner of the design menu ) ??
Blue Whale class Fuel Harvester 33,700 tons 135 Crew 821. 4 BP TCS 674 TH 300 EM 0
445 km/s Armour 1-92 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 15 Max Repair 75 MSP
Intended Deployment Time: 120 months Spare Berths 0
Fuel Harvester: 10 modules producing 560000 litres per annum
Woodward Research Inc 300 EP Commercial Ion Drive (1) Power 300 Fuel Use 5. 3% Signature 300 Exp 5%
Fuel Capacity 5,000,000 Litres Range 503. 8 billion km (13102 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Have I designed it wrong?
Is it flagged as tanker ( upper right corner of the design menu ) ??No I forgot to do that. Ah the perils of being a noob.
Ya think you have enough missiles stockpiled, then the enemy shows up with 6-60,000T, heavily armored ships. Then you realize you probably should have built many more. Well enough talk, back to the fight.
Can't load prefab PDC onto cargo ship with standard hold. Can load and move mass drivers automated mines ok.
This is the pdc (for use of its PPV only):
Atlas class Planetary Defence Centre 1,400 tons 25 Crew 53. 2 BP TCS 28 TH 0 EM 0
Armour 5-11 Sensors 1/0 Damage Control Rating 0 PPV 24
Intended Deployment Time: 3 months Spare Berths 2
Magazine 24
ICBM Silo (1) Missile Size 24 Rate of Fire 43200
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
I get stuck on the task groups menu, when on loading the PDC I seem to be unable to select the PDC component type.
The PDC Atlas components are displayed, but nothing happens when I click on them.
Addendum: clicking on the Add Move button enters the command in the list, but I get a failed to load message.
I've never had that problem, but I've been playing in v7.0 until recently. I think what it is is that the PDCs might be too small. My recommendation is to just make a redesign closer to the 1 section limit of 5,000 tons. I've always used multi-section PDCs so it might just be a problem for the really tiny ones.
Same here. No matter how small the PDC is, i dont get the option to load prefabs onto the small cargo module, only the standat 25k tons one.I believe that is a known bug, in that one has to load prefabs into a standard hold size.
1. What are the minimum required design components of a PDC.1. A bridge.
2. Can one change the type of armour used (ie can one choose a cheaper type of armour). If so how.
3. Does one actually need fuel storage (and does it really have to be large as in my present autodesign offer).
4. I am assuming that one needs both Fire Control and weapons (but is that necessarily so).
5. What's the difference between a PDC Barracks and a Small PDC Barracks and are any necessary.
6. Does one need/recommend any other components, and if so which.
7. Can one use, or does one require, any other components.
8. Is this the right place for this post.
9. Have I lost my marbles?
And how does one save the game so that one can return to a set time after and incredible amount of dicking about?
3. Does one actually need fuel storage (and does it really have to be large as in my present autodesign offer).
4. I am assuming that one needs both Fire Control and weapons (but is that necessarily so).
8. Is this the right place for this post.
And how does one save the game so that one can return to a set time after and incredible amount of dicking about?
This is not going on in Aurora, but Aurora related: I started to watch "Legend of the Galactic Heroes" around 2 weeks ago
This is not going on in Aurora, but Aurora related: I started to watch "Legend of the Galactic Heroes" around 2 weeks ago
Won my first major battle against hostile xenos trying to conquer Nova Sol system.
Little background ( i know that no one gives a frakk about it but i enjoy writing that :P ):
Terra Nova in the trinary Nova Sol system was settled by the humans who arrived by the sublight colony ship "Ulysses" as a part of "Diaspora" project, desperate gambit to escape overpopulated and polluted Earth. Initially planet was very close in term of atmosphere to Earth with only vastly higher average temperature ( almost 40C ) and only 31% hydrosphere ( albeit already liquid ). Terraforming after landing was slow and colonists had to endure many hardships while they adapted to live on this planet. Fortunately planet was abundant in minerals, food and drinking water with relative lack of dangerous patogens, viruses etc.
Initial pre-TN visual survey discovered 12 rock planets, 8 gas giants, 121 moons and 88 asteroids somewhat equally divided between each of the three components of the star system. Component A and B were close to each other ( less than 700 m km ) while component C was more than 2.3 TRILLION km with orbit period of 1.5m years.
Newly founded society adopted kind of human-centric mindset with very distinct "manifest destiny" overtones in its basic principles and was aptly named the "Neo Terran Supremacy".
NTS calendar starts not at the day that Ulysses landed on the planet but at the day the humans made two most important discoveries in their history.
Scientists at the Site-01, planets most revered University made a breaktrough into Trans Newtonian technology at the same day the Marcus Levitus geology team sent into the northern hemisphere largest jungle found a partially intact alien city buried in the nearby mountain range.
Initial xenoarcheology survey determined that there were 848 instalations to recover, sadly the civilization that left them there, the Mojokerto Hegemony was only slightly more advanced than humans at the time of discovery ( TL 1 ).
It took almost 17 years to launch first two geo survey ships - the Gemini and Voyager. Any kind of space construction was slowed substantialy because economy was occupied with survival in the planet semi-hostile enviroment ( had to built a lot of infra during those years ) and social-ground military costs of running the excavation of the alien ruins.
Fortunately budget allowed the NTS to build a single class of military ship : the Vanguard guided missile destroyer, short ranged multi purpose ship that acted as mobile anti missile defence platform and attack ship.
Cash spent on Gemini and Voyager was returned tenfold when Gemini, in less than two months since launch, made a contact with alien race in the Nova Sol system - small automated beacon/outpost on the planet named Pollux, one of the B star rocky planets.
Year later, even before humans established full contact, Voyager transited trough one of the La-Grange points, into the orbit of Behemoth, gas giant orbiting C star, that made Jupiter look like Mercury. There, on one of the rocky planets called Hesperius was a homeworld of said alien race. They even fired at Voyager before it hauled ass but ships CIWS system protected it.
Eventually normal diplomatic relations were established with the aliens who therefore are named Hesperius Khanate as their own name is incredibly difficult to pronounce.
Voyager Incident and First Contact War ( 5.05.29 - ?? )
After performing a full system JP survey, Voyager refited from civilian geo-ship to grav survey vessel, transited into the system that was later named Aquitaine. Visual survey showed a lot of promise - nine rocky planets, one of them in perfect range for human habitation. Before Voyager could even move from the jump point, alien ships showed up. Many different types ranging from 8.5k tons to even two reaching 41k tons.
Captain of Voyager, not wanting to betray the location of jump point leading to Nova Sol, ordered ship to hold position and to engage transponder and first contact protocol.
This went for over two months with some major progress on the way.
Finally on the fifth of May 29, entire alien fleet opened fire on Voyager, killing its captain, first contact team and almost entire crew.
Following the destruction of Voyager, aliens entered the Nova Sol system and set a course to Terra Nova.
Rear Admiral Isador Agemman, senior officer in the Supremacy navy, realized he is outgunned and outnumbered.
Navy had only nine Vanguards in service and those ships were obsolete as hell with first of them being constructed more than 10 years ago. There were no anti missile defences, no fighters, no orbital weapons of any kind...
Luckily aliens underestimated humanity capacity to fight and showed up with only missile attack ships, at least in the first wave. Vanguards managed to avenge Voyager by destroying each and every ships with zero casaulties.
Then the second enemy battle group showed up with Scorpion and Viper class vessels who provided complete and utter anti-missile protection that nothing could break...
Again luckily for humans alien inexperience made them break formation with slower Scorpions and Vipers lagging behind.
Agemman parked his fleet in orbit, requested whole fleet of cargo shuttles to ferry ammunition and started shooting. After using up almost 75 % of the planetart missile stockpiles only alien presence in the system was that of spinning wrecks venting atmo and vast net of lifepods.
Third attack was almost laughable with two Tarantula class ships who luckily managed to get some shots at my fleet with two salvos of five size 5 missiles each. One missile even managed to break the SNS Valiant EM Disruption field and caused some minor armour damaged before Tarantulas shared the fate of the rest of the fleet.
Situation is still tense - i have no idea how industrialized the enemy planet is, what are there industrial capability is etc.
My navy have grown to 14 Vanguards - obsolete or not, that ship is the only quick solution to our low numbers.
I also designed Colossus class Orbital Defence Monitor and Hammer class Missile Base, both using Vanguard level tech so my planet wont be so defenseless.
I'm kinda like Space USA during WW2 - i have the capability, i just need some time..
P.s. I would love to upgrade my military tech, i have researched Nuclear Pulse engines not so long ago but my only prop/power scientist just kicked the bucket :(
Most obvious thing would be to design some cheap fighter and just spam it ..
I just got an officer who is both optimistic and pessimistic, both at the same time. ???He tries to see the best in seeing the worst.
He tries to see the best in seeing the worst.
I just got an officer who is both optimistic and pessimistic, both at the same time. ???
Ever had that moment where your ship is slower than a planet's revolution around a star or planet, and thus will never reach their destination if you progress time in too high an increment? Apparently, Venus is making my tugs eat its space dust as they try to lug a large terraformer over to the blasted thing. Fun times.
Sounds like a fun time.
What are the stats on those Vanguards?
Go the other direction of the orbit!I posted after I fixed the problem, but at the time all I was thinking was "My tug pilots must have heart eyes and be knee deep in drool. . . " since I didn't notice until a few months after I gave them their orders.
-Snipped-
What's their tech level like compared to your own? Salvaging certain spoilers is a highly profitable venture from what I've heard, but I feel NPR's are generally equal or lower tech than human players.Piss poor. Anything I could possibly learn is how far behind they are to me. I was trying to rp tech-superior robots fueled by atmospheric methane that freeze every planet they come across (since there's no anti-greenhouse limit) that are gimped by population, as they take quite a while to build even with assembly factories. However, even for aurora, my patience weared thin having to juggle which industries were active so that my pop worked on what I wanted them to work on. It was an interesting problem that I wouldn't mind retying at a later date, but for now I couldn't handle it.
Fortunatly the Invaders never got around to invading Sol instead they have built up a huge fleet (123 ships) in 61 Cygni. After a few encounters with groups of their ships I have built up to a fleet of 158 ships backed by 140 fighters (ranging from 18000-50000 tons) and have gone after them. So far I no damage has been done but I believe I have survived all their long range missiles and am currently shooting my way through their AMM salvo's 511 missiles per salvo , no hits so far as I have a lot of Gauss cannon. When they have run out of missiles we will see if I have enough missiles to kill them, if I don't then their 50cm lasers will probably cut my fleet to pieces.Battle of the century! I don't know how I could possibly get a fleet going that big without getting my economy imploding as such! Play with maintenance on?
I think this is the largest battle I have fought so far , the scaling effect is interesting I don't think any previous fleet of mine could have survived the AMM bombardment as I just would not have had enough guns to shoot them all down
Maintenance is on, I started of with 1.2 Billion on Earth and HW Minerals on Earth and Mars. Both of those are pretty much mined out. Fuel is coming from Harvesters but I am very low on it , Money has not been a huge problem I have a large population on Mars and another of about 250, million in Alpha centauri now. On a few occasions I have been almost out of cash but in each of those cases shipbuilding has finished allowing me several months to build up again before starting on more ships.Ahh, impressive! Hmm, in terms of the commercial vessels, though, have you considered giving them a full-band array of active sensors (several size 1 sensors, one of each at resolution 1, 20, 50, and max) so that your decoy ships will both broadcast their position to hostile ships and get increased targetting priority due to acting as active sensor ships? Granted, the range will be super low if you are restricted at size 1 as such.
I lost 2 ships in the battle both to ramming attacks, my missiles killed all their beam armed ships. I would probably not have managed that if they had held their antimissiles back to shoot down my missiles. However the combination of fast ships, ECCM and heavy armour made them difficult to kill with lasers and gauss cannon. My losses were limited to 2 ships as I had 5 Decoy ships along (200k commercial hulls stuffed with armour) I had meant them to absorb missile fire but they were largly ignored . But they absorbed ramming attacks by most of the enemy missile ships.
As soon as the fleet gets back home I am starting to scrap the older ships to save on their maintenance , I expect to scrap half to 2/3 of the fleet , as I have already established that a squadron of 8 of the middle aged ships can clear a precursor force from a system I really don't need all of those ships and a lot have engines , sensors and weapons 2 or 3 generations old, and that does not allow for the tech boost from salvaging a huge invader fleet
It occurred to me only after I had started building them. However I think the Invaders had split their missile salvo's to attempt to engage multiple ships in my fleet so given the size of the fleets each of my ships probably only faced one or at the most 2 salvo's. Really they where much more useful for absorbing ramming attacks.
The enemy missile fire was no threat anyway , my fleet mounted so many Gauss turrets that most of them did not have to fire. If like my fleet the Invaders had fired Box launcher salvo's they may have been able to overload my missile defenses and get hits but with standard launchers they just could not get to salvo density to overload them .
It is taking a long time to salvage all the wrecks, and looks like it will boost my engine technology by 2 levels
EDIT : Okay this is officialy strange.
See the pic - there is a swarm fleet duking it out with some alyums. I can detect meson cannons firing at 8 BN KM but i cant detect Swarm Matriarch and TWO Queens who are around the waypoint 1 and alien ships around survey point 18 ( i used SM mode to check this out ) ?? Viking has full em/thermal sensor suite, why the hell i cant see them but i can see energy impacts ??
Because having anything in the system is enough to be shown Energy Weapon Impacts (http://aurora2.pentarch.org/index.php?topic=6532.msg67962#msg67962) - Steve added them so he could see what was happening when he otherwise couldn't.
Really ?? Thats little unrealistic but i guess its a nice convinience.
Apparently, regular Newtonian things are no challenge for period sensors. Sending the tiniest of shuttles into a new system instantly gives us information about all bodies. Functioning ships are hard to detect, wrecks are visible. Visible weapon impacts seem consistent with this... and make the game more interesting too.
Hey, we didn't want you to be bored. ;D
My attempts at a Star Trek themed gamed are starting to fall apart. I put in a load of self imposed restrictions to try and match the Trek vibe - all ships have to have warp engines (jump engines), phasers (ie lasers only), shields and science divisions (geological and gravitational sensors). It seemed like a cool idea, but has just ended up with me having lots of large, expensive survey ships which still aren't any use in a fight against spoilers.
I think I'm going to need to change my sci-fi inspiration for the next game. Maybe B5. . . I rather like the idea of testing the new "Declare Independence" button on Mars, and fighters and space stations seem more militarily sustainable.
Hello everyone, first post, but I've been playing the game for a while. As you can see I tend to go for a RP style rather than a min/max approach. I love the freedom Aurora gives you for that.
I am curious as to what you have tried in terms of your Star Trek themed ships. I can see that a purely laser strategy would have issue but if we interpret "photon torpedoes" as large long range missiles it might be possible to make something battle worthy (i. e. not get blown to pieces before firing).
I thought the theme of the Federation was really powerful sensor technology which would go well with large long range missiles. This also happens to work well with ships that aren't particularly good at taking damage.
I think the main challenge with applying designs from science fiction to Aurora is how powerful missiles are in Aurora.
My problems were twofold. Even with "photon torpedoes" you run into the problem that they always seem to be secondary to phasers (or at least equal with) so you can't really have a torpedoes only warship. (They also don't seem to be very long ranged, so perhaps a closer match would be large, very fast, minimal endurance missiles to be used for shock damage during a laser battle?)Honorverse, starfire, the cinnabar series, battlestar galactica (the galactica is a carrier with big missiles, gaus point defense and small lasers for anti fighter)
But that pales into insignificance compared with the problem that Star Trek ships are not clearly not dedicated warships, and are stand alone not specialist. So those big sensors have to be on every ship, (along with "scientific" geological sensors really). And each ship needs its own jump drive, enough fuel and maintenance supplies for deep space operations etc etc. It soon ebcomes very expensive and very inefficient.
Totally agree about missiles. Can anyone think of a missile friendly sci-fi setting? I need something to inspire me to love them.
Or with some inspired renaming of components, you could make it fit a lot more. For example you could do something like:
missile launcher -> "Accelerator tube"
missile fire control -> "Railgun turret"
and missiles -> "750mm Railgun shell".
Since Aurora doesn't really have graphics for what your ships or their components look like, you have a lot of freedom to re-imagine everything that you use. Try not to get too limited to what it originally says on the box.
My attempts at a Star Trek themed gamed are starting to fall apart. I put in a load of self imposed restrictions to try and match the Trek vibe - all ships have to have warp engines (jump engines), phasers (ie lasers only), shields and science divisions (geological and gravitational sensors). It seemed like a cool idea, but has just ended up with me having lots of large, expensive survey ships which still aren't any use in a fight against spoilers.
One thing I've done in the past is use mm instead of cm for measurements, i.e. 200mm laser cannon instead of a 20cm laser. Or convert to imperial measurements, 9.8 inch laser cannon rather than a 25cm laser.
It does make it almost sound like a completely different game. :)
if we interpret "photon torpedoes" as large long range missiles
Honorverse, starfire, the cinnabar series, battlestar galactica (the galactica is a carrier with big missiles, gaus point defense and small lasers for anti fighter)
Oh, I'd forgotten about BSG. Good call. Not sure ship-to-ship combat is prominent enough in starfire to draw much inspiration. I'm not familiar with the other two, I'll look them up. Thanks for the suggestions.
Im sorry . . . what ? Are we thinking about the same Starfire ? The one with rampart ship to ship combat in every book ?Clearly not. I think maybe I was thinking of firefly, sorry! Do you know why the author is?
Clearly not. I think maybe I was thinking of firefly, sorry! Do you know why the author is?
I even remember someone writing some Aurora fiction ( kill me but i cant find it for the life of me ) where he called missiles "artillery shells" and missile launchers were "artillery guns" or something like that.
Oh man, Aurora has arrived if there are players that don't know about Starfire.
David Weber and Steve White.
or you know the pen and paper game that Aurora grew out of a playing assistant bit of software Steve used to write...
Originally written by Steve V. Cole (god help you if you ever leave out the V while corresponding with him!)
third edition written by aforementioned David Weber, and used as the basis for Honor Harrington until he decided to go silly with it
But they are not. Star Trek torpedoes are pathetically short range, probably even shorter than Aurora's CIWS ..
