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Gothic III - Conventional / Re: Gothic III - Updates Thread
« Last post by Steve Walmsley on Today at 05:04:08 AM »
In 4012, the focus of exploration changed from the small survey craft to the Tempest class survey frigate, a 15,000-ton vessel designed for long-term, deep space exploration. The first two frigates, Tempest and Emperor’s Light, were launched in June 4012, with Covenant and Acta Sanctorum following in October 4013. The original Tempest design was based on gas core engines so after the development of ion drives, conversion to the updated Tempest II design began in July 4016. The new class reduced hangar space to 1000 tons, which reflected the availability and loss rate of the Aquila class scout series. By the end of the decade, eight Tempest IIs and two of the original Tempests were in service.

Tempest class Survey Frigate      15,000 tons       357 Crew       2,273.7 BP       TCS 300    TH 750    EM 0
2500 km/s    JR 3-50      Armour 1-54       Shields 0-0       HTK 91      Sensors 5/6/5/5      DCR 23-15      PPV 0
Maint Life 5.95 Years     MSP 2,179    AFR 78%    IFR 1.1%    1YR 105    5YR 1,580    Max Repair 281.3 MSP
Hangar Deck Capacity 1,500 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Flight Crew Berths 30    Morale Check Required   

RM-150 Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-750-ME (1)    Power 750    Fuel Use 13.86%    Signature 750    Explosion 7%
Fuel Capacity 1,763,000 Litres    Range 152.6 billion km (706 days at full power)

MK I Commercial Active Augur Array (1)     GPS 1200     Range 21.6m km    Resolution 120
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
Gravitational Survey Sensors (5)   5 Survey Points Per Hour
Geological Survey Sensors (5)   5 Survey Points Per Hour

Strike Group
2x Aquila II Scout   Speed: 3000 km/s    Size: 10

Tempest II class Survey Frigate      15,000 tons       356 Crew       2,300.3 BP       TCS 300    TH 938    EM 0
3125 km/s    JR 3-50      Armour 1-54       Shields 0-0       HTK 89      Sensors 5/6/5/5      DCR 24-16      PPV 0
Maint Life 6.38 Years     MSP 2,800    AFR 75%    IFR 1.0%    1YR 118    5YR 1,775    Max Repair 351.6 MSP
Hangar Deck Capacity 1,000 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Flight Crew Berths 20    Morale Check Required   

RM-150 Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-938-ME (1)    Power 937.5    Fuel Use 12.32%    Signature 937.5    Explosion 7%
Fuel Capacity 2,301,000 Litres    Range 224.1 billion km (829 days at full power)

MK I Commercial Active Augur Array (1)     GPS 1200     Range 21.6m km    Resolution 120
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
Gravitational Survey Sensors (5)   5 Survey Points Per Hour
Geological Survey Sensors (5)   5 Survey Points Per Hour

Strike Group
2x Aquila III Scout   Speed: 3750 km/s    Size: 10

Alongside the survey ships, the Imperium introduced the first warships, waiting until Ion technology was available before finalising their designs. Two complementary primary weapon systems were selected: the Astaroth Kinetics AK-25 Weapons Battery, for maximum rate of fire and overall damage output, and the Valentinian-Ventris V4-200 Lance Battery, for maximising damage output at long range in situations where the range could be controlled. A smaller version of the weapon battery, the AK-10, was used for increased point defence coverage. Although the Imperium had yet to deploy any torpedoes, it was assumed that other races could already have that capability. The engines for the new warships, the Firestorm class frigate and the Dauntless class light cruiser, were boosted by twenty percent above their normal output, which increased speed and therefore the ability to control range, at the expense of increased fuel consumption. The passive defences were a mixture of shields and armour.

The first warship to be constructed was the Dauntless, launched in October 4016 and followed by her sister ship Bloodhawk in September 4018. Two frigates, Firestorm and Heroic Endeavour, were launched in May 4017. These four ships comprised the offensive firepower of the Imperial Navy until the end of the decade.

