Author Topic: What's going on in your empire/planet/battlefield?  (Read 268301 times)

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Online Steve Walmsley

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Re: What's going on in your empire/planet/battlefield?
« Reply #1170 on: December 24, 2015, 01:57:28 PM »
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?

If you are going to resurvey, you need to press the "No JP Survey" button on the F9 system view. That will unset all the survey locations and let you survey them again.
 

Offline GreatTuna

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Re: What's going on in your empire/planet/battlefield?
« Reply #1171 on: December 24, 2015, 03:33:58 PM »
...wait, what's dormant JP? To be honest, I've never heard about this thing.
 

Online Steve Walmsley

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Re: What's going on in your empire/planet/battlefield?
« Reply #1172 on: December 24, 2015, 03:50:09 PM »
...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.
 

Offline Zincat

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Re: What's going on in your empire/planet/battlefield?
« Reply #1173 on: December 24, 2015, 04:38:02 PM »
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.

Uhhh, what the hell, I never knew something like this. O.o . This is no small thing...

Omg now I can never stop being paranoid...


How common are these completely unfair, evil, abominable JPs? XD
« Last Edit: December 24, 2015, 05:02:27 PM by Zincat »
 

Offline Mastik

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Re: What's going on in your empire/planet/battlefield?
« Reply #1174 on: December 24, 2015, 06:19:13 PM »
April 2154

  The [Bar] have returned to Sol, 6 unknown type ships, 1-Raptor, 2-Sai, 3-Guillotine.  72 (str 20) missiles have destroyed mining operations on Venus.  Rad and dust levels at 1440.
 

Offline AL

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Re: What's going on in your empire/planet/battlefield?
« Reply #1175 on: December 25, 2015, 02:23:08 AM »
I'm actually unsure whether dormant JP's are an artifact of the way jump gate links are implemented (which would make a lot of sense), or whether it was an intended feature as a nod to Starfire. Does someone know for sure?

Anyway, if my theory is correct dormant JP's should be much more common when you have a tighter system spread (which is controlled by the local system generation settings in your game setup for non real star games), since it involves exploring a JP which links to an already known system.
 

Offline MarcAFK

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Re: What's going on in your empire/planet/battlefield?
« Reply #1176 on: December 25, 2015, 03:33:04 AM »
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
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Mastik

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Re: What's going on in your empire/planet/battlefield?
« Reply #1177 on: December 25, 2015, 08:44:53 AM »
Continued missile attacks:
Venus:  Rad and dust levels 12539 [-125% Industry, -31% Growth, -125C]
Mercury:  Rad and dust levels 4337
Luna:  Rad and dust levels 1312  300m killed
Earth:  Rad and dust levels 1580 [-15.8%, -4% growth, -15.8 C] 500m killed

2 Sai class, and 3 Guillotine class ships destroyed by ASM.

Survived the attack, but most likely would not survive another attack.
   
 

Offline Mastik

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Re: What's going on in your empire/planet/battlefield?
« Reply #1178 on: December 25, 2015, 08:54:08 AM »
[Bar] Sai Class

Invader
51000 Tons
8900 Km/s
Armor 4
ECM 70
Point Defenses:  15
Sensor 880/R97


[Bar] Guillotine Class
Invader
34600 Tons
8900 Km/s
Armor 4
ECM 70
Point Defenses:  None


 

Offline GreatTuna

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Re: What's going on in your empire/planet/battlefield?
« Reply #1179 on: December 25, 2015, 09:02:54 AM »

Armor 4



That low? I doubt this, last time I captured their ships they had around 19 layers of armor.

Anyway...

Some otherworldly folks decided to park their warships atop of my colony. Said colony is one jump from homeworld, and right now my navy consists of... 3 carriers and 12 fighters? It won't end well.
I wonder though when they will start acting?
 

Offline sloanjh

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Re: What's going on in your empire/planet/battlefield?
« Reply #1180 on: December 25, 2015, 04:16:41 PM »
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

They're the equivalent of "closed" jump points in Starfire.  The reason for putting them into SF (IIRC) was so that a cluster of systems that was "disconnected" (all jump points surveyed and pointing to other systems in the cluster) wouldn't be closed off and isolated from the rest of the universe forever.  With closed jump points, the cluster can be opened when a jump point being explored from outside the cluster connects to a system in the cluster.  In other words, if closed jump points weren't in in some way, then the universe would have to be pre-generated to ensure a connected cluster (or a "by hand" mechanism would have to be added to handle disconnected systems).

Plus, from a game mechanics point of view, it forces you to not just focus on the borders of your empire :)

John
 

Offline Mastik

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Re: What's going on in your empire/planet/battlefield?
« Reply #1181 on: December 25, 2015, 11:45:12 PM »
  The [Bar] have adjusted their strategy.  The 3rd fleet they sent into Sol consisted 3 missile ships, and 5 point defense ships.  My missile volleys are now completely useless, everything is shot down.  The [Bar] are now in Earths orbit, shooting at whatever they please.  Earth still has some rail and laser defenses, but is pretty much useless against the more powerful ships.  Humanity's endeavor into space is just about over.
 

Offline mtm84

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Re: What's going on in your empire/planet/battlefield?
« Reply #1182 on: December 26, 2015, 04:27:33 PM »
Mastik: Mason PDCs?
 

Offline Mastik

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Re: What's going on in your empire/planet/battlefield?
« Reply #1183 on: December 26, 2015, 06:06:23 PM »
Mastik: Mason PDCs?

Yea, would have been nice if i had remembered to build some  :-X  I am out of corndium and the supply line is cut off, so little i can do.  Did cheat in a couple Meson pdcs for the hell of it.
 

Offline illrede

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Re: What's going on in your empire/planet/battlefield?
« Reply #1184 on: December 26, 2015, 10:43:19 PM »
I am out of corndium and the supply line is cut off, so little i can do.

Guerrilla mass-drivers?


Now 50 years into a game I nearly restarted; finally retiring the 50-odd surviving Swaard and Trekker class battleships and Arend class Colliers.

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

It's well over 100% of build cost but surviving units are being refit into modern fleet auxiliaries; they've earned it and there's 50,000 tons of Galllicite to blow.

Code: [Select]
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

300,000 ton, speed 4500 km/s Locust People vessel will over 100 attendants in the first system explored- they swarmed it. Massive Assaulter buildup in the second system explored- we're calling that one the Wolf 359 Shell Game; with a liberal deployment of Tracking Stations, 4 Lagrange Points and a 5 billion km radius orbital zone a T1 fleet can control an engagement against an Ultra-tech opponent regardless of billion-km missile envelopes, 2 Light Second beam envelopes, and two and half times greater fleet speed (watching all those missile salvos turn towards the next Lagrange Point was a minor freakout moment, though). Since then they've spent the years providing homeworld defense values and last resort missile tubes.

Not money, resources, or yard time well spent but a more deserved fate than the scrap heap all the other T1's got; they saved Sol more than once.