They're really neat. They do have a kind of Aurora-ish vibe to them, although they are newtonian, which is very cool.If you mean starfire then actually newtonian phsics only apply when a ship is shot up (like when in the shiva option when the female pilot main character is drifting around and runs into the male human admiral main character) but the actual drives are non newtonian. With the possible exception of fighters.
and used as the basis for Honor Harrington until he decided to go silly with it
huh? Star Trek photon torpedoes have massive ranges, you need to remember ships in Star Trek are travelling massively faster than light
ie in real Star Trek warp 3 is 27 times c
in next gen warp 3 is 39 times c
at those kinds of speed it doesn't take long to exceed any range Aurora could even calculate
Sorry, I meant the Honorverse, I've never read Starfire.In that case I agree, the margret thatcher thing is getting old. Also the tech advantage is getting silly, the only way manticore could have been slowed down as of war of honor would be some hyperphysics shenanigans with old SDs.
That old "Courage Wolf Aurora 4x joke/meme" comes to live ....I got another one!
No they are not.
Look for the example, at the end scene from ST First Contact - fake defector Data launches torps at the Phoenix WHO IS IN THE VISUAL RANGE and it still takes them like 10 seconds to impact ( or rather miss it ). They are nowhere near FTL speeds, barring those fired during warp pursuit by adm Marcus ( aka best Starfleet admiral ever ) at the Enterprise in "Into the Darkness". .
And i wont even mention other things wrong with ST franchise and boy, that is a looooong list.
Um actually it's the Starfire books (Insurrection, Crusade, In Death Ground, The Shiva Option, along with Steve White's follow-on series) that are based on Starfire. HH is completely different techno-babble physics.
Interestingly enough, I just started re-reading On Basilisk Station last night. Haven't done a full lap through the Honorverse in a few years....
John
In that case I agree, the margret thatcher thing is getting old. Also the tech advantage is getting silly, the only way manticore could have been slowed down as of war of honor would be some hyperphysics shenanigans with old SDs.
Bastion class Superdreadnought 36 000 tons 972 Crew 6074.4 BP TCS 720 TH 2040 EM 300
2833 km/s Armour 8-97 Shields 10-300 Sensors 44/44/0/0 Damage Control Rating 11 PPV 210.16
Maint Life 0.01 Years MSP 105 AFR 10368% IFR 144% 1YR 9145 5YR 137182 Max Repair 257 MSP
Intended Deployment Time: 3 months Flight Crew Berths 3
Flag Bridge Hangar Deck Capacity 1000 tons Troop Capacity: 1 Battalion Magazine 1936
Anderson-Hilton 204 EP Magneto-plasma Drive (10) Power 204 Fuel Use 33.97% Signature 204 Exp 8%
Fuel Capacity 1 000 000 Litres Range 14.7 billion km (60 days at full power)
Delta R300/360 Sidewall (4) Total Fuel Cost 60 Litres per hour (1 440 per day)
SD-Grade 20cm C4 Ultraviolet Laser (10) Range 256 000km TS: 4000 km/s Power 10-4 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
Quad PD Laser Emitter Turret (6x12) Range 30 000km TS: 10000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
SD-Grade Fire Control S02 128-4000 H40 (2) Max Range: 256 000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
PD Fire Control S01 32-8000 H40 (3) Max Range: 64 000 km TS: 8000 km/s 84 69 53 37 22 6 0 0 0 0
Capital-Grade Stellarator Fusion Reactor Technology PB-1.25 (2) Total Power Output 60 Armour 0 Exp 20%
Wells-Pugh Mk2 Countermissile Launcher (8) Missile Size 2 Rate of Fire 15
Edwards-Potter Mk15-4 Launcher (8) Missile Size 15 Rate of Fire 115
Counter-Missile Missile Fire Control FC27-R1 (40%) (1) Range 27.7m km Resolution 1
SD-Grade Missile Fire Control FC686-R200 (40%) (2) Range 686.0m km Resolution 200
Mk15A Missile (104) Speed: 14 400 km/s End: 738.2m Range: 637.8m km WH: 20 Size: 15 TH: 67/40/20
MK2 Counter-Missile (188) Speed: 32 000 km/s End: 5.4m Range: 10.4m km WH: 1 Size: 2 TH: 309/185/92
Capital-Grade Active Search Sensor MR130-R200 (40%) (1) GPS 16800 Range 130.7m km Resolution 200
Anti-Missile Sensor MR2-R1 (40%) (1) GPS 21 Range 2.3m km MCR 252k km Resolution 1
Capital-Grade Thermal Sensor (1) Sensitivity 44 Detect Sig Strength 1000: 44m km
Capital-Grade EM Detection Sensor (1) Sensitivity 44 Detect Sig Strength 1000: 44m km
ECM 20
Strike Group
1x Series-Alpha Pinnace Speed: 7692 km/s Size: 2.34
You forgot your maintenance life.
Anybody got any way of simplifying the management of survey fleets? I can do it well enough when I've only got one, but now I have three.I use the default and conditional orders in the F12 screen:
Al's right, I'm playing with maintenance off. I only rarely play with it on, to be honest.Even so, you'd probably want to at least have enough MSP stored to carry out one or two Max Repairs.
I use the default and conditional orders in the F12 screen:What there needs to be is a conditional order that tells it to return to its superior formation when all bodies are surveyed.
set primary orders to survey next 3 system locations (Grav survey)
optionally set secondary orders to survey next 5 system bodies (Geo survey if your survey ships have both sets of sensors)
and set the conditional order to refuel at nearest colony if fuel level is below ~30%
I've got something like 8 survey fleets out doing their business on the fringes of known space and this keeps things running really smooth.
What there needs to be is a conditional order that tells it to return to its superior formation when all bodies are surveyed.
You can use return to entry point and absorb sub-fleets in same location to get the same effect.Thanks! I'll do that.
So my campaign is Freespace themed and the first thing I see in Ross 128 is shipwrecks.
So my campaign is Freespace themed and the first thing I see in Ross 128 is shipwrecks.
(http://i.imgur.com/wrT55m7.png)
Got myself into a fight. Was just starting to feel confident as I was killing everything they had with missiles from range. Taskgroup was one jump cruiser, 3 missile cruisers and a destroyer with laser PD. Killing all but one of their ships before running out of missiles. Well, business as usual, let's move in and finish it off with the lasers from my destroyer.Careful with operations like this! When possible, you'd want to wait until life pod life support is just about to expire to pick up their occupants, mainly because once you have a ship with over 20% higher than crew allowance onboard, you begin to run the risk of life support damage over a span of time, which can leave your crew dead in the water if you can't get unloaded in time.
Wham! WTF? They obviously have a new ship-ship missile since last time, too fast for my PD and anti-missiles. Suddenly I'm the one in trouble against that single Alien ship. Especially since the first ship they kill is my jump cruiser, I'm now stuck in the system and they have a slight speed advantage.
There is some chaos as I try dealing with the missile salvos. They get all my missile cruisers, eventually only the destroyer alive. And that is with no armor, no engines and no missile sensor left. It seems they ran out of missiles and are now closing in. The crew is working frenetically and manage to get one of the engines operational again. I'm worried they might have shorter range anti-missiles and finish me off with those, but nothing happens. Now they are not closing as fast as before, our lasers have a range advantage and they did eat a few of my missiles earlier.
I'm starting to score hits every 10 seconds, not much but they are adding up. And finally, boom, we got them. My damaged destroyer is now limping along alone picking up survivors among the wrecks of all the larger ships while hoping the next ship jumping into the system will be one of ours..
How the hell planet like this have colony cost zero ??As one thing Aurora doesn't emulate is the health risk of Hypercapnia in any particular species.
As one thing Aurora doesn't emulate is the health risk of Hypercapnia in any particular species.
Weird - I got hammered by missiles yet they didn't have active sensors on?
Is this a Spoiler?
It could be that you didn't have enough EM sensors to detect their actives?
After rewatching Babylon 5 i started playing me some good old Earth start...
Added minerals to Ganymede, SM'ed ruins ( ya, know Shadows ) and promptly picked my jaw from the floor...
Almost 500 instalations, Venezia Empire - TIER 5 !!! empire ...
My ConBrigs unEarthed ( unGanymeded ? ) so many of so advanced engines that after dissasembling them on Earth i jumped from Nuclear Pulse ( my newest engines, haven't even build anything with them yet because my fleet is still on the Nuclear Thermal level and so far it proved ok against hostile xeno FAC's encoutered in the nearby system ) to Internal Confinement drives ...
Researching Capacitors level 5 and almost completing tier 3 Carronades and tier 2 railguns was just a cherry on top :D
Very nice, been tempted to make a Babylon 5 themed game going, Might do it after my "UNIT" game completes.
It wasn't so nice. I mean yeah, those techs were nice but Sol was so fricking devoid of TN minerals that i would be suprised if there was a total of 5M tons of everything ( not counting Sorium on Jupiter and Saturn )... Kinda ruined the fun.
Yesu II class Capital Ship 1 600 000 tons 42454 Crew 383673.9992 BP TCS 32000 TH 300000 EM 180000
9375 km/s Armour 40-1218 Shields 6000-450 Sensors 900/1600/1/1 Damage Control Rating 6300 PPV 1336
Maint Life 8.51 Years MSP 794356 AFR 3864% IFR 53.7% 1YR 19569 5YR 293542 Max Repair 3200 MSP
Intended Deployment Time: 60 months Spare Berths 0
Cryo Drop Capacity: 25 Battalions Magazine 51000
Jump Gate Construction Ship: 150 days
Kouang-Tabangiin Cybernetics 2000 EP Solid Core AM Drive (150) Power 2000 Fuel Use 10% Signature 2000 Exp 10%
Fuel Capacity 242 600 000 Litres Range 272.9 billion km (336 days at full power)
Omicron R450/288 Shields (1000) Total Fuel Cost 12 000 Litres per hour (288 000 per day)
Single Temulun-Unegen 12cm C4 Soft X-ray Laser Turret (40x1) Range 240 000km TS: 32000 km/s Power 4-4 RM 6 ROF 5 4 4 4 4 4 4 3 3 2 2
Ho'elungiin Heavy Industries 40cm C16 Near Ultraviolet Laser (10) Range 1 000 000km TS: 9375 km/s Power 42-16 RM 3 ROF 15 42 42 42 31 25 21 18 15 14 12
Kouang-Shria Armaments Company CIWS-320 (50x8) Range 1000 km TS: 32000 km/s ROF 5 Base 50% To Hit
Fire Control S04 500-16000 (3) Max Range: 1 000 000 km TS: 16000 km/s 99 98 97 96 95 94 93 92 91 90
Taidjutgiin Electronics Fire Control S02 125-25000 H30 (5) Max Range: 250 000 km TS: 25000 km/s 96 92 88 84 80 76 72 68 64 60
Plasma-core Anti-matter Power Plant Technology PB-1.2 (111) Total Power Output 319.68 Armour 0 Exp 16%
Tuli Engineering Company Size 5 Missile Launcher (200) Missile Size 5 Rate of Fire 25
Battushiggiin-Batugiin Manufacturing Missile Fire Control FC81-R10 (30%) (10) Range 82.0m km Resolution 10
Arrow (25, 74.6m) - Size 5 Anti-ship Missile (10200) Speed: 90 000 km/s End: 13.8m Range: 74.6m km WH: 25 Size: 5 TH: 330/198/99
Surtak-Suhe Corporation Active Search Sensor MR743-R60 (10) GPS 18000 Range 743.6m km Resolution 60
Chengelaygiin Electronics Active Search Sensor MR28-R1 (30%) (10) GPS 120 Range 28.8m km MCR 3.1m km Resolution 1
Thermal Sensor TH50-900 (30%) (1) Sensitivity 900 Detect Sig Strength 1000: 900m km
EM Detection Sensor EM50-1600 (30%) (1) Sensitivity 1600 Detect Sig Strength 1000: 1600m km
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
Geological Survey Sensors (1) 1 Survey Points Per Hour
ECM 10
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
I just built a super big ship, then I realized I didn't have the fuel on my homeworld to fuel it completely, or the missiles to completely fill it's magazines. So like, that's kind of unfortunate.
How many years into the game are you to design and build something on that scale? Good to have aspirations...
I wonder if the OST will stand up to that use of nukes in space.
Im slooooooooooooowly building up my home planet.
I started at the custom planet with 80 mil people and Tier 3 ruins ( 250 installations ). Planet is not terraformed - it has 1.5 G, 2.5 ATM with 0.4 oxygen and -14 average temperature. I have a gigantic orbital habitat in place that can house 10 mil people ( RP thing ) and infra in place for the rest ( 132mil at the moment ).
Budget is extra tight because i started with 0 money and if i try to build anything with CF's im at the loss...
I dont have any pre-generated NPR's but all spoilers are on so i can get glassed at any moment ;D
My lunar colony (when the moon has no value except real estate) grew from 10,000 to 8 million in 3 months, totally by the private sector.
So my home system has 4 JP. I decide to poke around and i find one empty system, one with single useless planet and TWO perfectly habitable planets surrounded by swarms of moons and asteroids... With two hostile civilizations on them ...
I swear to god, this game hates me ... :'(
Hopefully they can be hostile to each other as well. Time to earn that system :)
Does emergency cryo work properly now? At one point survivors were not spread around in the TG, so the first ship in the list always picked up all survivors and could easily get completely overwhelmed.No.
I only it used æ, ø and å.
Also, I'm gonna need a bigger fuel tank. . .
You only what? ;)
Is there anything interesting at that companion, even?
My suggestion would be just to ignore that. Unless there's some lagrange point of course.
Or build a specific ship just for the fun of it, but DO know you'll never actually use that distant star in any meaningful way XD
Will civilian shipping lines ignore a colony based on physical distance (as opposed to jump gate distance), or do you risk having your civilian freighters on the 20yr run?They used to ignore colonies/destinations 4 jumps away from current location. Currently I think they have no limitations on distance in their path finding. However, civilian shipping will ignore any colony that you have not placed anything on (even if you set a contract).
They used to ignore colonies/destinations 4 jumps away from current location. Currently I think they have no limitations on distance in their path finding. However, civilian shipping will ignore any colony that you have not placed anything on (even if you set a contract).So in the quoted case of using a "generation ship" to found a self reliant colony they might start trying to trade with it?
So in the quoted case of using a "generation ship" to found a self reliant colony they might start trying to trade with it?Probably, eventually.
Will civilian shipping lines ignore a colony based on physical distance (as opposed to jump gate distance), or do you risk having your civilian freighters on the 20yr run?
Is it normal for a geology team to take three years to resurvey a colonised world? I mean I don't want to seem ungrateful for another forty-one-thousand plus tons of Gallicite on Mars, but three years?It's very random. Sometimes it takes longer, others shorter. Once it took my 300 rated team over a decade to ground survey Luna, and even then they didn't find much.
There Be Xenos Here
Love it!
Thank you :D
I got flattened hard ... Motherfrakkers came at me with ships that dealt 38x Str 65 laser damage every 10 seconds, cut off 2/3 of my range because ECM's and had 600m+ missile range with 55 missiles per salvo :P I've managed to destroy 3-4 ships but once Kali's entered laser range it was all over :>
I had a brief hope spot when they stopped after destroying every PDC ( see attachment ) and move away but they just continued glassing my planet from different place :/
On i go to new game :>
If you can get under their guns (either by depleting their magazines or waiting at a jump point), a swarm of microwave fighters easily disables invader ships, allowing your main fleet to clean up with beams at their leisure. In my current carrier/fighter game, Sol has been depleted of Gallacite, and the nearest system which has any decent reserves of it has not one, but two wormholes sitting there... its going to be a tense few years for the poor souls stationed in that system.
Ow. And that is why I play with invaders off (at least for a long time). I don't see the fun in rolling a dice every turn with a 1 meaning "you lose the game". Especially with the amount of time it takes to set up a new game.
If you can get under their guns (either by depleting their magazines or waiting at a jump point), a swarm of microwave fighters easily disables invader ships, allowing your main fleet to clean up with beams at their leisure.
The background for this game is that the British Empire found a crashed alien ship in Egypt in the early 1800s. It's now the 1920s and we're basically at TN versions of 1st world war tech, so not only are there no missiles, there isn't even a real concept of what a missile is.While this does make some sense, shouldn't they know about the concept of a torpedo as the first "modern" torpedo was designed in the 1860s? So wouldn't it also occur to them that they can add TN engines to torpedoes? Just sayin.
While this does make some sense, shouldn't they know about the concept of a torpedo as the first "modern" torpedo was designed in the 1860s? So wouldn't it also occur to them that they can add TN engines to torpedoes? Just sayin.Darn you and your facts! You are probably correct.
After a month long hiatus from Aurora, I have just witnessed the worst NPR fleet ever. They managed to make the worst possible combinations based on the characteristics of their fleet.
...
I would not even call this a test for my MIRV ships as it was such a one sided massacre. Even new players that never even touched the game can make a better fleet than this one.
As far as I can tell the way NPR technology advances is random so it is possible to come across some rather silly outcomes.To be honest, given the complexity of designing a ship in Aurora it's a surprise this doesn't happen more often. That said. it sounds as if the op had a massive tech advantage in engines at least, so that would be a very hard hurdle for any ship design to overcome. There may be some justification for forcing NPR tech to include a certain % as engine development, I think its easily the most important tech for combat.
Had my taskforce patiently waiting to ambush some aliens I knew to be around but they never showed up for the party. So I somewhat carelessly transited back to the system I came from, there they were waiting even more patiently. Strength 32 laser hits hitting me within 5 seconds, bye bye taskforce :'(Wow, unfortunate for you but a great example of AI. Didn't think they had it in them to pull of something like that.
@smoelf I like your system names, have visited several of them. In my game I have played a few more years than you but explored much more. Have you been cautious or have I been too aggressive? But it took me a long time before I met anyone so that could be the difference.