Firestorm class Frigate      15,000 tons       503 Crew       2,689.6 BP       TCS 300    TH 1,500    EM 1,110
5000 km/s    JR 3-50      Armour 5-54       Shields 37-370       HTK 98      Sensors 5/6/0/0      DCR 11-7      PPV 74
Maint Life 1.90 Years     MSP 1,407    AFR 164%    IFR 2.3%    1YR 504    5YR 7,557    Max Repair 750 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

RM-150 Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-1500-MB (1)    Power 1500    Fuel Use 39.91%    Signature 1500    Explosion 12%
Fuel Capacity 600,000 Litres    Range 18 billion km (41 days at full power)
Valentinian-Stern VS-37 Void Shield (1)     Recharge Time 370 seconds (0.1 per second)

Astaroth Kinetics AK-25 Weapons Battery (4x4)    Range 250,000km     TS: 5,000 km/s     Power 15-3.75    ROF 20       
Valentinian-Ventris V4-200 Lance Battery (4)    Range 200,000km     TS: 5,000 km/s     Power 10-4    ROF 15       
Astaroth Kinetics AK-10 Weapons Battery (6x4)    Range 50,000km     TS: 5,000 km/s     Power 3-3    ROF 5       
MK I Energy Weapon Fire Control (2)     Max Range: 256,000 km   TS: 5,000 km/s    ECCM-1
R-25 Magnetic Mirror Fusion Reactor (2)     Total Power Output 50.7    Exp 5%

MK I Small Torpedo Detection Array (1)     GPS 6     Range 3.4m km    MCR 304.7k km    Resolution 1
MK I Frigate Active Augur Array (1)     GPS 4320     Range 40.9m km    Resolution 120
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

Dauntless class Light Cruiser      30,000 tons       986 Crew       5,302.8 BP       TCS 600    TH 3,000    EM 3,330
5000 km/s    JR 3-50      Armour 6-86       Shields 111-370       HTK 189      Sensors 5/6/0/0      DCR 22-7      PPV 148
Maint Life 1.90 Years     MSP 2,930    AFR 327%    IFR 4.5%    1YR 1,043    5YR 15,652    Max Repair 750 MSP
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

RM-300 Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-1500-MB (2)    Power 3000.0    Fuel Use 39.91%    Signature 1500.00    Explosion 12%
Fuel Capacity 1,217,000 Litres    Range 18.3 billion km (42 days at full power)
Valentinian-Stern VS-37 Void Shield (3)     Recharge Time 370 seconds (0.3 per second)

Astaroth Kinetics AK-25 Weapons Battery (8x4)    Range 250,000km     TS: 5,000 km/s     Power 15-3.75     ROF 20       
Valentinian-Ventris V4-200 Lance Battery (8)    Range 200,000km     TS: 5,000 km/s     Power 10-4    ROF 15       
Astaroth Kinetics AK-10 Weapons Battery (12x4)    Range 50,000km     TS: 5,000 km/s     Power 3-3    ROF 5       
MK I Energy Weapon Fire Control (3)     Max Range: 256,000 km   TS: 5,000 km/s    ECCM-1
R-25 Magnetic Mirror Fusion Reactor (4)     Total Power Output 101.3    Exp 5%

MK I Small Torpedo Detection Array (1)     GPS 6     Range 3.4m km    MCR 304.7k km    Resolution 1
MK I Light Cruiser Active Augur Array (1)     GPS 10080     Range 62.5m km    Resolution 120
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

Over a period of six months in the second half of 4018, the same hostile alien race was encountered in three different systems, none of which were connected based on available survey data. In each case, an Aquila class scout, deployed from a nearby Tempest class survey frigate, was destroyed by the same type of torpedoes launched from an unknown source. The survey frigates withdrew and monitored the respective systems but there was no sign of any pursuit or other alien traffic. Imperium Intelligence concluded the threat was probably defensive in nature, but recommended a military build-up and the development of a stand-off recon capability.

