Recent Posts

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The Academy / Re: Survey Ship Fleet Organization
« Last post by nakorkren on Yesterday at 11:31:55 PM »
When designing survey ships I prioritize minimizing the demand on my most valuable resource, i.e. time. I end up building ~10k-ton ships including both geo and grav survey modules, a jump drive, long endurance, a science dept, and 3 to 4 box launchers with slow 1b km range probe missiles that I use on planets that look too nice to be uninhabited. I turn these ships on auto so they survey points/bodies, then look for a new system requiring grav survey, with standing orders to return for refuel/overhaul if they hit deployment time or go below 30% fuel.

This results in a largely automated capability that slowly but surely expands the borders of known space with little input from me, other than sometimes reassigning one to a specific system of interest.
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General Discussion / Re: Removing commanders
« Last post by Kiero on Yesterday at 01:13:59 PM »
Can't you just retire him or her?

They will disappear after the game load.
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General Discussion / Removing commanders
« Last post by vorpal+5 on Yesterday at 11:29:28 AM »
What would be the best way to remove these commanders?
The problem is that I find no way to focus the left tree on the commander to remove.

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The Academy / Re: Sensor station with no sensors - what am i doing wrong
« Last post by Jorgen_CAB on Yesterday at 11:12:50 AM »
I'm not fully at ease, gameplay-wise, with using small civilian ships with infinite autonomy; it feels abusive. It's acceptable if it's a freighter of 40,000 tons—you can imagine complete recycling of resources and enough spare parts—but here... IDK!

I have the same feeling... I think it is to some degree against the spirit of the game. But... it is up to each and everyone to decide how their world works and it does not interfere someone else's game anyway.

I just use buoy as that is what they are made for rather than using manned stations for such tasks. You can have explorers equipped with a large missile launchers and some buoys and deploy them as you explore or as part of your patrol vessels.
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The Academy / Re: Sensor station with no sensors - what am i doing wrong
« Last post by vorpal+5 on Yesterday at 08:56:29 AM »
I'm not fully at ease, gameplay-wise, with using small civilian ships with infinite autonomy; it feels abusive. It's acceptable if it's a freighter of 40,000 tons—you can imagine complete recycling of resources and enough spare parts—but here... IDK!
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The Academy / Re: Sensor station with no sensors - what am i doing wrong
« Last post by skoormit on Yesterday at 08:20:18 AM »
I use 500-ton Pinnace that deploys at the jump point. 10 years of deployment time and some amenities for the crew.

I just deploy a station with a single thermal sensor.
Since it is a commercial ship, the deploy time is moot and nothing ever breaks.
I use small commercial tugs to deploy them at each jump point as I discover them.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by serger on Yesterday at 05:58:11 AM »
Hal Clement's Cycle of Fire, cool. :)
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The Academy / Re: Sensor station with no sensors - what am i doing wrong
« Last post by vorpal+5 on Yesterday at 05:51:47 AM »
I use 500-ton Pinnace that deploys at the jump point. 10 years of deployment time and some amenities for the crew.

Pericles class Shuttle      500 tons       9 Crew       43.7 BP       TCS 10    TH 16    EM 0
1603 km/s      Armour 1-5       Shields 0-0       HTK 6      Sensors 5/0/0/0      DCR 1-20      PPV 0
Maint Life 39.31 Years     MSP 54    AFR 2%    IFR 0.0%    1YR 0    5YR 1    Max Repair 10 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 120 months    Morale Check Required   
● Medium Hydroponics-50    ● Recreation Room-25    ● Fitness Room-10    ● Escape Pod-5   

Honeywell Aero  Nuclear Thermal M16 (1)    Power 16    Fuel Use 180.0%    Signature 16    Explosion 10%
Fuel Capacity 104 000 Litres    Range 20.8 billion km (150 days at full power)

Silas-Nein Small Thermal Sensor 1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a None for auto-assignment purposes
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The Academy / Re: Sensor station with no sensors - what am i doing wrong
« Last post by Michael Sandy on May 28, 2024, 04:48:03 PM »
Most of the cost of a jump point sensor is going to be the cost of running a ship to place it, and the time spent by the player doing so.  Since you just need to be able to detect a ship making transit, if the sensors are close enough they do not need to be very big.  I suppose at high tech you have to worry about stealthed ships jumping as far from the jump point as they can, but most of the time, the detection a jump point sensor is going to give is the notice of their destruction.
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The Academy / Re: AWACS style ships in support
« Last post by Michael Sandy on May 28, 2024, 04:42:59 PM »
I find it very useful to have parasite scouts.  I have a wide variety of sizes, so something is likely to be able to be able to detect and/or target the enemy without being targeted in turn.

They can be built for high speed and enough range to do their job for the engagement, and can be sent ahead of the fleet and if you misjudge the sensors range it isn't a cataclysmic loss.

You can study how the AI responds to contacts, if they send off a small force to investigate a contact, you can kill that force in detail.  If they send a whole fleet, you can use your scout to draw them away from what they should be defending.
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