Ark class Mothership 30 276 650 tons 146205 Crew 1370598 BP TCS 605533 TH 62500 EM 0
103 km/s Armour 30-8653 Shields 0-0 Sensors 250/250/5/5 Damage Control Rating 10000 PPV 0
Maint Life 0.11 Years MSP 282936 AFR 733330% IFR 10185.1% 1YR 2493291 5YR 37399362 Max Repair 500 MSP
Intended Deployment Time: 999 months Spare Berths 1001
Cargo 5000000 Cryogenic Berths 50000000 Cargo Handling Multiplier 1000
Fuel Harvester: 300 modules producing 12000000 litres per annum
Terraformer: 100 module(s) producing 0.1 atm per annum
Asteroid Miner: 300 module(s) producing 3600 tons per mineral per annum
125 EP Commercial Nuclear Thermal Engine (500) Power 125 Fuel Use 8.84% Signature 125 Exp 5%
Fuel Capacity 2 100 000 000 Litres Range 140.9 billion km (15837 days at full power)
CIWS-50 (100x2) Range 1000 km TS: 5000 km/s ROF 5 Base 50% To Hit
Active Search Sensor MR111-R20 (2) GPS 10000 Range 111.8m km Resolution 20
Active Search Sensor MR250-R100 (2) GPS 50000 Range 250.0m km Resolution 100
Active Search Sensor MR25-R1 (2) GPS 500 Range 25.0m km MCR 2.7m km Resolution 1
Active Search Sensor MR353-R200 (2) GPS 100000 Range 353.6m km Resolution 200
Active Search Sensor MR559-R500 (2) GPS 250000 Range 559.0m km Resolution 500
Active Search Sensor MR55-R5 (2) GPS 2500 Range 55.9m km Resolution 5
Thermal Sensor TH50-250 (2) Sensitivity 250 Detect Sig Strength 1000: 250m km
EM Detection Sensor EM50-250 (2) Sensitivity 250 Detect Sig Strength 1000: 250m km
Gravitational Survey Sensors (5) 5 Survey Points Per Hour
Geological Survey Sensors (5) 5 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
]Ark class Mothership 30 276 650 tons 146205 Crew 1370598 BP ...
That's 571 research labs worth of BP! Did you build it in a shipyard? How long did it take you to build that monstrosity?Nah, of course i SM'ed it in. :) Funny thing is - its build time isn't that long, it was something around 1.5 year ;)
I have somewhat a conflict of interests. Do I A) Launch a Crusade now (within a month) or B) Wait 10 to 14 months for my support ships (fuel, msp) to finish constructing.
A requires a successful victory against an unknown enemy strength at a not precisely determined location in order to gain enough fuel to continue the crusade. I also have 3 large troop transports that I will take along for a planetary assault, and they could sacrifice their fuel for the warships.
B delays the invasion by a year, letting the enemy build more strength or launch an assault on me, but lets my ships have more supply to hit a multitude of systems beyond the target.
*Reference map* The two target systems are 61 Cygni and Gliese 87 (the distance between those two is 13.5).The warfleet can make 20 units with their internal fuel, but the support ships potentially increase that range to hundreds of units. There may be more hostile colonies beyond the unexplored warp points at HIP 8051, but the warplanners say those may wait until a detailed scouting is done.
In your position, I would probably wait. It is true that a rapid strike MAY be effective. If it is not, however, that could be a very bad development for you. Lack of information is, in my opinion, a deal stopper most of the times. Sure, if it was a desperate situation, as in "if we do not attack they will and destroy earth", it would be one thing. But here it is entirely possible that the aliens will just peacefully stay within their borders while you prepare for war.That is a somewhat boring approach, where's your sense of adventure! On your RP point I would suggest that the early (brave/suicidal) strike would be a rather Klingon move...
In my opinion, there is no reason to risk so much by rushing things. At least try to get some more intel on the aliens before. Also, I usually RP and I can't think of a rational, spacefaring civilization that would try such a risky, blind strike when not absolutely necessary :)
In my opinion, there is no reason to risk so much by rushing things. At least try to get some more intel on the aliens before. Also, I usually RP and I can't think of a rational, spacefaring civilization that would try such a risky, blind strike when not absolutely necessaryMy race generation gave me high xenophobia, militancy, and expansionism.
Being attacked in SOL system, my AMM is not working in autofire, we have switched to manually fire.... Several hits on 3 different enemy missiles... Non destroyed... They seem to have some kind of armoured missiles Never had this one before, got a real scare when several of my frigates exploded... Fun :-)Making huge, armored, long range torpedoes/MIRVs with heavy thermal reduction is always fun.
Force Elemental class Capital Terraformer 194 400 tons 974 Crew 7851.6 BP TCS 3888 TH 4800 EM 0
1234 km/s Armour 10-298 Shields 0-0 Sensors 5/5/0/0 Damage Control Rating 1 PPV 0
MSP 25 Max Repair 500 MSP
Intended Deployment Time: 24 months Spare Berths 0
Terraformer: 5 module(s) producing 0.0125 atm per annum
320 EP Commercial Magneto-plasma Drive (15) Power 320 Fuel Use 3.04% Signature 320 Exp 4%
Fuel Capacity 3 000 000 Litres Range 91.3 billion km (856 days at full power)
CIWS-120 (20x6) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Thermal Sensor TH1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
This design is classed as a Commercial Vessel for maintenance purposes
Truce timer expired a while ago, i was unsure if this cold war would ever go hot but it happened rather suddenly :)
The largest Eurasian vessel being a carrier was an unwelcome surprise. 288 missiles made it through the gauss curtain and CIWS mounts with strength 10 hits, killing 90 million people and wiping out half of my industrial strength (as well as 160,000 tons of PDCs; fortunately, one PDC survived the barrage intact). Radiation and dust will blanket the earth for years to come. Fortunately, at least half the Eurasian fleet left for an unknown objective last year; it is unknown whether they will come back or if they are slowly driftin wreckage orbiting an alien sun.
Or worse, being turned into several hundred spoilers which will eventually bite you when you find them!
Ian
I found myself in a situation when I have to manually target anti-missiles against incoming shipkillers. Not. Fun.
The small squishy spoilers are fine, because they can be kited and killed fairly easily.
Surprisingly, it's the middling drones I hate.
The last time I found a couple of swarm systems they contained >10,000 drones because an Earth based NPR plus at least one other NPR had been feeding them ships for about 10 years.
How sad I am doing this on Christmas day!! ;D
Wait a god damned minute : Swarm actually feeds on ships they destroy ?
Panic.jpg
Truce timer expired a while ago, i was unsure if this cold war would ever go hot but it happened rather suddenly :)I have sad news for you: the gauss curtain likely failed due to gauss weapons being completely ineffective in atmosphere. Though, CIWS is an exception, it's not as potent and only protects the PDC it's attached to, nothing else nearby.
The largest Eurasian vessel being a carrier was an unwelcome surprise. 288 missiles made it through the gauss curtain and CIWS mounts with strength 10 hits, killing 90 million people and wiping out half of my industrial strength (as well as 160,000 tons of PDCs; fortunately, one PDC survived the barrage intact). Radiation and dust will blanket the earth for years to come. Fortunately, at least half the Eurasian fleet left for an unknown objective last year; it is unknown whether they will come back or if they are slowly driftin wreckage orbiting an alien sun.
I have sad news for you: the gauss curtain likely failed due to gauss weapons being completely ineffective in atmosphere. Though, CIWS is an exception, it's not as potent and only protects the PDC it's attached to, nothing else nearby.The gauss was from orbital frigates - between them and the PDCs, I shot down about 60 missiles. Too bad there were 350 coming in..
If you really want to protect your planets against missile fire, go for minimum size turreted mesons, with the largest matching turret gear size and fire control (speed) size for maximum tracking speed.
Bonus points when you realize that building >500 ton PDCs allows you to use the fighter tracking speed bonus, and being a PDC, also benefits from sensor range bonuses (allowing you to make it smaller with no consequences).
Chasing a missile fleet who is almost out of ammo with my hybrid fleet from over 100m km away. My slowest ships go twice their current speed, and my fastest are twice that. It would go faster but auto-turn keeps getting interrupted every 15-30 seconds with only one or two missiles being detected. I keep trying to break my frigates away and close rapidly, but a surprise wave of a few dozen keeps popping up to smack them in the face but never targets my destroyers or cruiser. Several of the frigates are heavily damaged, and half of the destroyers are stripped of armor. This is taking quite a while.That sounds rough. The pattern of attacks is odd. Perhaps there is a carrier?
Was doing some counting for my campaign write up and I realized I had almost half a million anti-missiles in storage. Then I realized that while I had enough to arm all my warships and bases, I didn't have enough to re-arm them. Will have to tweak some production numbers.What are ya, a NPR ;)? Seriously though, this is why I try to forgo AMMs except in specific circumstances.
Update: More ships get smacked in the face, more of them blow up, and lose more ground because ships don't get removed from the group and visible "speed" isn't reduced. For reference, the first missile salvos by the enemy in this engagement were about ID:30. Now, the visible salvos are in the ID:450s. All of these were ASMs.I may be missing something, but how can they have that many missiles? Are they replenishing from a planet? Is half the fleet colliers? Are these all actually size 1 ASMs with high tech warheads?
I may be missing something, but how can they have that many missiles? Are they replenishing from a planet? Is half the fleet colliers? Are these all actually size 1 ASMs with high tech warheads?2 different size 6 missiles with damage of 9 and 12. I can currently see 6 as they have their active sensors on (mine are still a bit out of range), but they have been rotating which ships have sensors on and actually have 10 or so ships of unknown tonnage going ~3000km/s. And they are in deep space between binary stars.
It is maps like that that make me want to have the option of slightly more warp points per system, with more clustering. There are huge swaths of your empire that are only reachable through a single warp point or narrow chain of them. I want more of a grid, a network instead of a tree.It would make travel easier, but arranging your galaxy map would be a nightmare.
It is maps like that that make me want to have the option of slightly more warp points per system, with more clustering. There are huge swaths of your empire that are only reachable through a single warp point or narrow chain of them. I want more of a grid, a network instead of a tree.You could do this yourself (the more warp points per system) pretty easily from SM mode I think? Just add 1 WP to every system once you've finished the grav survey? Or you could add in more clustering with a slightly more advanced 1/2 WPs stay unchanged, 3/4WPs get +1, %+WPs get +2. Lots of clusters in that model, but with some chains and dead ends.
New personal best in my latest game. The empire now spans 250 systems with over 25Bn population. 6 alien races have been conquered.
(http://personal best.jpg)
New personal best in my latest game. The empire now spans 250 systems with over 25Bn population. 6 alien races have been conquered.
(http://personal best.jpg)
Picking through my civilian administrator I have found Stephen Crawford.
Stephen is "Cautious" but 40 years ago he was talked to be a Governor of asteroid 2010 TK7. Having "No outside interests" has surely helped him in the long lonely years at this automatic mining colony of Earth. But he is also "Disciplined" so since 15 years ago the colony was closed and autominers moved elsewhere, which resulted in him being "Relieved from Governorship", he just kept "Remaining on the body and awaiting new orders". Good boy.
He also currently has the highest bonus to shipbuilding so I am moving him back to Earth. We need his expertise here then on some barren rock.
Statement from Vice Admiral Matthew "Buck" Buckley, Commander, Terran Federation Navy:
He should really be named "Joe" - it would bode....
John
1.4 billion dead Abbevilleans, only some 520 million saved, so far. I have now some 75 colony ships moving between their home system and a neighboring system with a planet able to sustain them. Also some 200 forced labor battalions have been "recruited" on their home world, desperately trying to build shelters, so far we have shelters for about 2.2 billion out of 11 billion survivors... more will die...Sounds like your senior commanders and administrators should be facing some war crime tribunals!
Sounds like your senior commanders and administrators should be facing some war crime tribunals!No, they are heroes now. The situation (http://aurora2.pentarch.org/index.php?topic=9433.msg101567) is much worse.
My geo survey teams are on fire. This is why it pays off to train them extensively.Nice find but are you playing some old version? In the recent ones the skill of team only affects the speed of survey, not the findable amounts of ore.
Nice find but are you playing some old version? In the recent ones the skill of team only affects the speed of survey, not the findable amounts of ore.
Btw, my Altair A-I is this monstrosity with 152m of corrundium at 0.9 while all other ore types are present too, sadly only at 0.1 so your 0.9 duranium beats me.
(https://s4.postimg.org/dje3mbevx/A4x_Altair_A_I.png)
Another late realization: during an attack on enemy system, while my combined beam forces were crawling through the third hundred of long range ASM fire, it occurred to me I may..just may have completely forgot to activate shields. Hopefully there were no leakers so far. *nervous giggle* @_@Though the shields may not be ready for such !!fun!! times.
Spoilery stuff
TBH you might need to spoiler that whole post.
Spoilery stuff
Here a question.
I am going to be starting up a new game soon, Should i start with real star system or random systems?
Starting over because I had to reinstall and it wiped my saves, had some weird stuff happen.
My new administrator starts with 20% wealth creation and a bunch of other stats. 6 months later, it goes to 30%. A month later he dies in an accident. I am thinking there was something hinky in how he generated wealth, and some organized crime group offed him for it.
A couple months later, get a new survey officer, that officer dies THAT MONTH in an accident.
A little worried about the RNG gods. Started with a +30% C&P, worried he will die in an accident.
Mark Watney Tankers
Don't worry about it. I'm certain he'll be just fine. Of course he'll have a medical condition forcing him to retire, but he'll be fine.
So the pinnace Morituri, of the class, ExpendableThat must do wonders for crew morale...
That must do wonders for crew morale...
(http://i.imgur.com/IoPV9sY.gif)
I'm going to have to steal that idea.
Here is the design concept. Of course, each games "Mark Watney" might be slightly different, as the idea is is to throw on whatever Commercial Nuclear Thermal drive I design, and 300k of fuel.
Mark Watney class Tanker 1 850 tons 22 Crew 116.125 BP TCS 37 TH 62 EM 0
1675 km/s Armour 1-13 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 39 Max Repair 15.625 MSP
Intended Deployment Time: 3 months Spare Berths 2
Worthley-Hayslett Space & Security 62.5 EP Commercial Nuclear Thermal Engine (1) Power 62.5 Fuel Use 13.26% Signature 62.5 Exp 5%
Fuel Capacity 300 000 Litres Range 220.0 billion km (1520 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Unfortunately no amount of scouting would have helped in this situation.That fella did miss one important detail: Make sure your scout pickets every jump point (1km/s speed) before going through.
In most of my games, my survey vessels operate in groups of 2 or more. This being the first up capable ship, there was no pair to go with it. If there had been it would not have changed the sequence of events.
That fella did miss one important detail: Make sure your scout pickets every jump point (1km/s speed) before going through.Or have welcoming committee already ready on your side of JP before going through.
I just lost my first real battle. I'd fought small skirmishes against precursors and the swarm, and usually won easily. Well I finally fought a real NPR, and got my ass kicked.
I found an NPR 3 jumps away from Sol, and 1 jump away from my jump gate network. Set up thermal sensor buoys on my side of their jump point and started communications. 2 years later, my thermal sensor buoy picks up a strong contact, sitting stationary on my side of the JP. I send out my fleet to get a scan of the ship. The active sensors measure their tonnage to be 77000 tons; obviously a gate construction ship. Seeing that the ship is harmless, I turn off my actives so as to not hurt my diplomatic relationship with them. I don't move away though, as I want to stay within gun range of the JP, in case anything nasty comes through. A few weeks later, a massive fleet jumps through the JP, and I know its about to get real.
Individually my ships were far superior to theirs, but they just had so many more than me. I had seven 7000 ton beam-armed destroyers, 3 armed with 15cm railguns and a twin Gauss turret, 2 with multiple 15cm lasers and a single spinal-mounted 19cm laser, and 2 with my sensors and triple Gauss turrets. They had easily twenty ~9000 ton ships, and around ten 13000 ton ships. Many, many different classes.
Approximately half the fleet appeared right on the gate, the other half appeared some distance away. I open fire. First volley destroys the gate constructor, and the near half begins to flee. The far half splits into two groups, half coming towards me (obviously beam combatants) half away. I am significantly faster than all of them, ~5400kms compared to ~2500kms. 10 seconds later my second volley destroys a 9,000 ton ship. 10 more seconds and another 9000 ton ship goes down. 4th volley fired after 10 more seconds, and a 3rd 9000 ton ship goes down. Suddenly, missiles are detected, TONS of them coming from the distant group. Thankfully they're all really slow; only ~10,000kms. Two kinds, mostly size 3, a few size 5's. I set course directly away from the missiles at full speed, so as to get as much firing time as possible on them with my PD. I shoot down easily 50 of them, maybe more. But there's still dozens more salvos coming. Thankfully they were not aiming at my ships ;D
They were targeting my sensor buoy! So once one hits it, all the rest of those missiles disappear!
I return to chasing down the nearby fleet, and kill 2 more 9000 ton ships. As I'm chasing them, I detect more missiles. WAY more than last time, and worse yet, some of them are fast; 21000kms. Even worse, I'm having trouble getting area defense PD to work. It worked fine on the first big group, the one that had targeted the sensor buoy, but now I can't get them to automatically target the missiles. I shoot down over a hundred, but I start taking hits. And the hits add up, and slowly I lose all my ships. This is pretty much the end of my game, as I don't really have any more ships. All I've got left is ten 1000-ton laser FAC's in Sol that I built to keep the peace while my destroyers were away.
This is pretty much the end of my game, as I don't really have any more ships. All I've got left is ten 1000-ton laser FAC's in Sol that I built to keep the peace while my destroyers were away.Time to up your fighter and FAC output and to design something that counters their ships! I would say your game just got exciting.
Time to up your fighter and FAC output and to design something that counters their ships! I would say your game just got exciting.!!FUN!!, of the burning variety
And a supercarrier weighs in at about 100 000 tons.Of course i cant maintain it. Im American ill build it anyways
However, something to keep in mind is that, certainly for the early game, 10k tons is huge. Research, raw materials and production capacity in the early game are very limited, which limits the ability to build big, and early game Aurora is very much like early steam navy developments. Sure, you might be able to conceptualise bigger, but do you have the ability to actually build, maintain and supply such ships? Especially when you start creating a far flung empire?
WW2 destroyers were between 1000 and 2500 tons displacement actually.
Correct, it appears i didnt go back far enough while checking.
WW2 cruisers were between 2000 and 17200 tons displacement (those extremes are outliers the majority were around 10000)
Also correct, unless you add battlecruisers in but they generally fall under battleship weights
WW2 battleships, between 14000 and 74170 (Yamato) with the average just over 22000, Iowas were 45000
Indeed. Although american ships generally run on the heavier side. And several british ones also. Including some of their battlecruisers
WW2 carriers, varies between 7800 for Escort carriers, to 30800 for the Essex class.
Sounds about right i havent really researched carriers as much.
Indeed. Although american ships generally run on the heavier side. And several british ones also. Including some of their battlecruisers
WW2 carriers, varies between 7800 for Escort carriers, to 30800 for the Essex class.
Sounds about right i havent really researched carriers as much.
In my high tech games, I usually stick to the following base classifications/tonnage ranges:
Escort: 4-6 kT
Destroyer: 6-10 kT
'Heavy' destroyer: 10-16 kT
Cruiser: 16-30 kT
Battlecruiser: 30-40 kT
Dreadnought: 40-60 kT
Superdreadnought: 60 kT+
Though as the game progresses, sometimes tonnage creep starts to blur the lines a bit. Plus I do take role into account as well as size when choosing a type for a new class. So it's not always completely uniform. Which actually makes sense from a realism perspective, IMO.