Despite their importance, the construction of survey ships and warships was massively overshadowed by the scaling up of the Imperium’s economic base, commercial shipping and scientific establishment. By January 2020, fourteen huge Universe class Mass Conveyors had been constructed, each of which could hold five mines or factories, plus four equally large Jericho class colony ships, each with a capacity of 500,000 colonists. As a result of the massive lift capacity provided by these ships, and the rapidly growing civilian shipping lines, the moon had reached a population of one hundred million, with a further fifty million on the rapidly expanding mining colony on Io. A further twenty million were spread across several extra-solar colonies. The number of mines had increased by almost four hundred since the conversion of industry was completed, with nine hundred remaining on Terra, three hundred and fifty on Io and the rest on the extra-solar colonies.

Jericho class Colony Ship      233,208 tons       1,226 Crew       6,962.5 BP       TCS 4,664    TH 9,500    EM 0
2036 km/s      Armour 1-337       Shields 0-0       HTK 257      Sensors 5/6/0/0      DCR 1-0      PPV 0
MSP 18    Max Repair 400 MSP
Cryogenic Berths 500,000    Cargo Shuttle Multiplier 30   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Ravenor Drive Systems RDS-500-C (19)    Power 9500    Fuel Use 2.56%    Signature 500    Explosion 4%
Fuel Capacity 2,000,000 Litres    Range 60.3 billion km (342 days at full power)

MK I Commercial Active Augur Array (1)     GPS 1200     Range 21.6m km    Resolution 120
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

A dozen Hephaestus class orbital mining stations had been built, each with twenty-five orbital mining modules, and deployed to comets in the systems of Scarus, adjacent to Sol, and Kapteyn’s Star, three transits out via Proxima and Lalande. Twenty-three similarly-sized Ambrosia class fuel harvesters were in orbit of Saturn and fourteen Gaia class terraforming stations were in operation at various colonies. In addition to the freighters and colony ships, Terra’s expanding shipyards had provided the Imperium with tugs, replenishment ships, troop transports, salvage ships, jump tenders, stabilisation ships and a fleet of long-term intelligence platforms that monitored every jump point within two transits of Sol.

Hephaestus class Orbital Miner      127,645 tons       1,266 Crew       3,428.3 BP       TCS 2,553    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 166      Sensors 5/6/0/0      DCR 1-0      PPV 0
MSP 16    Max Repair 120 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Orbital Miner: 25 modules producing 350 tons per mineral per annum

MK I Commercial Active Augur Array (1)     GPS 1200     Range 21.6m km    Resolution 120
MK I Thermal Augur Array (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

A hundred fighter factories had been constructed on Terra to fill the hangars of planned future carriers while eighty ordnance factories would build torpedoes for their magazines. Maintenance facilities had been built to support the expansion of the Imperial Navy, while new academies and command facilities would provide the personnel and the planning. Eight new ground training facilities had provided equipment for the Ordo Mineralis,  Ordo Xenos and Ordo Mechanicus, in their efforts to survey planets and recover any usable materials, and surface-to-orbit weapons for planetary defence regiments. The largest construction project was the building of sixty-seven new research facilities, taking the total from thirty-three in January 4005 to one hundred by January 4020.



Status of the Imperium on January 1st 4020

Terra
Population: 2568.85m
Naval Shipyard Capacity: 267,000 tons
Commercial Shipyard Capacity: 3,390,309 tons
Maintenance Capacity: 240,000 tons
Research Facility: 100
Ground Force Construction Complex: 9
Construction Factory: 1,861
Ordnance Factory: 80
Fighter Factory: 100
Mine: 905
Automated Mine: 1
Fuel Refinery: 94
Maintenance Facility: 150
Financial Centre: 659
Deep Space Tracking Station: 10
Mass Driver: 7
Military Academy: 3
Naval Headquarters: 4
Sector Command: 1
Spaceport: 1
Refuelling Station: 2
Ordnance Transfer Station: 1
Infrastructure: 30
Low Gravity Infrastructure: 60

Terra Survey Report
Duranium:   157,140   0.70
Neutronium:   9,814   0.17
Tritanium:   1,215   0.11
Boronide:   7,003   0.16
Mercassium:   2,871   0.12
Vendarite:   50,973   0.41
Sorium:   13,289   0.19
Corundium:   9,796   0.18
Gallicite:   16,485   0.22

Luna
Population: 101.64m
Financial Centre: 45
Infrastructure: 20,423

Io
Population: 52.47m
Mine: 350
Deep Space Tracking Station: 1
Mass Driver: 3
Infrastructure: 11,575

Io Survey Report
Duranium:   3,727,483   0.80
Neutronium:   1,272,772   0.50
Vendarite:   258,446   0.40
Corundium:   451,669   0.60

Pan
Population: 0.05m
Maintenance Capacity: 16,000 tons
Deep Space Tracking Station: 1
Low Gravity Infrastructure: 41

Scarus - Comet #1
200x Orbital Mining Module
Deep Space Tracking Station: 1

Comet #1 Survey Report
Duranium:   311,553   0.90
Neutronium:   123,064   0.60
Corbomite:   42,754   0.70
Uridium:   28,221   0.60
Corundium:   102,824   0.50

Kapteyn Base
Population: 11.06m
Maintenance Capacity: 16,000 tons
Mine: 95
Automated Mine: 20
Deep Space Tracking Station: 1
Mass Driver: 1
Infrastructure: 1,415

Kapteyn Base Survey Report
Duranium:   439,114   0.90
Corbomite:   516   0.45
Tritanium:   340,805   0.90
Corundium:   340,805   0.90
Gallicite:   43,460   0.90

Kapteyn's Star - Comet #3
100x Orbital Mining Module
Deep Space Tracking Station: 1
Mass Driver: 2

Comet #3 Survey Report
Duranium:   369,449   0.80
Tritanium:   73,415   0.60
Boronide:   20,180   0.80
Corundium:   34,668   0.70
Gallicite:   62,169   1.00

Alpha Centauri-B V (was Ruined City)
Population: 5.92m
Terraforming Installation: 3
Deep Space Tracking Station: 2
Refuelling Station: 1
Ordnance Transfer Station: 1
Cargo Shuttle Station: 2
Infrastructure: 1,219
Low Gravity Infrastructure: 120

Hesperus II
Population: 3.84m
Mine: 40
Deep Space Tracking Station: 1
Infrastructure: 1,170

Hesperus II Survey Report
Duranium:   2,821,909   0.90
Corbomite:   2,439,238   0.70
Boronide:   3,253,723   0.80
Mercassium:   3,747,490   0.70
Sorium:   17,251   0.20

Wolf 359 III
Population: 0.53m
Deep Space Tracking Station: 1
Infrastructure: 105

Orpheus III - Moon 4
Population: 0.20m
Deep Space Tracking Station: 1
Infrastructure: 200

Imperial Navy
Dauntless class Light Cruiser: Bloodhawk, Dauntless
Firestorm class Frigate: Firestorm, Heroic Endeavour
Tempest II class Survey Frigate: Ascension, Black Star, Constantia, Emperor's Light, Evening Star, Morning Star, Red Dawn, Tempest
Tempest class Survey Frigate: Acta Sanctorum, Covenant
13x Aquila III class Scout
7x Aquila II class Scout
4x Jericho class Colony Ship
14x Universe class Mass Conveyor
2x Atlas II class Tug
1x Atlas class Tug
23x Ambrosia class Fuel Harvester Station
12x Hephaestus class Orbital Miner
14x Gaia class Terraforming Station
2x Phoenix class Salvager
4x Gateway class Stabilisation Ship
5x Orca II class Troop Transport
3x Carrack II class Freighter
2x Safe Harbour class Maintenance Base
1x Caravel class Colony Ship
3x Brigantine class Replenishment Ship
3x Empyrean class Jump Tender
1x Aether class Jump Tender Station
16x Raven class Intelligence Ship

2
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by nuclearslurpee on Yesterday at 10:21:25 AM »
Added the first section. I am going to do shorter updates on this one, but hopefully more often.

I am going to do shorter comments on this one, but hopefully more often.  :P

In 2032, Earth was attacked without warning by an alien armada, which bombarded the surface from orbit. The aliens were apparently only interested in devastating the planet as there was no follow-up invasion.

It was probably for the best, really.

Quote
The Emperor decreed that the Imperium would become a star-faring civilization, dedicated to building a military force capable of seeking out and destroying the aliens that had almost wiped out humanity, along with all other potential threats.