My current game is a conventional start about 15 years in, though, so even a 4kT escort from my last game would be a battlewagon compared to the ships the three Earth-based powers(NATO, CIS, and China) are currently fielding. NATO's shipyard just launched its first true warship, a hybrid conventional/TN tech 2000 ton 'monitor', with the Chinese and Russians about to follow suit with similar ships of their own. All three powers have 4-5 kT designs on the drawing board, but none of them even have shipyards capable of building those designs yet. Most of the armed vessels in service are missile-armed shuttles/scouts of around 500 tons or so(though the Russians also have a couple gauss-armed shuttles in service).
Aurora is such a fantastic game. I can't think of any other game I've played that gives this kind of fun.What about the burning !!FUN!! of Dwarf Fortress where one mistakenly mined tile during reservoir construction can lead to massive flooding of the entire fort and deaths of most of its inhabitants?
Two NPRs sharing a planet and even the same picture in the race screen. I didn't even know you could get split-up NPRs!
You can, Steve said something about the possibilty of encountering alien races split between 2-3 empires on the same planet.Good to know. I am currently shipping troops there, so let's say a unification of these two is coming up. I am wondering though about the merging them later stuff. Let's see.
IIRC probability was somewhere in the 1-3% range tho...
And once i even got three empires on one planet.. Thats some "You know you play Aurora too much if you .. ".
I think now would be a good time to be laying some minefields. Try to get a minefield on each jump between you and them. You want the field on your side of the jump so they can't see it until it's too late.Would the mines know when to switch from neutral to enemy? I would need a lot of preparation and probably can't just drow all mines at once.
Just set the race you're worried about to 'hostile'. It doesn't affect your relations, only how your automated weapons behave.This means that the mines will only be activated by races which are set to hostile?
My current campaign in numbers:Woow!
Years played: 100
Number of player controlled factions: 4
Population: 48 968 million
Inhabited planets: 202
Factories (all types): 62 416
Mines: 13 221
Automated mines: 63 097
Naval capacity: 5 506 550 tonnes
Commercial capacity: 14 216 500 tonnes
Fighters: 3 532
Gunboats: 2 324
Major warships: 2 700
Commercial ships: 6 546
Privately owned civilian ships: 3 070
Missiles in service: 1 610 764
Anti-missiles in service: 2 600 999
My current campaign in numbers:How long does a 30-day increment take? 30 days?
Years played: 100
Number of player controlled factions: 4
Population: 48 968 million
Inhabited planets: 202
Factories (all types): 62 416
Mines: 13 221
Automated mines: 63 097
Naval capacity: 5 506 550 tonnes
Commercial capacity: 14 216 500 tonnes
Fighters: 3 532
Gunboats: 2 324
Major warships: 2 700
Commercial ships: 6 546
Privately owned civilian ships: 3 070
Missiles in service: 1 610 764
Anti-missiles in service: 2 600 999
For me, all numbers but the first would be a lot lower, are you that amazing, or am I this crap?
Naval capacity: I'm not sure what this is. . .
Commercial capacity: see above
How long does a 30-day increment take? 30 days?
I should probably have written "naval shipyard capacity". It is the total tonnage your shipyards can work on at any given time. A single shipyard with ten slipways of a thousand tonnes each have a total capacity of ten thousand tonnes, as an example. The capacity can be checked in the shipyard screen (just above the shipyards themselves) for a total planetary capacity or on the comparison screen for total faction capacity. To put it simply I work on five millions tonnes of warships at any given time.With me that would be 148k naval and 376k commercial, relatively high compared to my numbers of ships. I also had some issues with resources a few times, leading to me building only what I need atm, and thus to shipyards only working for a small part of the time.
My current campaign in numbers:I feel like you are someone who would enjoy playing "War in the Pacific". Both games possibly would take the same time to "finish" a single campaign.
Years played: 100
Number of player controlled factions: 4
Population: 48 968 million
Inhabited planets: 202
Factories (all types): 62 416
Mines: 13 221
Automated mines: 63 097
Naval capacity: 5 506 550 tonnes
Commercial capacity: 14 216 500 tonnes
Fighters: 3 532
Gunboats: 2 324
Major warships: 2 700
Commercial ships: 6 546
Privately owned civilian ships: 3 070
Missiles in service: 1 610 764
Anti-missiles in service: 2 600 999
Starting a new game based on the Empire Rising series of books.This one:
This one:
https://www.amazon.co.uk/Void-War-Empire-Rising-Book-ebook/dp/B0144Z9CIW
Is it any good? There is so much crappy mil sci fi out there.
As far as I can tell, civilian mining complexes only show up on uncolonized sites with .8 Sorium or Duranium or better. I have had beautiful rocks with .7 duranium in huge quantities and lots of other stuff, but the damn civilians were too picky for it.They will go for 0.7 duranium or sorium but only after there are no better places. And it has still be in decently populated system (10M) with decent amount of ore (15k), without your colony already there and not too far from the star (80AU). Places with better accessibility or bigger amounts of ore, located in more populated systems, are picked first.
The very first grav survey point in a system revealed two jump points. Very convenient having 3 jump points very close together.Second gravsurvey point:
Hmmm, I was planning to invade a opponents homeworld... My 7 armored and 1 mechanized division is not going to survive long, I think... Enemy ground troops are at: C5146 :o Must bee the biggest number I ever seen. Oh well I got several thousand of my Anti fighter missile. strength 3 should be OK at ground targets... ::)
What is this invade thing you speak of? surely theres only glass the surface from OrbitThat's certainly what I'm going to do in Aurora C#.
or have I been doing it wrong all these years?
Yep I know I have a small army. Planed to recruit it up to around 25 divisions, going to take time... Need to increase my ground building power... Usually I try and not bomb them... But sometime I have to soften them up... Oh well I could send my Interceptors and bomb them, but first I need to kill those point defence bases... 8 of them firing 58 AMM each, with a range of around 15 M/km... ;D None of my missiles have reached their planet and the 9 other bases is probably Gauss armed ones... ::)
Exciting, I have really enjoyed your write ups of your other encounters and look forward to this one.
In the past week I've finally run into an NPR that looks like it's able and willing to fight. They destroyed the unarmed (offensively at any rate) survey ship Yuri Gagarin (after it detected a population w/ a thermal contact larger than I have back on Earth) with WH 27 anti-ship missiles and they have 7000-plus ton ships moving at better than 15,000 km/s.
I dispatched a carrier battle group to the other side of their JP and dropped a recon craft through ... enemy has assembled quite the fleet on the other side of the JP. I'll be rotating my two modern battle groups in and out of guard duty until I can build and train another two battle groups and their complements, but that'll take at least a couple of years. I will likely build modern fighters for my two older carriers as well because I'm expecting real losses from this battle. (RADM Geraldine Spriggle is planning as I type, but she's getting up in years and might retire before the show; she'll be disappointed, as she pulled off a Minbari at the Battle of the Line-style stomping of the House of Monkey some twenty years earlier.)
...
When it eventually happens, this will be an important battle, since I'll be committing every warship I have---excepting my seven survey cruisers---to the enterprise. Good times!
I was surprised to see some of my fighters were nearing 100% to hit chance.I don't get that. I have them equipped with gauss canons that should have a 8% coefficient due to their size (the smallest possible), how can that be? They performed admirably so I'm happy, just surprised.Very experienced crew, probably. Or just tons of luck.
I made a map. Aurora date when I made it was 16/03/2038.
I'm about to send ships to Alpha Centauri, I know there's at least one star swarm queen left there and there was a matriarch in Gliese 563.2, I'm hoping it came with the queens too and that I just didn't see it last time.
(http://aurora2.pentarch.org/index.php?action=dlattach;topic=3808.0;attach=2212)
I made a map. Aurora date when I made it was 16/03/2038.
So uhh, the aliens didn't take the loss too well. I'm scared.
For the first time in any Aurora game I've played in about four years, I've finally met an alien race.
Two of my fave games are Crusader Kings II and Aurora 4x.
So now I am thinking about merging some CKII concepts into my RP. Play as a family of a interstellar empire and try to keep the bloodline and the empire going for my first 2018 game.
I love this idea, Drgong! If you write as you go, I'd definitely read that.
That looks super. Flagging it to read soon.
Also, I know nothing about programming but this caught my attention.
>I made some Python programs to automate some of the background stuff, up to and including the lower house elections and so on.
I've been using competing diplomacy teams to help gauge and somewhat randomize power dynamics between factions, which lead to elections, but that's a whole other level.
# Import the modules
import sys
import random
nameparty = raw_input ("What is the party name")
party = input ("What is the party percentage in the last election")
remain = input ("how much of the electorate remains")
roll = random.randint(1,2)
roll2 = random.randint(1,10)
if roll == 1:
party = party + roll2
if roll == 2:
party = party - roll2
if party > remain:
print "the ", nameparty, "gets", remain, "in the election"
if party < 2:
print "the ", nameparty, "does not meet the minimum election threshhold"
if party > 2 and party < remain:
print "the ", nameparty, "gets", party, "in the election"
Manchester-A II
Duranium 4 743 200 Acc: 0.1
Neutronium 93 702 400 Acc: 0.1
Corbomite 15 681 600 Acc: 0.1
Tritanium 81 360 400 Acc: 1
Boronide 14 822 500 Acc: 0.6
Uridium 6 400 900 Acc: 0.1
Started a new game recently after the previous one crashed and corrupted the DB.Probably a bit of both? I don't think minerals are connected to star names. But in my experience, the real star systems do seem to be a bit more likely to generate planets. The unreal star systems seemed to be more luck based, so more empty systems and more unusual binary stars. But you do get black holes and nebula etc to make the game more interesting.
The only thing I'm doing differently this time for the first time, is I'm not using real star systems. Don't know how that exactly changes the game, but so far this game is very weird compared to previous ones. Hardly any minerals. Most systems are devoid of at least 2-3 types of minerals, so almost impossible to build self sufficient colonies without the need of external material shipments. Lots of totally empty systems. Lots of systems where most of the planets orbit around the B or C star, 2-7 trillion km's away, can't even get there. Many wrecks but no NPRs so far. Lots of new connections between already discovered systems - earlier I've always gotten a new system every time. Hyperactive civilians, causing lot of trouble. Super annoying populations with insatiable need for PPV.
I don't know if this has anything to do with non-real star systems setup, or just pure bad luck on the dice rolls?
Hardly any minerals. Most systems are devoid of at least 2-3 types of minerals, so almost impossible to build self sufficient colonies without the need of external material shipments.
Probably a bit of both? I don't think minerals are connected to star names. But in my experience, the real star systems do seem to be a bit more likely to generate planets. The unreal star systems seemed to be more luck based, so more empty systems and more unusual binary stars. But you do get black holes and nebula etc to make the game more interesting.Found nebulae, I was excited, but now I think they are more annoying than interesting. Surveying takes ages, and then I have to manually max the speed of any wessel going through them. (Don't want to mess with conditional orders already set up.)
Started a new game recently after the previous one crashed and corrupted the DB.
The only thing I'm doing differently this time for the first time, is I'm not using real star systems. Don't know how that exactly changes the game, but so far this game is very weird compared to previous ones. Hardly any minerals. Most systems are devoid of at least 2-3 types of minerals, so almost impossible to build self sufficient colonies without the need of external material shipments. Lots of totally empty systems. Lots of systems where most of the planets orbit around the B or C star, 2-7 trillion km's away, can't even get there. Many wrecks but no NPRs so far. Lots of new connections between already discovered systems - earlier I've always gotten a new system every time. Hyperactive civilians, causing lot of trouble. Super annoying populations with insatiable need for PPV.
I don't know if this has anything to do with non-real star systems setup, or just pure bad luck on the dice rolls?
An infrastructure shipment to a ruins/anomaly colony 4 systems away from earth was ambushed, all freighters lost. Strength-24 energy impacts are well in advance of anything we are capable of.
We haven't yet found any major colonies of the NPR responsible.
Admirality is nervous about stretching our forces thin - there's a precursor stronghold we can't deal with one jump away from earth, and it is currently unknown whether a stable wormhole 2 systems away is a threat.
Current fleet capability is focused almost entirely on beam PD and one decisive missile strike just out of beam range, all on slow ships with commercial engines. A fast wing of beam cruisers is currently under construction. The military is pushing for torpedo bombers to acquire some ranged strike capability, despite the total lack of ordnance reserves. The civilian administration wants a focus on boarding technology since everyone encountered so far seems to be ahead of us in weaponry.
...
I also need to figure out how to get a backup of the save for the game as well since I may lose it as I need to send the PC I'm playing it on back for repair.
in the Aurora directory there is a file Stevefire.mdb , copy that somewhere with a meaningful name. To restore rename the backup file to Stevefire.mdb.
Hmm, I got more than one... Stevefire.mdb and then stevefire.mdb2-4... ??? So I presume its the first to save?The .mdb is one you want. The others are automatic backups done by the portable launcher.
I know it may seem like a simple thing, but I captured my first ship today by a boarding action. Now I have a spiffy precursor ship in my fleet.
Since to my knowledge precursor ships are fully automated with no crew, I always thought it was odd that they're able to be boarded and captured.
. . . . . . so that's combat, huh?
god damn those 15km/s ships are fast. a little over twice as fast as my ships.
My anti-missile missiles shot down about half of each volley, but with a 17% hit chance. . . . . .
All 3 of my anti-ship cruisers were shot down in succession, followed by a pair of my anti-missile destroyers.
My ASMs only having a 20m range or so, I didn't even get a return volley off, and more and more of their missiles got through. Then, once their magazines were dry (having already pounded my gravitic scout into scrap), they turned and raced off.
Lessons learned:
the 5km/s to 100% guide you've been facing so far is crap.
To borrow a phrase from a youtuber--SPEED IS KEY!
make sure you can hit out to at least 30-35m with your ASMs.
Don't shut down your ordnance production for more workers for other stuff. not worth it.
Apparently my 6km/s ion ships were way too slow.
Literally the only ASMs I had were from the OB gen, because I had shut down ordnance production before I designed the missile.
*sighs*
back to the drawing board.
Apparently my 6km/s ion ships were way too slow.6000 m/s with ion engines (TL3) is not bad at all.
Welcome to Aurora :D
Taken from Star Fleet Battles " SPEED IS LIFE!"
6000 m/s with ion engines (TL3) is not bad at all.
I SM-ed my empire on a suitable moon of a superjovian in the Aquilae 11 system. After setting everything up and starting by ordering my geosurvey ships to survey the nearby planets I've got a nasty surprise. Aliens occupying the same moon with a large fleet of ships orbiting.
I don't remember SM-ing any NPR's or other Empires on my homeworld. How is this possible? :o
Is there any way out of this? ;D
What probably happened was that you didn't turn off the "Generate NPRs" option before creating a bunch of systems, so Aurora found a suitable world and spawned one just like in a normal game. As far as I know, there is no way to delete an NPR without database access.
That beautiful moment when you find a survey report of;
Duranium 11 664 450 (0.1)
Corbomite 79 655 620 (0.1)
Tritanium 32 148 900 (0.1)
Boronide 54 022 500 (0.1)
Mercassium 77 792 400 (0.1)
Sorium 97 416 900 (0.1)
Uridium 49 491 220 (0.1)
Corundium 19 448 100 (0.1)
Gallicite 87 329 020 (0.1)
just one jump away from Earth. I don't even care about the low accessibility, this will sort me out for decades to come.
Geo Team ? ;D
Yes! 1st Carrier is coming on line in 3 months time, time to build its fighters... Only to find out that there is no fighter factories in the Empire :o ... Someone forgot to order those factories... ;DClassic. I've done the same.