Waaaaagh!!!

Quote
humanity would venture forth to conquer the stars.

WAAAAAAAGH!!!!!

Quote
•   All spoilers active except Rakhas.

...waaaagh?

Quote
Consequently, a new small craft design, the jump-capable Aquila class scout, was developed and six were constructed,
...
Eventually, six jump points were discovered in Sol and probed by the Aquilas.

What a convenient coincidence that is in no way related to narrative foreknowledge on the part of the author!  :P

Quote
The geological survey proved disappointing, with nothing of note except the ruins of an alien city on Alpha Centauri-B V, most likely another victim of the same aliens that attacked Terra two thousand years earlier.

I don't know what it is, but Alpha Centauri in my games almost always seems to be pretty much barren, which is rather disappointing for such a famous and nearly always colonizable system. Occasionally I'll have some luck with a gas giant or asteroid belt but it's fairly rare.

Quote
Beyond jump points four and five were Barnard’s Star and Andromeda, neither of which held anything of interest.

That's Andromeda, the star. Not to be confused with:
  • Andromeda, the constellation
  • Andromeda, the galaxy
  • Andromeda, the Greek mythological figure
The scout crews were really confused when they transited a jump point and found that last one just floating in space.
3
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by Steve Walmsley on Yesterday at 08:28:26 AM »
Added the first section. I am going to do shorter updates on this one, but hopefully more often.
4
Gothic III - Conventional / Gothic III - Updates Thread
« Last post by Steve Walmsley on Yesterday at 08:27:20 AM »
Background
In 2032, Earth was attacked without warning by an alien armada, which bombarded the surface from orbit. The aliens were apparently only interested in devastating the planet as there was no follow-up invasion. Only pockets of humanity remained, living in near-medieval conditions in a cold, irradiated wasteland. In the centuries that followed, some semblance of civilisation returned with the emergence of villages, towns and eventually small city states. Even though knowledge of the Fall was part of collective human memory in the form of myths and legends, humanity was fractured and small wars still broke out over territory or resources. A thousand years after the attack, one of these nascent states, known as the Imperium, began to expand its borders, either by conquering its city-state neighbours or by forming alliances based on the concept that humanity must unite and prepare for another alien attack. The Imperium was led by a mysterious figure known only as the Emperor, who seemingly never aged, guiding his subjects for decades and eventually centuries.

Humanity slowly recovered from the Fall, albeit at a glacial pace due to most of the easily accessible resources being consumed by the previous human civilization. Technology was based on wind and water power, then steam and eventually the internal combustion engine. Meanwhile, the Imperium, guided by the Emperor, developed into an economic, scientific and military powerhouse that gradually expanded until it dominated its home continent. Driven by his concern for the long-term fate of humanity, the Emperor announced the Imperium’s possession of nuclear weapons and intercontinental bombers by launching a mass strike against all the key military and industrial targets of its major rivals. The Great War ensued, lasting almost ten years and causing significant devastation across the globe, but when it ended the Imperium stood alone. A century of peace, reconstruction and scientific advancement followed the bloodshed, known as the Pax Imperium, during which the Imperium’s in-depth education programs ensured that old national rivalries were extinguished.

The post-war period was brought to an end by the discovery of Trans-Newtonian physics in the late 40th Century. The Emperor decreed that the Imperium would become a star-faring civilization, dedicated to building a military force capable of seeking out and destroying the aliens that had almost wiped out humanity, along with all other potential threats. The first step would be to convert the entire industrial base of the planet, renamed Terra in honour of the new era of humanity, to the new technology. Terra’s economic might would be the foundation from which humanity would venture forth to conquer the stars.

Scenario
•   Conventional Start
•   Starting population is two billion with 3200 CI and 33 Research Facilities.
•   Ruin chance is increased from 20% to 25%.
•   All spoilers active except Rakhas.
•   System Count is 30 for Raiders, 60 for Swarm and 100 for Invaders.
•   10 NPRs. 75-150 LY
•   NPRs can generate other NPRs with a 10% chance.
•   NPRs generate Precursors and Raiders
•   Minor Races set to 100%
•   Limited Research Admin
•   Hostility Modifier +20
•   Survey Speed 25%
•   Sol has six jump points

Terra Survey Report
Duranium:   420,300   0.90
Neutronium:   160,100   0.70
Corbomite:   106,700   1.00
Tritanium:   147,800   0.80
Boronide:   184,100   0.90
Mercassium:   139,600   0.70
Vendarite:   300,000   1.00
Sorium:   168,650   0.70
Uridium:   165,700   1.00
Corundium:   176,700   0.80
Gallicite:   211,200   0.90

The conversion of all industry to Trans-Newtonian technology was completed on December 4th 4004, resulting in 1800 construction factories, 1000 mines and 400 financial centres. More than a year later, after the construction of several fighter factories, a series of Cygnus class geological survey craft began construction, with the first launched on May 24th 4006. The Cygnus was a bare bones design intended primarily for a survey of the Sol system. While the inner planets proved disappointing, two vital discoveries were made in the outer system. Io, the innermost of the four Galilean moons, had substantial deposits of Duranium, Neutronium and Corundium at mid to high accessibility. Saturn had over three million tons of accessibility 1.0 Sorium in its atmosphere, providing a fuel source for the Imperium for decades to come.

Cygnus class Geological Survey Craft      500 tons       13 Crew       124.5 BP       TCS 10    TH 10    EM 0
1000 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 0/0/0/1      DCR 0-0      PPV 0
Maint Life 4.39 Years     MSP 38    AFR 8%    IFR 0.1%    1YR 3    5YR 48    Max Repair 100 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 36 months    Morale Check Required   

Ravenor Drive Systems RDS-10-ME  (1)    Power 10.0    Fuel Use 35.58%    Signature 10.00    Explosion 5%
Fuel Capacity 45,700 Litres    Range 46.2 billion km (535 days at full power)
Geological Survey Sensors (1)   1 Survey Points Per Hour

Io Survey Report
Duranium:   3,730,546   0.80
Neutronium:   1,274,686   0.50
Vendarite:   259,978   0.40
Corundium:   453,966   0.60

Saturn Survey Report
Sorium:   3,194,310   1.00

A series of four Corvus class gravitational survey craft were launched in early 4009, similar in design to the Cygnus except for improved armour and a different sensor. They were followed in March and July 4009 by the first large Trans-Newtonian spacecraft: a Carrack class freighter and a Caravel class colony ship respectively. The new ships were used to establish a lunar colony. While Terra’s moon had no mineral deposits, the Emperor saw the moon as a first step into interstellar colonisation and a catalyst for the development of fledgling civilian shipping lines. That proved prescient with the completion of the first civilian ship by Zagan Freight later the same year.

Carrack class Freighter      49,319 tons       219 Crew       690.8 BP       TCS 986    TH 1,680    EM 0
1703 km/s      Armour 1-119       Shields 0-0       HTK 66      Sensors 5/6/0/0      DCR 1-0      PPV 0
MSP 8    Max Repair 50 MSP
Cargo 25,000    Cargo Shuttle Multiplier 3   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Ravenor Drive Systems RDS-240-C (7)    Power 1680.0    Fuel Use 3.72%    Signature 240.0    Explosion 4%
Fuel Capacity 500,000 Litres    Range 49.1 billion km (333 days at full power)

MK I Commercial Active Augur Array (1)     GPS 1200     Range 21.6m km    Resolution 120
MK I Electromagnetic Augur Array (1)     Sensitivity 6.0     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km

Caravel class Colony Ship      49,400 tons       274 Crew       1,456.9 BP       TCS 988    TH 1,680    EM 0
1700 km/s      Armour 1-119       Shields 0-0       HTK 68      Sensors 5/6/0/0      DCR 1-0      PPV 0
MSP 18    Max Repair 400 MSP
Cryogenic Berths 100,000    Cargo Shuttle Multiplier 3   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Ravenor Drive Systems RDS-240-C (7)    Power 1680    Fuel Use 3.72%    Signature 240    Explosion 4%
Fuel Capacity 500,000 Litres    Range 49 billion km (333 days at full power)

MK I Commercial Active Augur Array (1)     GPS 1200     Range 21.6m km    Resolution 120
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

The new Corvus class ships began finding jump points in Sol, but had no way to explore them. Consequently, a new small craft design, the jump-capable Aquila class scout, was developed and six were constructed, starting in July 4010.