Furious class Battleship 399 900 tons 9561 Crew 99638.5 BP TCS 7998 TH 96000 EM 0
12003 km/s Armour 23-483 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 537 PPV 1571.28
Maint Life 3.08 Years MSP 80509 AFR 2474% IFR 34.4% 1YR 12773 5YR 191588 Max Repair 1050 MSP
Intended Deployment Time: 24 months Spare Berths 120
Flag Bridge Troop Capacity: 3 Companies Magazine 3245
Ford-Poole 320 EP Inertial Fusion Drive (300) Power 320 Fuel Use 85.98% Signature 320 Exp 20%
Fuel Capacity 135 250 000 Litres Range 70.8 billion km (68 days at full power)
Twin Sanderson-Black 15cm C6 Soft X-ray Laser Turret (7x2) Range 360 000km TS: 10000 km/s Power 12-12 RM 6 ROF 5 6 6 6 6 6 6 5 4 4 3
Grant International 45cm C6 Soft X-ray Laser (1) Range 384 000km TS: 12003 km/s Power 53-6 RM 6 ROF 45 53 53 53 53 53 53 45 39 35 31
Triple Tucker-Wilkins 30cm C6 Soft X-ray Laser Turret (5x3) Range 384 000km TS: 10000 km/s Power 72-18 RM 6 ROF 20 24 24 24 24 24 24 20 18 16 14
Quad Hamilton Foundation Gauss Cannon R5-100 Turret (10x20) Range 50 000km TS: 10000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Rice International CIWS-200 (10x10) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Robson Systems Fire Control S08 192-16000 (5) Max Range: 384 000 km TS: 16000 km/s 97 95 92 90 87 84 82 79 77 74
George Megacorp Tokamak Fusion Reactor Technology PB-1 (3) Total Power Output 24 Armour 0 Exp 5%
Alexander-Wyatt Solid-core Anti-matter Power Plant Technology PB-1 (10) Total Power Output 160 Armour 0 Exp 5%
Leach & Andrews Aerospace Industries Knight Launcher (100) Missile Size 8 Rate of Fire 40
Saunders Heavy Industries Kight Fire Control (1) Range 420.6m km Resolution 120
ASM Knight MkIII (406) Speed: 48 000 km/s End: 88.8m Range: 255.9m km WH: 30 Size: 8 TH: 432/259/129
Dixon-Barnett Guardian Search Sensor (1) GPS 84 Range 6.7m km MCR 732k km Resolution 1
Palmer-Swift Huge Search Sensor (1) GPS 57600 Range 420.7m km Resolution 120
Davies Technology Huge Early Warning Sensor (1) GPS 105000 Range 1 155.0m km Resolution 100
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
Furious MkII class Battleship 399 000 tons 9761 Crew 148873 BP TCS 7980 TH 22809.6 EM 5250
11909 km/s Armour 22-482 Shields 175-375 Sensors 1/1/0/0 Damage Control Rating 561 PPV 1571.28
Maint Life 3.16 Years MSP 126164 AFR 2354% IFR 32.7% 1YR 18970 5YR 284556 Max Repair 1760 MSP
Intended Deployment Time: 24 months Spare Berths 126
Flag Bridge Troop Capacity: 3 Companies Magazine 3245
Banks & Bolton Aero Engines 1760 EP Inertial Fusion Drive (54) Power 1760 Fuel Use 86.15% Signature 422.4 Exp 22%
Fuel Capacity 137 750 000 Litres Range 72.1 billion km (70 days at full power)
Wyatt Megacorp Delta R375/96 Shields (70) Total Fuel Cost 280 Litres per hour (6 720 per day)
Triple Tucker-Wilkins 30cm C6 Soft X-ray Laser Turret (5x3) Range 384 000km TS: 10000 km/s Power 72-18 RM 6 ROF 20 24 24 24 24 24 24 20 18 16 14
Twin Sanderson-Black 15cm C6 Soft X-ray Laser Turret (7x2) Range 360 000km TS: 10000 km/s Power 12-12 RM 6 ROF 5 6 6 6 6 6 6 5 4 4 3
Grant International 45cm C6 Soft X-ray Laser (1) Range 384 000km TS: 11909 km/s Power 53-6 RM 6 ROF 45 53 53 53 53 53 53 45 39 35 31
Quad Hamilton Foundation Gauss Cannon R5-100 Turret (10x20) Range 50 000km TS: 10000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Rice International CIWS-200 (10x10) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Robson Systems Fire Control S08 192-16000 (5) Max Range: 384 000 km TS: 16000 km/s 97 95 92 90 87 84 82 79 77 74
Douglas Cybernetics Fire Control S02 75-25000 (5) Max Range: 150 000 km TS: 25000 km/s 93 87 80 73 67 60 53 47 40 33
George Megacorp Tokamak Fusion Reactor Technology PB-1 (3) Total Power Output 24 Armour 0 Exp 5%
Alexander-Wyatt Solid-core Anti-matter Power Plant Technology PB-1 (10) Total Power Output 160 Armour 0 Exp 5%
Leach & Andrews Aerospace Industries Knight Launcher (100) Missile Size 8 Rate of Fire 40
Saunders Heavy Industries Kight Fire Control (1) Range 420.6m km Resolution 120
ASM Knight MkIII (406) Speed: 48 000 km/s End: 88.8m Range: 255.9m km WH: 30 Size: 8 TH: 432/259/129
Davies Technology Huge Early Warning Sensor (1) GPS 105000 Range 1 155.0m km Resolution 100
Dixon-Barnett Guardian Search Sensor (1) GPS 84 Range 6.7m km MCR 732k km Resolution 1
Palmer-Swift Huge Search Sensor (1) GPS 57600 Range 420.7m km Resolution 120
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
Vanguard MkIII class Battlecruiser 35 000 tons 798 Crew 13755.1999 BP TCS 700 TH 1824.72 EM 0
10861 km/s Armour 10-95 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 45 PPV 165.8
Maint Life 2 Years MSP 6141 AFR 392% IFR 5.4% 1YR 2046 5YR 30684 Max Repair 844.8 MSP
Intended Deployment Time: 24 months Spare Berths 25
Flag Bridge Troop Capacity: 2 Companies
Smart & Lynch International 844.8 EP Inertial Fusion Drive (9) Power 844.8 Fuel Use 101.08% Signature 202.752 Exp 22%
Fuel Capacity 9 250 000 Litres Range 47.1 billion km (50 days at full power)
Kennedy Ordnance 30cm C6 Far Ultraviolet Laser (1) Range 384 000km TS: 10861 km/s Power 24-6 RM 5 ROF 20 24 24 24 24 24 20 17 15 13 12
Quad Johnston Systems 20cm C6 Far Ultraviolet Laser Turret (4x4) Range 384 000km TS: 10000 km/s Power 40-24 RM 5 ROF 10 10 10 10 10 10 8 7 6 5 5
Thompson-Norman CIWS-160 (2x8) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Robson Systems Fire Control S08 192-16000 (2) Max Range: 384 000 km TS: 16000 km/s 97 95 92 90 87 84 82 79 77 74
George Megacorp Tokamak Fusion Reactor Technology PB-1 (13) Total Power Output 104 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
Amazon MkII class Heavy Cruiser 30 000 tons 841 Crew 9411.2999 BP TCS 600 TH 1216.56 EM 0
8448 km/s Armour 6-86 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 52 PPV 112
Maint Life 3.18 Years MSP 6274 AFR 225% IFR 3.1% 1YR 935 5YR 14018 Max Repair 844.8 MSP
Intended Deployment Time: 24 months Spare Berths 18
Magazine 2068
Smart & Lynch International 844.8 EP Inertial Fusion Drive (6) Power 844.8 Fuel Use 101.08% Signature 202.752 Exp 22%
Fuel Capacity 5 620 000 Litres Range 33.4 billion km (45 days at full power)
Rice International CIWS-200 (2x10) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Leach & Andrews Aerospace Industries Knight Launcher (14) Missile Size 8 Rate of Fire 40
Saunders Heavy Industries Kight Fire Control (2) Range 420.6m km Resolution 120
ASM Knight MkIII (258) Speed: 48 000 km/s End: 88.8m Range: 255.9m km WH: 30 Size: 8 TH: 432/259/129
Palmer-Swift Huge Search Sensor (1) GPS 57600 Range 420.7m km Resolution 120
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
Ticonderoga MkII class Area Defence Cruiser 37 000 tons 727 Crew 13778.5 BP TCS 740 TH 2112 EM 0
11891 km/s Armour 5-98 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 53 PPV 83.98
Maint Life 1.6 Years MSP 5353 AFR 476% IFR 6.6% 1YR 2424 5YR 36353 Max Repair 1760 MSP
Intended Deployment Time: 24 months Spare Berths 181
Troop Capacity: 1 Company Magazine 1600
Banks & Bolton Aero Engines 1760 EP Inertial Fusion Drive (5) Power 1760 Fuel Use 86.15% Signature 422.4 Exp 22%
Fuel Capacity 12 000 000 Litres Range 67.8 billion km (65 days at full power)
Quad Hamilton Foundation Gauss Cannon R5-100 Turret (1x20) Range 50 000km TS: 10000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Rice International CIWS-200 (2x10) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Robson Systems Fire Control S08 192-16000 (1) Max Range: 384 000 km TS: 16000 km/s 97 95 92 90 87 84 82 79 77 74
Sims-Farmer Megacorp Guardian Launcher (40) Missile Size 1 Rate of Fire 5
Dixon-Barnett Guardian Missile Suite (10) Range 10.1m km Resolution 1
AMM Guardian MkIII (1600) Speed: 96 000 km/s End: 0.9m Range: 5.3m km WH: 1 Size: 1 TH: 2304/1382/691
Summers Heavy Industries Missile Search Sensor (1) GPS 280 Range 67.2m km MCR 7.3m 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
Hunt MkII class Light Cruiser 24 050 tons 292 Crew 6729.2499 BP TCS 481 TH 1013.76 EM 0
8781 km/s Armour 4-74 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 210
Maint Life 1.38 Years MSP 1749 AFR 462% IFR 6.4% 1YR 995 5YR 14930 Max Repair 844.8 MSP
Intended Deployment Time: 24 months Spare Berths 26
Magazine 1400
Smart & Lynch International 844.8 EP Inertial Fusion Drive (5) Power 844.8 Fuel Use 101.08% Signature 202.752 Exp 22%
Fuel Capacity 5 250 000 Litres Range 38.9 billion km (51 days at full power)
Rice International CIWS-200 (1x10) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Carr Biotech Paladin Launcher (100) Missile Size 14 Hangar Reload 105 minutes MF Reload 17.5 hours
Saunders Heavy Industries Kight Fire Control (2) Range 420.6m km Resolution 120
ASM Paladin MkII (100) Speed: 82 500 km/s End: 23.7m Range: 117.3m km WH: 50 Size: 13.962 TH: 440/264/132
Palmer-Swift Huge Search Sensor (1) GPS 57600 Range 420.7m km Resolution 120
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
Burke MkIII class Heavy Destroyer 15 000 tons 348 Crew 5386.45 BP TCS 300 TH 844.8 EM 0
11733 km/s Armour 3-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 26 PPV 48
Maint Life 1.13 Years MSP 1347 AFR 300% IFR 4.2% 1YR 1066 5YR 15989 Max Repair 1760 MSP
Intended Deployment Time: 24 months Spare Berths 52
Magazine 984
Banks & Bolton Aero Engines 1760 EP Inertial Fusion Drive (2) Power 1760 Fuel Use 86.15% Signature 422.4 Exp 22%
Fuel Capacity 3 955 000 Litres Range 55.1 billion km (54 days at full power)
Rice International CIWS-200 (1x10) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Leach & Andrews Aerospace Industries Knight Launcher (6) Missile Size 8 Rate of Fire 40
Fraser-Hayward Burke Fire Control (1) Range 259.2m km Resolution 100
ASM Knight MkIII (123) Speed: 48 000 km/s End: 88.8m Range: 255.9m km WH: 30 Size: 8 TH: 432/259/129
Rowe-Hicks Aerospace Fighter Search Sensor Small (1) GPS 21 Range 3.8m km MCR 412k km Resolution 1
Connor-Ali Corporation Active Search Sensor MR345-R100 (1) GPS 14400 Range 345.6m km Resolution 100
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
Quebec MkIII class Destroyer Escort 9 350 tons 181 Crew 3427.05 BP TCS 187 TH 549.12 EM 0
12235 km/s Armour 5-39 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 12
Maint Life 3.68 Years MSP 1145 AFR 139% IFR 1.9% 1YR 131 5YR 1971 Max Repair 208 MSP
Intended Deployment Time: 24 months Spare Berths 16
Magazine 636
Page-Lyons 208 EP Inertial Fusion Drive (11) Power 208 Fuel Use 29.29% Signature 49.92 Exp 13%
Fuel Capacity 1 250 000 Litres Range 82.2 billion km (77 days at full power)
Rice International CIWS-200 (1x10) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Sims-Farmer Megacorp Guardian Launcher (12) Missile Size 1 Rate of Fire 5
Dixon-Barnett Guardian Missile Suite (3) Range 10.1m km Resolution 1
AMM Guardian MkIII (636) Speed: 96 000 km/s End: 0.9m Range: 5.3m km WH: 1 Size: 1 TH: 2304/1382/691
Barrett Biotech Active Search Sensor MR74-R3 (1) GPS 540 Range 74.8m km Resolution 3
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
Quebec MkII class Destroyer Escort 9 050 tons 164 Crew 1655.8 BP TCS 181 TH 1250 EM 0
6906 km/s Armour 5-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 12
Maint Life 4.04 Years MSP 572 AFR 131% IFR 1.8% 1YR 56 5YR 843 Max Repair 84 MSP
Intended Deployment Time: 24 months Spare Berths 30
Magazine 636
Peacock International 125 EP Magnetic Fusion Drive (10) Power 125 Fuel Use 38% Signature 125 Exp 10%
Fuel Capacity 1 250 000 Litres Range 65.4 billion km (109 days at full power)
Thompson-Norman CIWS-160 (1x8) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Sims-Farmer Megacorp Guardian Launcher (12) Missile Size 1 Rate of Fire 5
Dixon-Barnett Guardian Missile Suite (3) Range 10.1m km Resolution 1
AMM Guardian MkIII (636) Speed: 96 000 km/s End: 0.9m Range: 5.3m km WH: 1 Size: 1 TH: 2304/1382/691
Dixon-Barnett Guardian Search Sensor (1) GPS 84 Range 6.7m km MCR 732k 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
Daring class Attack Craft 1000 tons 7 Crew 690.5 BP TCS 20 TH 92.16 EM 0
19200 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control 1 PPV 5.25
Annual Failure Rate: 0% IFR: 0% Maintenance Capacity 108 MSP
Magazine 35 Spare Berths 10
Wong & Hicks 96 EP Inertial Fusion Drive FTR (4) Power 96 Fuel Use 246.92% Armour 0 Exp 30%
Fuel Capacity 100 000 Litres Range 7.3 billion km (4 days at full power)
Wilkins-Turner Size 7 Box Launcher (5) Missile Size 7 Hangar Reload 52.5 minutes MF Reload 8.7 hours
Finch-Howe Electronics Industries Missile Fire Control FC1814-R100 (1) Range 1 814.4m km Resolution 100
Qara Anti-ship Missile (5) Speed: 43 200 km/s End: 698.8m Range: 1811.3m km WH: 37 Size: 7 TH: 144 / 86 / 43
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
68 replacement? Seems a little overkill, doesn't it?
Maybe... But I used 5 in the first 10 days of fighting... Not sure how the program works but they had around C5300 and I C19900 So almost 4-1 but its still going slow... Used my battleships to pick of some targets, in 5 minutes of bombardment the lost around C2000, but its getting really cold on the surface now...Well, maybe it is not that much overkill... would be interesting to do some testings here. Although, maybe waiting for C# and do it there. Guess, there will be a lot of change in that area...
Oops. Turns out they've penetrated into Sol from Alpha Centauri now. Hopefully that destroyer squadron gets there before my own cargo group gets destroyed.That's always a classic blunder :D I've experienced it many times!
That's always a classic blunder :D I've experienced it many times!
Oops. Turns out they've penetrated into Sol from Alpha Centauri now. Hopefully that destroyer squadron gets there before my own cargo group gets destroyed.That's always a classic blunder :D I've experienced it many times!
Oops. Turns out they've penetrated into Sol from Alpha Centauri now. Hopefully that destroyer squadron gets there before my own cargo group gets destroyed.That's always a classic blunder :D I've experienced it many times!
Second only to "Never get involved in a land war in Asia"?
Oops. Turns out they've penetrated into Sol from Alpha Centauri now. Hopefully that destroyer squadron gets there before my own cargo group gets destroyed.That's always a classic blunder :D I've experienced it many times!
Second only to "Never get involved in a land war in Asia"?
Or "Don't invade Russia in the middle of winter"
In other news, I did not have that particular Spoiler enabled, so now I am doubly weirded out.
Gazala class Battlestation 198 250 tons 2815 Crew 29643.7 BP TCS 3965 TH 96 EM 15000
201 km/s Armour 20-302 Shields 500-300 Sensors 84/84/0/0 Damage Control Rating 130 PPV 552.7
Maint Life 1.28 Years MSP 19345 AFR 3144% IFR 43.7% 1YR 12388 5YR 185821 Max Repair 922 MSP
Intended Deployment Time: 48 months Flight Crew Berths 1
Hangar Deck Capacity 5000 tons Magazine 3148 Cargo Handling Multiplier 200
Recreational Facilities
Rowe & Matthews 800 EP Commercial Inertial Fusion Drive (1) Power 800 Fuel Use 3.54% Signature 96 Exp 5%
Fuel Capacity 3 250 000 Litres Range 83.0 billion km (4781 days at full power)
Read-Rahman Space & Security Xi R300/480 Shields (100) Total Fuel Cost 2 000 Litres per hour (48 000 per day)
Triple Thomson-Wong Manufacturing 15cm C6 Soft X-ray Laser Turret (5x3) Range 360 000km TS: 20000 km/s Power 18-18 RM 6 ROF 5 6 6 6 6 6 6 5 4 4 3
Twin Bishop-Wilson Gauss Cannon R4-100 Turret (18x10) Range 40 000km TS: 25000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Simpson Syndicate CIWS-320 (10x10) Range 1000 km TS: 32000 km/s ROF 5 Base 50% To Hit
Barber Incorporated Fire Control S08 192-32000 (5) Max Range: 384 000 km TS: 32000 km/s 97 95 92 90 87 84 82 79 77 74
Greenwood-Bryan Turbines Inertial Confinement Fusion Reactor Technology PB-1.2 (6) Total Power Output 86.4 Armour 0 Exp 16%
White Technology Inertial Confinement Fusion Reactor Technology PB-1 (3) Total Power Output 3.6 Armour 0 Exp 5%
Marsh Armaments Fast defender Launcher (10) Missile Size 1 Rate of Fire 5
Harvey-Field Missile Fire Control FC11-R1 (1) Range 11.5m km Resolution 1
AMM Lightning MkII (1054) Speed: 96 000 km/s End: 3.7m Range: 21.2m km WH: 2 Size: 1 TH: 960/576/288
ASM Nova MkIII (349) Speed: 25 000 km/s End: 82.3m Range: 123.5m km WH: 28 Size: 6 TH: 225/135/67
Henry Aerospace Industries Active Search Sensor MR1920-R100 (1) GPS 80000 Range 1 920.0m km Resolution 100
Active Search Sensor MR50-R1 (1) GPS 360 Range 50.4m km MCR 5.5m km Resolution 1
Thermal Sensor TH6-84 (1) Sensitivity 84 Detect Sig Strength 1000: 84m km
EM Detection Sensor EM6-84 (1) Sensitivity 84 Detect Sig Strength 1000: 84m km
ECCM-1 (1) ECM 20
Strike Group
1x Hawker Typhoon Scout MkII Fighter-Scout Speed: 21145 km/s Size: 4.54
21x Hawker Typhoon MkIV Fighter-bomber Speed: 21621 km/s Size: 4.44
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
1st December 2077 00:44:41,PSR,Barnards Star,The April Rhines Geology Team has completed its surface-based geological survey of Barnards Star-A I
1st December 2077 00:44:41,PSR,Barnards Star,Additional deposits of Tritanium have been found on Barnards Star-A I by the April Rhines Geology Team. The total amount available has increased from 89 491 600 to 104 652 900 tons.
1st December 2077 00:44:41,PSR,Barnards Star,Additional deposits of Mercassium have been found on Barnards Star-A I by the April Rhines Geology Team. The total amount available has increased from 18 403 800 to 37 945 600 tons.
1st December 2077 00:44:41,PSR,Barnards Star,As a result of the mineral survey by the April Rhines Geology Team, the accessbility of Sorium on Barnards Star-A I has increased from 0.1 to 0.8
1st December 2077 00:44:41,PSR,Barnards Star,Additional deposits of Gallicite have been found on Barnards Star-A I by the April Rhines Geology Team. The total amount available has increased from 62 722 010 to 81 360 400 tons.
I'm curious, what's the availability/amount of the now adjusted mineral deposits?
Then the change in Sorium availability and the about 30% increase in Gallicite deposits are the real prize here, simply because 0.1 deposits are a pain to dig up. I mean, you'd basically need 10 times the number of mines for the same amount of output for the entire 100MT Tritanium and 38MT Mercassium load. With Mercassium that's not really much of a problem, for all that it's needed for crew spaces and research centers, but if you are a heavy missile user Barnard's Star A-I is basically useless as a major ordnance or raw materials source.
That is one big ass station :o
That is a lot of ships! Don't think I've ever gotten anywhere close.
You need a rather sturdy economy to handle that level of production.
Luckily I've got 13 colonies backing me up, including both Earth and another NPR homeworld I conquered around 30 or 40 years back. I've gotten lucky with the mineral generation too, so I've got a few incredibly rich automines, and colonies, which gives me a combined mineral output of around 600k tons every year. Nearly a quarter of that production is from one of my colonies, aptly named Hephaestus. The civilian sector is booming too, with all of my freighters busy hauling minerals and PDCs around, I've had to really rely on the civvies to handle the transport of initial colony infrastructure and automine equipment. I've got 9 shipping companies, totaling around 400 or so civilian ships.
Luckily I've got 13 colonies backing me up, including both Earth and another NPR homeworld I conquered around 30 or 40 years back. I've gotten lucky with the mineral generation too, so I've got a few incredibly rich automines, and colonies, which gives me a combined mineral output of around 600k tons every year. Nearly a quarter of that production is from one of my colonies, aptly named Hephaestus. The civilian sector is booming too, with all of my freighters busy hauling minerals and PDCs around, I've had to really rely on the civvies to handle the transport of initial colony infrastructure and automine equipment. I've got 9 shipping companies, totaling around 400 or so civilian ships.
:o :o :o
Where is the AAR/story of this?
:o :o :o
:o :o :o
Where is the AAR/story of this?
:o :o :o
I've been debating getting an AAR going of this game, and I think there's a post in this thread of one of the bigger battles I've had. But by the time the game actually started getting really interesting, I felt it was too far into the game to get started on an AAR.I would really enjoy an AAR that did just start with an already established empire. Sometimes the "Race developed TN tech, finds jump points, builds terrible ships, etc" build up can be a bit of a slog as we all know where it's going.
Plus it can be a waste of precious time and motivation. Look at the number of AARs around here where after all the effort of build up and establishing back story, they just slam to a halt as things are about to get interesting.
Well, that settles it! I'll see if I can't get started on writing something up. I guess a good question to ask now is... where to post it?
edit: Quick analysis of the fleets I'm going to be using, and the total number of warships in the mainline fleets:Off-Topic: show
Just encountered a new NPR. They call themselves the Batman Republic. Should I be worried?
But somehow he'll always find you in the Gotham galaxy no matter how many ships you have.
I'm looking forward to the battle of the Moon to see which side wins the first round.
Ask and you shall receive: http://aurora2.pentarch.org/index.php?topic=10264.0I'm looking forward to the battle of the Moon to see which side wins the first round.
And then you will write up the AAR and post it here for all of us to enjoy?
Ajax class Destroyer 8,000 tons 191 Crew 1402.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 15 PPV 8
Maint Life 2.42 Years MSP 548 AFR 102% IFR 1.4% 1YR 128 5YR 1926 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 1
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
25cm Railgun V6/C4 (1x4) Range 300,000km TS: 8281 km/s Power 15-4 RM 6 ROF 20 5 5 5 5 5 5 4 3 3 2
4x1 Fire Control S02 320-4000 (1) Max Range: 640,000 km TS: 4000 km/s 98 97 95 94 92 91 89 88 86 84
0.2 Gas-Cooled Fast Reactor PB-1 (2) Total Power Output 1.8 Armour 0 Exp 5%
0.7 Gas-Cooled Fast Reactor PB-1 (2) Total Power Output 6.3 Armour 0 Exp 5%
DD G16 E6 ASS MR1-R15 (1) GPS 72 Range 1.1m km Resolution 15
This design is classed as a Military Vessel for maintenance purposes
Leander class Destroyer Escort 8,000 tons 191 Crew 1408.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 16 PPV 6
Maint Life 3.49 Years MSP 715 AFR 78% IFR 1.1% 1YR 90 5YR 1347 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 1
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
10cm Railgun V6/C4 (2x4) Range 60,000km TS: 8281 km/s Power 3-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
1x4 Fire Control S02 80-16000 (1) Max Range: 160,000 km TS: 16000 km/s 94 88 81 75 69 62 56 50 44 38
0.7 Gas-Cooled Fast Reactor PB-1 (3) Total Power Output 9.45 Armour 0 Exp 5%
DDE G16 E6 ASS MR0.42-R5 (1) GPS 16 Range 420k km Resolution 5
This design is classed as a Military Vessel for maintenance purposes
Emerald class Destroyer Escort 8,000 tons 175 Crew 1326.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 16 PPV 9.12
Maint Life 3.05 Years MSP 622 AFR 85% IFR 1.2% 1YR 100 5YR 1504 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
Single Gauss R2-67 Turret 16k (1x2) Range 20,000km TS: 16000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
1x4 Fire Control S02 80-16000 (1) Max Range: 160,000 km TS: 16000 km/s 94 88 81 75 69 62 56 50 44 38
DDP G16 E6 ASS MR0.19-R1 (1) GPS 4 Range 190k km MCR 21k km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Orion class Destroyer Escort 8,000 tons 178 Crew 1285.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 15 PPV 0
Maint Life 2.33 Years MSP 502 AFR 102% IFR 1.4% 1YR 126 5YR 1887 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
DDW G12 E6 ASS MR4-R1 (1) GPS 68 Range 4.1m km MCR 444k km Resolution 1
DDW G12 E6 ASS MR31-R60 (1) GPS 4080 Range 31.6m km Resolution 60
DDW G12 E6 ASS MR15-R15 (1) GPS 1020 Range 15.8m km Resolution 15
This design is classed as a Military Vessel for maintenance purposes
Orion's Shadow class Destroyer Escort 8,000 tons 181 Crew 1161 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 54/21/0/0 Damage Control Rating 15 PPV 0
Maint Life 2.42 Years MSP 476 AFR 97% IFR 1.4% 1YR 112 5YR 1680 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 1
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
Thermal Sensor TH9-54 (1) Sensitivity 54 Detect Sig Strength 1000: 54m km
EM Detection Sensor EM3.5-21 (1) Sensitivity 21 Detect Sig Strength 1000: 21m km
This design is classed as a Military Vessel for maintenance purposes
Ajax v2 class Destroyer 8,000 tons 190 Crew 1504 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 44 PPV 9
Maint Life 1.94 Years MSP 499 AFR 120% IFR 1.7% 1YR 173 5YR 2602 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
30cm Railgun V7/C4 (1x4) Range 490,000km TS: 8281 km/s Power 21-4 RM 7 ROF 30 7 7 7 7 7 7 7 6 5 4
4x1 Fire Control S02 320-4000 (1) Max Range: 640,000 km TS: 4000 km/s 98 97 95 94 92 91 89 88 86 84
0.7 Gas-Cooled Fast Reactor PB-1 (2) Total Power Output 6.3 Armour 0 Exp 5%
0.2 Gas-Cooled Fast Reactor PB-1 (2) Total Power Output 1.8 Armour 0 Exp 5%
DD G21 E11 ASS MR1.8-R15 (1) GPS 63 Range 1.8m km Resolution 15
This design is classed as a Military Vessel for maintenance purposes
Leander v2 class Destroyer Escort 8,000 tons 191 Crew 1484.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 46 PPV 6
Maint Life 3.54 Years MSP 754 AFR 78% IFR 1.1% 1YR 92 5YR 1387 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 1
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
10cm Railgun V6/C4 (2x4) Range 60,000km TS: 8281 km/s Power 3-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
1x4 Fire Control S02 80-16000 (1) Max Range: 160,000 km TS: 16000 km/s 94 88 81 75 69 62 56 50 44 38
0.7 Gas-Cooled Fast Reactor PB-1 (3) Total Power Output 9.45 Armour 0 Exp 5%
DDE G21 E11 ASS MR1-R5 (1) GPS 21 Range 1.0m km Resolution 5
This design is classed as a Military Vessel for maintenance purposes
Emerald v2 class Destroyer Escort 8,000 tons 175 Crew 1441 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 45 PPV 9.12
Maint Life 2.54 Years MSP 591 AFR 97% IFR 1.4% 1YR 128 5YR 1921 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
Single Gauss R2-67 Turret 16k (1x4) Range 20,000km TS: 16000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
1x4 Fire Control S02 80-16000 (1) Max Range: 160,000 km TS: 16000 km/s 94 88 81 75 69 62 56 50 44 38
DDP G21 E11 ASS MR3.7-R1 (1) GPS 34 Range 3.7m km MCR 402k km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Orion's Shadow v2 class Destroyer Escort 8,000 tons 180 Crew 1279 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 99/20/0/0 Damage Control Rating 45 PPV 0
Maint Life 2.44 Years MSP 525 AFR 97% IFR 1.4% 1YR 122 5YR 1827 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
Thermal Sensor TH9-99 (1) Sensitivity 99 Detect Sig Strength 1000: 99m km
EM Detection Sensor EM3.25-19.5 (1) Sensitivity 19.5 Detect Sig Strength 1000: 19.5m km
This design is classed as a Military Vessel for maintenance purposes
Orion v2 class Destroyer Escort 8,000 tons 178 Crew 1423.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 45 PPV 0
Maint Life 2.39 Years MSP 556 AFR 102% IFR 1.4% 1YR 134 5YR 2003 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
DDW G21 E11 ASS MR9-R1 (1) GPS 90 Range 9.8m km MCR 1.1m km Resolution 1
DDW G21 E11 ASS MR76-R60 (1) GPS 5355 Range 76.0m km Resolution 60
DDW G21 E11 ASS MR38-R15 (1) GPS 1339 Range 38.0m km Resolution 15
This design is classed as a Military Vessel for maintenance purposes
I am aware of the 5ls limitation
It was very much rimworld/dwarf fortress in how it ended.
I am aware of the 5ls limitation
I'm not! What's that?
The increment boarding tactic still requires the boarding to be successful, and if the enemy is too fast to board, your troops will splatter and not be successful in boarding.
80k rp, 500m start is maybe not quite enough with invaders on from the start, lol.I've tried having them on from start with much bigger starting Earth population and it wasn't fun. You might sink twenty hours into a successful game and then get stomped in 30 minutes. It'll work as a special challenge, ie you dedicate the whole game to just dealing with them from the start, but as a general game, where you also have other spoilers and NPRs, it just means that you might face instant death at any moment.
Rodney class Fast Attack Craft 1 000 tons 17 Crew 170 BP TCS 20 TH 120 EM 0
8000 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4.5
Maint Life 4.5 Years MSP 53 AFR 16% IFR 0.2% 1YR 4 5YR 63 Max Repair 50 MSP
Intended Deployment Time: 1 months Spare Berths 3
Magazine 30
Evans International 80 EP Magneto-plasma Drive (2) Power 80 Fuel Use 38% Signature 60 Exp 10%
Fuel Capacity 5 000 Litres Range 2.4 billion km (3 days at full power)
Bradley Engineering Type 5 VLS (6) Missile Size 5 Hangar Reload 37.5 minutes MF Reload 6.2 hours
Richards Orbital Systems Missile Fire Control FC105-R100 (1) Range 105.6m km Resolution 100
ASM Shipwreck (8) Speed: 24 000 km/s End: 112.4m Range: 161.8m km WH: 5 Size: 5 TH: 144/86/43
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
Rodney MkII class Fast Attack Craft 1 000 tons 17 Crew 190 BP TCS 20 TH 120 EM 0
8000 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4.5
Maint Life 4.8 Years MSP 59 AFR 16% IFR 0.2% 1YR 4 5YR 63 Max Repair 50 MSP
Intended Deployment Time: 1 months Spare Berths 3
Magazine 30
Evans International 80 EP Magneto-plasma Drive (2) Power 80 Fuel Use 38% Signature 60 Exp 10%
Fuel Capacity 55 000 Litres Range 26.1 billion km (37 days at full power)
Bradley Engineering Type 5 VLS (6) Missile Size 5 Hangar Reload 37.5 minutes MF Reload 6.2 hours
Collins Electronics Missile Fire Control FC176-R100 (1) Range 176.4m km Resolution 100
ASM Shipwreck (6) Speed: 24 000 km/s End: 112.4m Range: 161.8m km WH: 5 Size: 5 TH: 144/86/43
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
:o :o :o
Where is the AAR/story of this?
:o :o :o
I've been debating getting an AAR going of this game, and I think there's a post in this thread of one of the bigger battles I've had. But by the time the game actually started getting really interesting, I felt it was too far into the game to get started on an AAR. That, and a mixture of me being a very slow player and me being busy have put it on hold. If there's interest, once finals are good and done with, I might toss up a couple posts about the first offensive against the Jiadliaokl, once my new fleets are trained up to 100% and I get enough fuel and missiles set aside (I have about 60k missiles in my fleet all together). That, and once I actually find one of their systems. I've scouted 4 systems down the chain they come from, but I still haven't detected any colonies of theirs.
edit: Also one fun note about that NPR homeworld I conquered way back when. After all was said and done, I had lost around 30 ships or so, with the aliens, the Belazura, losing 40 or 50. After I sent in my troop transports and conquered/bombarded the planet into submission, I did a quick check around the system to make sure there weren't any other colonies or outposts to worry about. After taking care of whatever was left, my fleets left the system to return to Earth for repair and refits (I had accidentally destroyed all their shipyards with autotargeting missiles.. oops..), a pair of enemy cruisers comes out of deep space, gets detected by the sensors on the planet, and so I wheel the fleet around to go and take them out. It was too late, as the enemy ships had just gotten into firing range by the time my ships got back in system. I guess this race didn't like the prospect of new management, and so the alien ships loosed their entire stock of missiles on their homeworld, turning a solid half of the population and infrastructure into glass. Even now, 30-40 years later, the radiation is still dying down.
I've looked at your posts, and they are something else. I would certainly encourage you to post an AAR, even if the updates are sporadic. I think very few Aurora players have managed an empire of your size and scale. It would be interesting to see the correspondingly large problems that you have to deal with, including your ongoing war.
ExChairman this isn't a chat program, try to summarize the events into as few posts as possible.
Returning to Aurora after a few years I came across this interesting planet. My three survey cruisers found it about four jumps from Sol.
The first problem was the jump point was only 34m k from the cost 0 planet which was defended by 25 orbital bases. They did have an Achillies heel, their missiles were only capable of 24,000k/s, while my fastest was able to go at 55,000k/s. Their energy tech was ahead of mine as they demonstrated when they destroyed one of my survey cruisers with strength 65 energy blasts. They also had 497 fighters which they used to destroy my second cruiser. I was able to kill about 150 fighters before falling to the missile barrage. The third cruiser was also engaged by the fighters but after killing another 120 fighters managed to duck into a newly discovered warp point.
I then blockaded the contact point with my systems. Fortunately they spend most of their mobile fleet trying to break the blockade. I then took 161 20,000 ton cruisers into their system. I attempted to engage their remaining mobile assets and the orbital bases, in that order, a mistake!
All was well until the missile storm came in. Turned out their size 1 missiles, while only capable of 24,000k/s had a range of 102m k. Since I was still sitting on the warp point the fleet jumped out. Leaving most of my missiles dependent on their internal guidance. Most of the 12,000 missiles I had launched were directed at the orbital bases, and while the bases killed many hundreds they could not kill them all and all the bases died. This still left a lot of missiles around the alien homeworld. Unfortunately for the aliens they brought their freighters, fighters and many of their remaining mobile assets to orbit the homeworld, were they died. It was as though I had placed an enormous mine field around their planet. If they had waited three hours the missiles would have self destructed, but they just didn't wait. If they had used their AMMs as AMMs they may well have survived as much of my missile inventory still contained 30,000k/s missiles. After a wait of an hour or so My fleet returned to the alien system and was able to clean up easily.
It was after the conquest of the planet I found the NPR had broken Aurora! I kept getting Populate shipyard Errors, divide by 0 etc. When I looked into it I found the planet had 314 Shipyards with 628 slipways and a capacity of 6,350,000 tons naval construction and 24.510,000 tons of commercial construction. When I looked at what they were building I found they had 160 x 10,000 ton destroyers, 53 x 20,000 ton cruisers, 97 x 30,000 ton battlecruisers, 12 x 50,000 carriers and 188 x 1000 ton FACs under construction in addition to 66 colony transports of 21,300 tons. Fortunately the new ice age caused by the destruction of their ground forces prevented any completing. Had this armada been completed I don't know whether I could have won as only 48 of my 161 cruisers were latest production and all the rest two or three generations old while I had yet to lay down my first carrier. To give some idea of the planetary economy I have under 3000 construction factories and 3000 mines, The aliens had 22,500 construction factories and over 33,000 mines (that's after bombardment casualties) and resources to match, not less than 1.4 million tons, most in excess of 2million tons and duranium being 16 million tons with availabilities to match.
The really sad thing is I fear the game is now broken, cannot get rid of the error message! Part of the problem appears to be that shipyard capacity does not match size of the ships being built. Even after conquest this is a problem.
Could you go into the DB and delete the NPR shipyard tasks?
QuoteCould you go into the DB and delete the NPR shipyard tasks?
Thanks for the idea Steve.
Unfortunately the post conquest DB did not have any NPR shipyard tasks and while the pre-conquest DB did, deleting them had no effect upon conquest. It is unfortunate the interrupt occurs at the end of turn and the turn never stops.
Could you tell me the exact error?
Was it for PopulateShipyardComplexes or PopulateShipyardTasks?
Could you tell me the exact error?
Was it for PopulateShipyardComplexes or PopulateShipyardTasks?
The exact error was: Error in populate shipyard complexes
Error 11 was generated by Aurora
Division by zero
Please report to etc.
Well that changed things a little the error now is: Error in populate shipyard complexes
Error 6 was generated by Aurora
Overflow
Please report to etc.
I was a little enthusiastic when I eliminated the alien ground forces. When I conquered the planet radiation had reduced industrial production to -99.96. This has now improved to -99.83!
Good news, after the final series of error 6 messages Aurora is now running as well as it ever did. Thanks for the help Steve. The moral is don't nuke the aliens so hard in future! ;D
Out of interest how could the alien planet build such large ships without the shipyard capacity?
Now I have retired looking forward to C# Aurora to fill my empty days (apart from when I am the family taxi service). :-\
ExChairman this isn't a chat program, try to summarize the events into as few posts as possible.