Aquila class Scout      500 tons       13 Crew       57.6 BP       TCS 10    TH 30    EM 0
3000 km/s    JR 3-50      Armour 1-5       Shields 0-0       HTK 6      Sensors 5/6/0/0      DCR 0-0      PPV 0
Maint Life 8.35 Years     MSP 17    AFR 8%    IFR 0.1%    1YR 0    5YR 7    Max Repair 15 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

RM-5 Military Jump Drive     Max Ship Size 500 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-30-M (1)    Power 30.0    Fuel Use 164.32%    Signature 30.00    Explosion 10%
Fuel Capacity 69,900 Litres    Range 15.3 billion km (59 days at full power)

MK I Commercial Active Augur Array (1)     GPS 1200     Range 21.6m km    Resolution 120
MK I Thermal Augur Array (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Eventually, six jump points were discovered in Sol and probed by the Aquilas. The innermost led to Proxima, a red dwarf system with two small and unremarkable planets. Jump point two led to Alpha Centauri, a far more interesting binary system with eleven planets and almost eight moons. Two planets had thin nitrogen-oxygen atmospheres and several more were colony cost 2.00 worlds in the habitable zone. The geological survey proved disappointing, with nothing of note except the ruins of an alien city on Alpha Centauri-B V, most likely another victim of the same aliens that attacked Terra two thousand years earlier. A number of factories and mines and a research facility were recovered and converted for human use.

Jump point three connected to a planetless brown dwarf system, which was named Styx. Beyond jump points four and five were Barnard’s Star and Andromeda, neither of which held anything of interest. Jump point six led to Scarus, a red dwarf binary with five planets and several comets. One of the latter would eventually become a mining colony. Scarus and Barnard’s Star connected only to each other, so the Cygnus and Corvus class survey craft, escorted by the Aquilas, began to explore beyond the other four systems.
5
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by vorpal+5 on Yesterday at 07:29:23 AM »
The fiction was a bit on the short side, but definitely good. I particularly appreciated the cliffhanger near the end.
6
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by nuclearslurpee on Yesterday at 07:20:08 AM »
The subforum name says "conventional", yet the posting of a comment thread without any updates to comment on says "unconventional". Which is to be believed??  ???

 :P Looking forward to this one, Steve!
7
Gothic III - Conventional / Gothic III - Comments Thread
« Last post by Steve Walmsley on Yesterday at 06:09:52 AM »
Please add any comments in this thread.
8
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on Yesterday at 03:05:27 AM »
The difference for a PD STO and a normal STO is the fire control speed for the mount, so a weapon in a PD mount will shoot down missiles better. But like on ships and 37.5 cm laser firing every 30 seconds is a poor PD weapon even if it has a PD Mount as the weapon has a low rate of fire and poor speed, however a Twin Gauss turret would have its mount speed negated without the PD STO setting and is a good antimissile weapon but a dreadful anti-ship weapon. 
So like on ships different weapons serve different roles
9
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on Yesterday at 02:30:26 AM »
If I don't know my enemy profile, what do you guys advise about STOs? Half with PD, half without? It means doubling on research also, and given my research speed, it's not completely trivial.
Plus I'm a bit confused, it seems the non-PD variant can still engage missiles?
10
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by xenoscepter on April 18, 2024, 03:54:17 PM »
--- Yes. 4 boat bays is more crew. 4x the crew requirement actually.

Huh?

4 boat bays = 4 x 3 = 12 crew
1 hangar deck = 12 crew

--- There is 20 crew set aside for the parasites crew.

1 Hangar Deck = 32 Crew
4 Boat Bays = 80 Crew for the Parasites alone.


EDIT: Nevermind! Boat Bays used to be 20 crew per bay. Now they're 5!
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