Phalanx class Point Defence Drone 487 tons 3 Crew 122.4 BP TCS 9.74 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 8.2
Maint Life 0 Years MSP 0 AFR 97% IFR 1.4% 1YR 50 5YR 749 Max Repair 60 MSP
Intended Deployment Time: 0.1 months Spare Berths 1
Single Gauss Cannon R3-85 Turret (1x4) Range 30 000km TS: 40000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S01 40-10000 (FTR) (1) Max Range: 80 000 km TS: 40000 km/s 88 75 62 50 38 25 12 0 0 0
Shield class Point Defence Drone 487 tons 3 Crew 115.4 BP TCS 9.74 TH 40 EM 0
4106 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 7.4
Maint Life 0 Years MSP 0 AFR 97% IFR 1.4% 1YR 33 5YR 488 Max Repair 45 MSP
Intended Deployment Time: 0.1 months Spare Berths 1
40 EP Magneto-plasma Drive (1) Power 40 Fuel Use 489.16% Signature 40 Exp 25%
Fuel Capacity 5 000 Litres Range 0.4 billion km (25 hours at full power)
Single Gauss Cannon R3-85 Turret (1x4) Range 30 000km TS: 30000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S00.7 40-7500 (FTR) (1) Max Range: 80 000 km TS: 30000 km/s 88 75 62 50 38 25 12 0 0 0
The orbital monitor in #ship-repository was my design, pretty sure.
Victory class Orbital Defence Monitor 10 650 tons 101 Crew 335.2 BP TCS 213 TH 0 EM 0
1 km/s Armour 1-43 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 180
Maint Life 20.52 Years MSP 1079 AFR 226% IFR 3.2% 1YR 5 5YR 73 Max Repair 19 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Fuel Capacity 50 000 Litres Range N/A
brrrt 10cm Railgun V1/C1 (60x4) Range 10 000km TS: 5000 km/s Power 3-1 RM 1 ROF 15 1 0 0 0 0 0 0 0 0 0
Flak Control Fire Control S00.5 32-4000 (3) Max Range: 64 000 km TS: 4000 km/s 84 69 53 37 22 6 0 0 0 0
Bulk Power Pressurised Water Reactor PB-1 (15) Total Power Output 30 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
20 years maintenance should be enough for most purposes. You can always self-destruct and salvage it and reuse most of the components.
Forgive me for asking, but doesn't the 1km/sec base speed override the non-turreted tracking speed of any direct fire weapon this vessel has?
I think that having both railgun stations and gauss can be pretty effective. The gauss are good against rapid fire missiles, like AMMs. Plus, being fighter sized, they are more easily packed up and used offensively. On a build point basis, the railgun station is going to be better than the gauss+PDC carrier.
Lets see, the Victory is 60x4 at 5,000 km/s every 30 seconds. So it could take out 30 missiles that were going 40,000 km/s, but only every 30 seconds. Most long range missile fire is going to be spaced out a bit.
The Phalanx is 4 shots at 40,000 every 5 seconds. At about 1/3 the nominal cost, probably more like 1/2 once the carrier PDC is factored in.
The Phalanx can far better handle small volleys and rapid fire.
The fighter bonus officers help the Phalanx a lot, but the very long expected careers of the Orbital Station Victory means that given a decent training commander they will have significant bonus from crew grade.
The Phalanxes would be a lot easier to ramp up. You are pretty much committing a large shipyard to building and upgrading the Orbital Stations. And retooling is expensive and time consuming for large shipyards.
Defiant class Orbital Defence Monitor 1 000 tons 10 Crew 63.4 BP TCS 20 TH 0 EM 0
1 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 18
Maint Life 0 Years MSP 0 AFR 200% IFR 2.8% 1YR 6 5YR 94 Max Repair 30 MSP
Intended Deployment Time: 0.1 months Spare Berths 0
10cm Railgun V1/C1 (6x4) Range 10 000km TS: 5000 km/s Power 3-1 RM 1 ROF 15 1 0 0 0 0 0 0 0 0 0
Fire Control S00.5 40-5000 (1) Max Range: 80 000 km TS: 5000 km/s 88 75 62 50 38 25 12 0 0 0
Magnetic Confinement Fusion Reactor Technology PB-1.2 (1) Total Power Output 6 Armour 0 Exp 16%
Forgive me for asking, but doesn't the 1km/sec base speed override the non-turreted tracking speed of any direct fire weapon this vessel has?
Busy times
Found a small text file with some notes, I tend to keep that for my games. Worked like a letter from my predecessor...
Picked up an old game I didn't play on for over a year. Some challenge in its own to figure out what is going on, what the overall plan is, where those aliens are coming from. Found a small text file with some notes, I tend to keep that for my games. Worked like a letter from my predecessor and gave some hints, but also some cryptic lines that were barely more than a system name.When I start a "proper" campaign that I'm investing a lot of effort in, I make an Excel file with multiple sheets that covers all that stuff and more, so that even if I take extended breaks from the game, I can fairly easily step back in.
All those long term topics you are juggling during an aurora game, resource supply, research plans, missile production levels, economy.. will be interesting to see what mistakes happen due to forgetting/misunderstanding previous plans.
Thanks.Busy times
Busy? Yes. That would be one word. Geez. Good luck!
As a professional developer, it's amazing how many times I land in a piece of code that I have no recollection of and see comments there from past me :)Found a small text file with some notes, I tend to keep that for my games. Worked like a letter from my predecessor...
When programming, I comment my code a LOT. For some of the more complex code, I also leave Future Steve more detailed explanations in comments so that when he turns up in a few years and asks "Why the hell did I code it that way?", the answer is there :)
When programming, I comment my code a LOT. For some of the more complex code, I also leave Future Steve more detailed explanations in comments so that when he turns up in a few years and asks "Why the hell did I code it that way?", the answer is there :)As a professional developer, it's amazing how many times I land in a piece of code that I have no recollection of and see comments there from past me :)
John
On several occasions I have written a function, only to subsequently find I previously wrote exactly the same code with a slightly different function name.
What's the difference between the two models?P-200M is an improved model of the first iteration of the P-200 series, introducing thermal sensors and slightly improved range of 124,5 million kilometers at the cost of maneuver handling.
On several occasions I have written a function, only to subsequently find I previously wrote exactly the same code with a slightly different function name.
General class Missile Cruiser 36 900 tons 898 Crew 10371.74 BP TCS 738 TH 9600 EM 0
13008 km/s Armour 10-98 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 53 PPV 120
Maint Life 1.01 Years MSP 4040 AFR 473% IFR 6.6% 1YR 3940 5YR 59098 Max Repair 1600 MSP
Intended Deployment Time: 24 months Spare Berths 22
Magazine 2451
Viklund Foundation 3200 EP Inertial Fusion Drive (3) Power 3200 Fuel Use 45.26% Signature 3200 Exp 20%
Fuel Capacity 10 250 000 Litres Range 110.5 billion km (98 days at full power)
Jönsson Biotech CIWS-1000 (1x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Löfgren-Danielsson Aerospace Size 6 Missile Launcher (20) Missile Size 6 Rate of Fire 30
Solorio-Luna Long Range Missile FC (5) Range 1 008.0m km Resolution 100
RB-08Super Bamse MkIII (108) Speed: 90 000 km/s End: 38.5m Range: 207.9m km WH: 40 Size: 6 TH: 450/270/135
RB-06 Type II (300) Speed: 48 000 km/s End: 317.5m Range: 914.4m km WH: 20 Size: 6 TH: 496/297/148
Brookes Corporation Active Search Sensor MR960-R100 (1) GPS 16000 Range 960.0m km Resolution 100
Björklund Megacorp Spaningsradar 48 (1) GPS 80 Range 48.0m km MCR 5.2m km Resolution 1
ECCM-9 (2) ECM 90
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
Battle class Missile Destroyer 21 500 tons 547 Crew 7026.62 BP TCS 430 TH 6400 EM 1500
14883 km/s Armour 8-68 Shields 50-500 Sensors 50/1/0/0 Damage Control Rating 43 PPV 60
Maint Life 1.06 Years MSP 2655 AFR 284% IFR 4% 1YR 2350 5YR 35248 Max Repair 1600 MSP
Intended Deployment Time: 24 months Spare Berths 42
Magazine 1168
Viklund Foundation 3200 EP Inertial Fusion Drive (2) Power 3200 Fuel Use 45.26% Signature 3200 Exp 20%
Fuel Capacity 5 250 000 Litres Range 97.1 billion km (75 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (5) Total Fuel Cost 125 Litres per hour (3 000 per day)
Jönsson Biotech CIWS-1000 (2x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Löfgren-Danielsson Aerospace Size 6 Missile Launcher (10) Missile Size 6 Rate of Fire 30
Solorio-Luna Long Range Missile FC (2) Range 1 008.0m km Resolution 100
RB-08Super Bamse MkIII (25) Speed: 90 000 km/s End: 38.5m Range: 207.9m km WH: 40 Size: 6 TH: 450/270/135
RB-06 Type II (170) Speed: 48 000 km/s End: 317.5m Range: 914.4m km WH: 20 Size: 6 TH: 496/297/148
Brookes Corporation Active Search Sensor MR960-R100 (1) GPS 16000 Range 960.0m km Resolution 100
Björklund Megacorp Spaningsradar 48 (1) GPS 80 Range 48.0m km MCR 5.2m km Resolution 1
Claesson-Fransson Thermal Sensor TH1-50 (1) Sensitivity 50 Detect Sig Strength 1000: 50m km
ECCM-9 (2) ECM 90
City class Light Cruiser 24 300 tons 632 Crew 13200.5 BP TCS 486 TH 6400 EM 3000
13168 km/s Armour 8-74 Shields 100-500 Sensors 50/60/0/0 Damage Control Rating 43 PPV 155.71
Maint Life 1.35 Years MSP 4414 AFR 363% IFR 5% 1YR 2587 5YR 38800 Max Repair 2625 MSP
Intended Deployment Time: 24 months Spare Berths 66
Magazine 240
Viklund Foundation 3200 EP Inertial Fusion Drive (2) Power 3200 Fuel Use 45.26% Signature 3200 Exp 20%
Fuel Capacity 5 250 000 Litres Range 85.9 billion km (75 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (10) Total Fuel Cost 250 Litres per hour (6 000 per day)
Fast Technology 75cm C6 Extreme X-ray Laser (1) Range 1 400 000km TS: 25000 km/s Power 147-6 RM 9 ROF 125 147 147 147 147 147 147 147 147 147 132
Triple Åkesson-Gunnarsson Advanced Defence Systems 50cm C6 Extreme X-ray Laser Turret (1x3) Range 1 400 000km TS: 16000 km/s Power 195-18 RM 9 ROF 55 65 65 65 65 65 65 65 65 65 58
Twin Ling & Eliasson Orbital Systems 15cm C6 X-Ray Laser Turret (2x2) Range 420 000km TS: 30000 km/s Power 12-12 RM 7 ROF 5 6 6 6 6 6 6 6 5 4 4
Jönsson Biotech CIWS-1000 (1x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Danielsson Design Bureau Fire Control S08 240-32000 (1) Max Range: 480 000 km TS: 32000 km/s 98 96 94 92 90 88 85 83 81 79
Lindström-Nordström Fire Control S02 700-25000 (1) Max Range: 1 400 000 km TS: 25000 km/s 99 99 98 97 96 96 95 94 94 93
Hansen-Mårtensson Orbital Systems Stellarator Fusion Reactor Technology PB-1 (16) Total Power Output 48 Armour 0 Exp 5%
Larsson Dynamics Bernadotte VLS System (40) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Solorio-Luna Long Range Missile FC (2) Range 1 008.0m km Resolution 100
RB-06 Type II (40) Speed: 48 000 km/s End: 317.5m Range: 914.4m km WH: 20 Size: 6 TH: 496/297/148
Larsson Electronics Flyg Spaningsradar 24 (1) GPS 40 Range 24.0m km MCR 2.6m km Resolution 1
Brookes Corporation Active Search Sensor MR960-R100 (1) GPS 16000 Range 960.0m km Resolution 100
Claesson-Fransson Thermal Sensor TH1-50 (1) Sensitivity 50 Detect Sig Strength 1000: 50m km
Claesson-Fransson EM Detection Sensor EM1-60 (1) Sensitivity 60 Detect Sig Strength 1000: 60m km
ECCM-9 (1) ECM 90
Nearly 2 million tons of construction and nearly 700 000 in build points?
Yeah, that'll take a while and a fair bit in minerals and wealth just on the shipping.
Imperator class Monitor 400000 tons 12418 Crew 189891 BP TCS 8000 TH 108800 EM 30000
13600 km/s Armour 19-483 Shields 1000-500 Sensors 50/60/0/0 Damage Control 634 PPV 3275
Annual Failure Rate: 2114% IFR: 29.4% Maintenance Capacity 179210 MSP
Flag Bridge Parasite Capacity 375 tons Troop Capacity: 1 CompanyFlight Crew Berths 194 Cargo Handling Multiplier 40
Viklund Foundation 3200 EP Inertial Fusion Drive (34) Power 3200 Fuel Use 45.26% Armour 0 Exp 20%
Fuel Capacity 79 500 000 Litres Range 79.0 billion km (67 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (100) Total Fuel Cost 60 000 Litres per day
Fast Technology 75cm C6 Extreme X-ray Laser (1) Range 1 400 000km TS: 25000 km/s Power 147-6 RM 9 ROF 125 147 147 147 147 147 147 147 147 147 132
Göransson Aerospace Ground Based Heavy Laser (50) Range 1 400 000km TS: 25000 km/s Power 94-8 RM 9 ROF 60 94 94 94 94 94 94 94 94 94 84
Jönsson Biotech CIWS-1000 (10x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Bofors "Pompom" Anti Space System (60x20) Range 50 000km TS: 60000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Lindström-Nordström Fire Control S02 700-25000 (5) Max Range: 1 400 000 km TS: 25000 km/s 99 99 98 97 96 96 95 94 94 93
Hansson-Palme Electronics Industries FC Gatling (20) Max Range: 119 000 km TS: 75000 km/s 92 83 75 66 58 50 41 33 24 16
Han-Cao Gas-core Anti-matter Power Plant Technology PB-1 (4) Total Power Output 400 Armour 0 Exp 5%
Berglund Aero Engines Magnetic Confinement Fusion Reactor Technology PB-1 (1) Total Power Output 5 Armour 0 Exp 5%
Knoebl & Eberst Foundation Solid-core Anti-matter Power Plant Technology PB-1 (1) Total Power Output 1.60000002384186 Armour 0 Exp 5%
Claesson-Fransson Thermal Sensor TH1-50 (1) Sensitivity 50 Detect Signature 1000: 50m km
Corrales-Delgadillo Active Search Sensor MR4800-R100 (1) GPS 80000 Range 4 800.0m km Resolution 100
Björklund Megacorp Spaningsradar 48 (1) GPS 80 Range 48.0m km Resolution 1
Larsson Electronics Flyg Spaningsradar 24 (1) GPS 40 Range 24.0m km Resolution 1
Claesson-Fransson EM Detection Sensor EM1-60 (1) Sensitivity 60 Detect Strength 1000: 60m km
ECCM-9 (6) ECM 90
400000 tons 12418 Crew
and PDC they can only appear at my home planet Sparta.Pretty sure you can use SM mode to teleport ships (and PDC) from body to body.
and PDC they can only appear at my home planet Sparta.Pretty sure you can use SM mode to teleport ships (and PDC) from body to body.
Imperator class Monitor 400000 tons 12388 Crew 189891 BP TCS 8000 TH 108800 EM 30000
13600 km/s Armour 19-483 Shields 1000-500 Sensors 50/60/0/0 Damage Control 634 PPV 3275
Annual Failure Rate: 3641% IFR: 50.6% Maintenance Capacity 179210 MSP
Flag Bridge Parasite Capacity 375 tons Troop Capacity: 1 CompanyFlight Crew Berths 224 Cargo Handling Multiplier 40
Viklund Foundation 3200 EP Inertial Fusion Drive (34) Power 3200 Fuel Use 45.26% Armour 0 Exp 20%
Fuel Capacity 79 500 000 Litres Range 79.0 billion km (67 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (100) Total Fuel Cost 60 000 Litres per day
Fast Technology 75cm C6 Extreme X-ray Laser (1) Range 1 400 000km TS: 25000 km/s Power 147-6 RM 9 ROF 125 147 147 147 147 147 147 147 147 147 132
Göransson Aerospace Ground Based Heavy Laser (50) Range 1 400 000km TS: 25000 km/s Power 94-8 RM 9 ROF 60 94 94 94 94 94 94 94 94 94 84
Jönsson Biotech CIWS-1000 (10x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Bofors "Pompom" Anti Space System (60x20) Range 50 000km TS: 60000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Lindström-Nordström Fire Control S02 700-25000 (5) Max Range: 1 400 000 km TS: 25000 km/s 99 99 98 97 96 96 95 94 94 93
Hansson-Palme Electronics Industries FC Gatling (20) Max Range: 119 000 km TS: 75000 km/s 92 83 75 66 58 50 41 33 24 16
Han-Cao Gas-core Anti-matter Power Plant Technology PB-1 (4) Total Power Output 400 Armour 0 Exp 5%
Berglund Aero Engines Magnetic Confinement Fusion Reactor Technology PB-1 (1) Total Power Output 5 Armour 0 Exp 5%
Knoebl & Eberst Foundation Solid-core Anti-matter Power Plant Technology PB-1 (1) Total Power Output 1.60000002384186 Armour 0 Exp 5%
Claesson-Fransson Thermal Sensor TH1-50 (1) Sensitivity 50 Detect Signature 1000: 50m km
Corrales-Delgadillo Active Search Sensor MR4800-R100 (1) GPS 80000 Range 4 800.0m km Resolution 100
Björklund Megacorp Spaningsradar 48 (1) GPS 80 Range 48.0m km Resolution 1
Larsson Electronics Flyg Spaningsradar 24 (1) GPS 40 Range 24.0m km Resolution 1
Claesson-Fransson EM Detection Sensor EM1-60 (1) Sensitivity 60 Detect Strength 1000: 60m km
ECCM-9 (6) ECM 90
Wasa MkII class Battleship 180000 tons 6484 Crew 100117 BP TCS 3600 TH 54400 EM 30000
15111 km/s Armour 14-283 Shields 1000-500 Sensors 50/60/0/0 Damage Control 268 PPV 1026.7
Annual Failure Rate: 976% IFR: 13.6% Maintenance Capacity 82741 MSP
Flag Bridge Parasite Capacity 500 tons Troop Capacity: 1 CompanyFlight Crew Berths 95 Cargo Handling Multiplier 40
Viklund Foundation 3200 EP Inertial Fusion Drive (17) Power 3200 Fuel Use 45.26% Armour 0 Exp 20%
Fuel Capacity 49 500 000 Litres Range 109.4 billion km (83 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (100) Total Fuel Cost 60 000 Litres per day
Göransson Aerospace Ground Based Heavy Laser (50) Range 1 400 000km TS: 25000 km/s Power 94-8 RM 9 ROF 60 94 94 94 94 94 94 94 94 94 84
Jönsson Biotech CIWS-1000 (10x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Bofors "Pompom" Anti Space System (2x20) Range 50 000km TS: 60000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Lindström-Nordström Fire Control S02 700-25000 (5) Max Range: 1 400 000 km TS: 25000 km/s 99 99 98 97 96 96 95 94 94 93
Hansson-Palme Electronics Industries FC Gatling (2) Max Range: 119 000 km TS: 75000 km/s 92 83 75 66 58 50 41 33 24 16
Han-Cao Gas-core Anti-matter Power Plant Technology PB-1 (4) Total Power Output 400 Armour 0 Exp 5%
Claesson-Fransson Thermal Sensor TH1-50 (1) Sensitivity 50 Detect Signature 1000: 50m km
Corrales-Delgadillo Active Search Sensor MR4800-R100 (1) GPS 80000 Range 4 800.0m km Resolution 100
Björklund Megacorp Spaningsradar 48 (1) GPS 80 Range 48.0m km Resolution 1
Larsson Electronics Flyg Spaningsradar 24 (1) GPS 40 Range 24.0m km Resolution 1
Claesson-Fransson EM Detection Sensor EM1-60 (1) Sensitivity 60 Detect Strength 1000: 60m km
ECCM-9 (6) ECM 90
Kronan MkII class Regalskepp 87000 tons 3990 Crew 51127.5 BP TCS 1740 TH 25600 EM 0
14712 km/s Armour 13-174 Shields 0-0 Sensors 50/60/0/0 Damage Control 161 PPV 440
Annual Failure Rate: 3% IFR: 0.1% Maintenance Capacity 48115 MSP
Parasite Capacity 375 tons Troop Capacity: 1 CompanyFlight Crew Berths 42 Cargo Handling Multiplier 40
Viklund Foundation 3200 EP Inertial Fusion Drive (8 ) Power 3200 Fuel Use 45.26% Armour 0 Exp 20%
Fuel Capacity 22 875 000 Litres Range 104.6 billion km (82 days at full power)
Svensson-Gunnarsson Tung Meson Kanon (40) Range 1 200 000km TS: 25000 km/s Power 32-8 RM 128 ROF 20 1 1 1 1 1 1 1 1 1 1
Jönsson Biotech CIWS-1000 (5x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Nordin-Håkansson Space & Security Fire Control S08 600-50000 (5) Max Range: 1 200 000 km TS: 50000 km/s 99 98 98 97 96 95 94 93 92 92
Han-Cao Gas-core Anti-matter Power Plant Technology PB-1 (3) Total Power Output 300 Armour 0 Exp 5%
Han-Cao Gas-core Anti-matter Power Plant Technology PB-1 (1) Total Power Output 20 Armour 0 Exp 5%
Claesson-Fransson Thermal Sensor TH1-50 (1) Sensitivity 50 Detect Signature 1000: 50m km
Björklund Megacorp Spaningsradar 48 (1) GPS 80 Range 48.0m km Resolution 1
Larsson Electronics Flyg Spaningsradar 24 (1) GPS 40 Range 24.0m km Resolution 1
Claesson-Fransson EM Detection Sensor EM1-60 (1) Sensitivity 60 Detect Strength 1000: 60m km
ECCM-9 (5) ECM 90
Sköld MkII class Heavy Escort Cruiser 39000 tons 866 Crew 10955.5996 BP TCS 780 TH 9600 EM 3000
12307 km/s Armour 6-102 Shields 100-500 Sensors 1/1/0/0 Damage Control 21 PPV 80
Annual Failure Rate: 4% IFR: 0.1% Maintenance Capacity 3687 MSP
Magazine 5620 Spare Berths 18 Cargo Handling Multiplier 40
Viklund Foundation 3200 EP Inertial Fusion Drive (3) Power 3200 Fuel Use 45.26% Armour 0 Exp 20%
Fuel Capacity 7 500 000 Litres Range 76.5 billion km (71 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (10) Total Fuel Cost 6 000 Litres per day
Jönsson Biotech CIWS-1000 (5x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Hedin & Björk Kinetics Size 1 Missile Launcher (80) Missile Size 1 Rate of Fire 5
Dasler & Marx Space & Security Missile Fire Control FC14-R1 (15) Range 14.4m km Resolution 1
ASM Rippelgun (400) Speed: 64 000 km/s End: 7.6m Range: 29.2m km WH: 9 Size: 1 TH: 213 / 128 / 64
RB-104 Mjölner MkII (5220) Speed: 180 000 km/s End: 1.1m Range: 12.4m km WH: 1 Size: 1 TH: 1200 / 720 / 360
ECM 90
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
General MkII class Missile Cruiser 33000 tons 898 Crew 10812.7402 BP TCS 660 TH 9600 EM 3000
14545 km/s Armour 10-91 Shields 100-500 Sensors 1/1/0/0 Damage Control 51 PPV 120
Annual Failure Rate: 3% IFR: 0% Maintenance Capacity 4301 MSP
Magazine 2451 Spare Berths 26
Viklund Foundation 3200 EP Inertial Fusion Drive (3) Power 3200 Fuel Use 45.26% Armour 0 Exp 20%
Fuel Capacity 9 000 000 Litres Range 108.5 billion km (86 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (10) Total Fuel Cost 6 000 Litres per day
Jönsson Biotech CIWS-1000 (1x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Löfgren-Danielsson Aerospace Size 6 Missile Launcher (20) Missile Size 6 Rate of Fire 30
Solorio-Luna Long Range Missile FC (5) Range 1 008.0m km Resolution 100
RB-06 Type II (300) Speed: 48 000 km/s End: 317.5m Range: 914.4m km WH: 20 Size: 6 TH: 496 / 297 / 148
RB-08Super Bamse MkIII (108) Speed: 90 000 km/s End: 38.5m Range: 207.9m km WH: 40 Size: 6 TH: 450 / 270 / 135
Brookes Corporation Active Search Sensor MR960-R100 (1) GPS 16000 Range 960.0m km Resolution 100
Björklund Megacorp Spaningsradar 48 (1) GPS 80 Range 48.0m km Resolution 1
ECCM-9 (2) ECM 90
City MkII class Light Cruiser 24000 tons 635 Crew 13384 BP TCS 480 TH 6400 EM 3000
13333 km/s Armour 8-74 Shields 100-500 Sensors 50/60/0/0 Damage Control 42 PPV 169.21
Annual Failure Rate: 3% IFR: 0% Maintenance Capacity 4182 MSP
Magazine 330 Spare Berths 28
Viklund Foundation 3200 EP Inertial Fusion Drive (2) Power 3200 Fuel Use 45.26% Armour 0 Exp 20%
Fuel Capacity 6 000 000 Litres Range 99.4 billion km (86 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (10) Total Fuel Cost 6 000 Litres per day
Fast Technology 75cm C6 Extreme X-ray Laser (1) Range 1 400 000km TS: 25000 km/s Power 147-6 RM 9 ROF 125 147 147 147 147 147 147 147 147 147 132
Triple Åkesson-Gunnarsson Advanced Defence Systems 50cm C6 Extreme X-ray Laser Turret (1x3) Range 1 400 000km TS: 16000 km/s Power 195-18 RM 9 ROF 55 65 65 65 65 65 65 65 65 65 58
Jönsson Biotech CIWS-1000 (2x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Twin Ling & Eliasson Orbital Systems 15cm C6 X-Ray Laser Turret (2x2) Range 420 000km TS: 30000 km/s Power 12-12 RM 7 ROF 5 6 6 6 6 6 6 6 5 4 4
Lindström-Nordström Fire Control S02 700-25000 (1) Max Range: 1 400 000 km TS: 25000 km/s 99 99 98 97 96 96 95 94 94 93
Danielsson Design Bureau Fire Control S08 240-32000 (1) Max Range: 480 000 km TS: 32000 km/s 98 96 94 92 90 88 85 83 81 79
Hansen-Mårtensson Orbital Systems Stellarator Fusion Reactor Technology PB-1 (16) Total Power Output 48 Armour 0 Exp 5%
Larsson Dynamics Bernadotte VLS System (55) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Solorio-Luna Long Range Missile FC (2) Range 1 008.0m km Resolution 100
RB-06 Type II (40) Speed: 48 000 km/s End: 317.5m Range: 914.4m km WH: 20 Size: 6 TH: 496 / 297 / 148
Claesson-Fransson Thermal Sensor TH1-50 (1) Sensitivity 50 Detect Signature 1000: 50m km
Brookes Corporation Active Search Sensor MR960-R100 (1) GPS 16000 Range 960.0m km Resolution 100
Larsson Electronics Flyg Spaningsradar 24 (1) GPS 40 Range 24.0m km Resolution 1
Claesson-Fransson EM Detection Sensor EM1-60 (1) Sensitivity 60 Detect Strength 1000: 60m km
ECCM-9 (1) ECM 90
Battle MkII class Missile Destroyer 20000 tons 537 Crew 7149.6201 BP TCS 400 TH 6400 EM 1500
16000 km/s Armour 8-65 Shields 50-500 Sensors 50/1/0/0 Damage Control 41 PPV 60
Annual Failure Rate: 2% IFR: 0% Maintenance Capacity 2458 MSP
Magazine 1168 Spare Berths 7
Viklund Foundation 3200 EP Inertial Fusion Drive (2) Power 3200 Fuel Use 45.26% Armour 0 Exp 20%
Fuel Capacity 6 000 000 Litres Range 119.3 billion km (86 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (5) Total Fuel Cost 3 000 Litres per day
Jönsson Biotech CIWS-1000 (2x12) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Löfgren-Danielsson Aerospace Size 6 Missile Launcher (10) Missile Size 6 Rate of Fire 30
Solorio-Luna Long Range Missile FC (2) Range 1 008.0m km Resolution 100
RB-06 Type II (170) Speed: 48 000 km/s End: 317.5m Range: 914.4m km WH: 20 Size: 6 TH: 496 / 297 / 148
RB-08Super Bamse MkIII (25) Speed: 90 000 km/s End: 38.5m Range: 207.9m km WH: 40 Size: 6 TH: 450 / 270 / 135
Claesson-Fransson Thermal Sensor TH1-50 (1) Sensitivity 50 Detect Signature 1000: 50m km
Brookes Corporation Active Search Sensor MR960-R100 (1) GPS 16000 Range 960.0m km Resolution 100
Björklund Megacorp Spaningsradar 48 (1) GPS 80 Range 48.0m km Resolution 1
ECCM-9 (2) ECM 90
4 might carriersHow might are we talking here? ;D
Woah, yeah, that's quite a fleet.
Gives me Legend of the Galactic Heroes (https://en.wikipedia.org/wiki/Legend_of_the_Galactic_Heroes) vibe.Off-Topic: show
Except for the lack of carriers ;)Quote4 might carriersHow might are we talking here? ;D
Don't envy the maintenance and overhauling costs though :P
Öland MkII class Heavy Carrier 111 000 tons 2614 Crew 125803.67 BP TCS 2220 TH 28800 EM 3000
12972 km/s Armour 10-205 Shields 100-500 Sensors 1/1/0/0 Damage Control Rating 186 PPV 186.3
Maint Life 6.2 Years MSP 110509 AFR 631% IFR 8.8% 1YR 4940 5YR 74103 Max Repair 18900 MSP
Intended Deployment Time: 24 months Flight Crew Berths 246
Flag Bridge Hangar Deck Capacity 20000 tons Troop Capacity: 3 Companies Magazine 3993 Cargo Handling Multiplier 40
Viklund Foundation 3200 EP Inertial Fusion Drive (9) Power 3200 Fuel Use 45.26% Signature 3200 Exp 20%
Fuel Capacity 30 000 000 Litres Range 107.5 billion km (95 days at full power)
Hansson-Sundström Corporation Tau R500/600 Shields (10) Total Fuel Cost 250 Litres per hour (6 000 per day)
Quad Miranda Heavy Industries Gauss Cannon R6-100 Turret (5x24) Range 60 000km TS: 80000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Hernander-Hammare CIWS-500 (5x10) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Andreasson Sensor Systems Fire Control S08 700-80000 H25 (5) Max Range: 1 400 000 km TS: 80000 km/s 99 99 98 97 96 96 95 94 94 93
ASM Drakeld (200) Speed: 64 000 km/s End: 1.3m Range: 4.9m km WH: 20 Size: 3 TH: 704/422/211
Hammer Torpedo (240) Speed: 67 500 km/s End: 11.5m Range: 46.8m km WH: 80 Size: 8 TH: 360/216/108
ASM Shredder (1440) Speed: 60 000 km/s End: 9.2m Range: 33m km WH: 13 Size: 1 TH: 200/120/60
Corrales-Delgadillo Active Search Sensor MR4800-R100 (1) GPS 80000 Range 4 800.0m km Resolution 100
Lundin-Sundström Active Search Sensor MR24-R1 (1) GPS 40 Range 24.0m km MCR 2.6m km Resolution 1
ECM 90
Strike Group
20x JA-37 Viggen Fighter-bomber Speed: 36697 km/s Size: 6.54
10x JA-35 Draken Fighter-bomber Speed: 36363 km/s Size: 8.8
30x JA-29 Rymdtunnan Fighter-bomber Speed: 28368 km/s Size: 5.64
3x Eldflugan Dropship Speed: 31250 km/s Size: 3.84
JA-37 Viggen class Fighter-bomber 327 tons 2 Crew 384 BP TCS 6.54 TH 19.2 EM 0
36697 km/s Armour 2-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.4
Maint Life 5.27 Years MSP 73 AFR 8% IFR 0.1% 1YR 4 5YR 66 Max Repair 330 MSP
Intended Deployment Time: 0.1 months Spare Berths 2
Magazine 16
Buckley-Collins 240 EP Solid Core AM Drive (1) Power 240 Fuel Use 244.43% Signature 19.2 Exp 30%
Fuel Capacity 25 000 Litres Range 5.6 billion km (42 hours at full power)
Malm Precision Arms Hammar Rails (2) Missile Size 8 Hangar Reload 60 minutes MF Reload 10 hours
Nilsson Engineering JA-37 Styrdatasystemet CD-107 (1) Range 49.9m km Resolution 12
Hammer Torpedo (2) Speed: 67 500 km/s End: 11.5m Range: 46.8m km WH: 80 Size: 8 TH: 360/216/108
Nilsson Engineering JA-37 PS-48 Radar system (1) GPS 800 Range 48.0m km Resolution 100
JA-35 Draken class Fighter-bomber 440 tons 10 Crew 1239.6 BP TCS 8.8 TH 25.6 EM 0
36363 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.9
Maint Life 4.03 Years MSP 176 AFR 15% IFR 0.2% 1YR 17 5YR 260 Max Repair 656 MSP
Intended Deployment Time: 0.2 months Spare Berths 7
Magazine 6
Sommer Marine Engine Fighter IF Drive (2) Power 160 Fuel Use 154.95% Signature 12.8 Exp 25%
Fuel Capacity 20 000 Litres Range 5.3 billion km (40 hours at full power)
Burkhard Precision Arms Fighter X-ray Laser (1) Range 350 000km TS: 36363 km/s Power 6-0.4 RM 9 ROF 75 6 6 6 6 6 6 6 6 6 5
Sommer Marine Fighter FC (1) Max Range: 350 000 km TS: 100000 km/s 97 94 91 89 86 83 80 77 74 71
Knoebl & Eberst Foundation Solid-core Anti-matter Power Plant Technology PB-1 (1) Total Power Output 1.6 Armour 0 Exp 5%
Montez-Rentería Fighter Rails (2) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Ekström & Lund Missile Fire Control FC29-R6 (1) Range 29.4m km Resolution 6
ASM Drakeld (2) Speed: 64 000 km/s End: 1.3m Range: 4.9m km WH: 20 Size: 3 TH: 704/422/211
Olofsson-Pettersson Fighter Sensor (1) GPS 8 Range 4.0m km MCR 436k km Resolution 1
JA-29 Rymdtunnan class Fighter-bomber 282 tons 2 Crew 455.9 BP TCS 5.64 TH 12.8 EM 0
28368 km/s Armour 4-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.2
Maint Life 8.95 Years MSP 101 AFR 6% IFR 0.1% 1YR 2 5YR 34 Max Repair 220 MSP
Intended Deployment Time: 0.1 months Spare Berths 2
Magazine 8
Sommer Marine Engine Fighter IF Drive (1) Power 160 Fuel Use 154.95% Signature 12.8 Exp 25%
Fuel Capacity 10 000 Litres Range 4.1 billion km (40 hours at full power)
Mathisson-Hedin Aerospace Size 1 Box Launcher (8 ) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Andersson-Mathisson International AF Suite (1) Range 20.3m km Resolution 2
FB Tunnan Missil FC Missile Fire Control FC57-R100 (50%) (1) Range 57.6m km Resolution 100
ASM Shredder (8 ) Speed: 60 000 km/s End: 9.2m Range: 33m km WH: 13 Size: 1 TH: 200/120/60
Lund-Malm Aerospace FB Tunnan MkII Sensors (1) GPS 160 Range 30.4m km Resolution 10
Small Craft ECCM-4 (1) ECM 40
Eldflugan class Dropship 192 tons 1 Crew 278.4 BP TCS 3.84 TH 9.6 EM 0
31250 km/s Armour 2-2 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 38% IFR 0.5% 1YR 18 5YR 274 Max Repair 165 MSP
Intended Deployment Time: 0.01 months Spare Berths 8
Drop Capacity: 1 Company
Lindström Dynamics 120 EP Solid Core AM Drive (1) Power 120 Fuel Use 246.92% Signature 9.599999 Exp 30%
Fuel Capacity 5 000 Litres Range 1.9 billion km (16 hours at full power)
ECM 40
The Empire is growing steady. 64 planets with human colonies on, many more are being taught as new colonies, for the moment all terraformers are circling Venus to transform it to a habitable world. Population is almost 17 billion humans and almost 9 billion of a conquered race, spread over 7 colonies.
That is quite the empire you have there!