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Posted by: Steve Walmsley
« on: July 03, 2010, 06:05:27 AM »

Quote from: "Hyfrydle"
The Tau Ceti aliens had a colony on a planet and also seemed to improve tech do Precursors do this? What are the differences between and NPR and Precursors?
Precursors don't have populations and don't improve tech. They are robot-controlled ships that guard ruins and occasionally systems without ruins. NPRs are empires similar to your own. They will explore, found new colonies, bulid new ships and advance their technology.

Steve
Posted by: Hyfrydle
« on: July 01, 2010, 01:11:51 PM »

Quote from: "MattyD"
In terms of fiction, it depends exactly what you want to achieve with the AAR. If you are seeking to educate, to lay out your choices and make mistakes like your first one then keep the fiction down somewhat.

You tried a little in your first AAR - 'Kate Wallace sitting at a desk...', that was  a nice short piece that set the mood for the rest of the post. I would recommend that you continue with something similar, although using a different font or colour would help distinguish it.

Not blowing my trumpet, but I've started to throw in a little scene in the start of my AAR to give a feel to the main body of the post. I was inspired by the little headers in Frank Herbert's Dune - quotes from the Orange-Catholic Bible or Letters from the Princess Irulan. It adds a little flavour before I detail my mistakes and current situation and goals.

It's funny that you are going to concentrate initially on mining and resources. I feel your pain there in my current game. The limited starting resources become a real wall if you are not prepared for them.

When you get to combat, go slow. It's about the only part of the game I am yet to experience and there is a real lack of detailed information for the newbie there (me).

Fiction is not my strong point but educating is also not easy and mixing the two especially with a game like Aurora is doubly difficult. I'm enjoying your AAR it's good to see how different people play the game I wish more people would document there games and help lessen the learning curve.

I'm on my third proper game at the moment about 30 years in and as before I've learnt tons of stuff I didn't know the main thing been building a good network of supply for minerals as this can really slow things down. As far as combat goes this is one area that really needs an in depth tutorial with perhaps a saved game attached so practical experience can be achieved. My combat always ends in tears and lots of nuclear explosions.

All I can say is good luck for when you get involved with the aliens they will make you feel a real fool and you start to really understand the importance of good ship design.
Posted by: MattyD
« on: July 01, 2010, 12:23:49 PM »

In terms of fiction, it depends exactly what you want to achieve with the AAR. If you are seeking to educate, to lay out your choices and make mistakes like your first one then keep the fiction down somewhat.

You tried a little in your first AAR - 'Kate Wallace sitting at a desk...', that was  a nice short piece that set the mood for the rest of the post. I would recommend that you continue with something similar, although using a different font or colour would help distinguish it.

Not blowing my trumpet, but I've started to throw in a little scene in the start of my AAR to give a feel to the main body of the post. I was inspired by the little headers in Frank Herbert's Dune - quotes from the Orange-Catholic Bible or Letters from the Princess Irulan. It adds a little flavour before I detail my mistakes and current situation and goals.

It's funny that you are going to concentrate initially on mining and resources. I feel your pain there in my current game. The limited starting resources become a real wall if you are not prepared for them.

When you get to combat, go slow. It's about the only part of the game I am yet to experience and there is a real lack of detailed information for the newbie there (me).
Posted by: Hyfrydle
« on: June 30, 2010, 04:57:19 AM »

Once I finish my current game I'm going to start a new AAR which will hopefully include some ideas and strategies again from a beginners perspective. The things I'm going to concentrate on are setting up mineral supplies via mass gates and freighters. Also I'm going to attempt some kind of fiction which is something I've never been much good at but I'm going to give it a shot any tips are much appreciated.

Another area I want to cover is combat which I'm still slowly getting to grips with also I want to include more pictures.

So as I said above any comments to help or things you would like covered please let me know.
Posted by: Hyfrydle
« on: May 21, 2010, 02:13:36 AM »

The Tau Ceti aliens had a colony on a planet and also seemed to improve tech do Precursors do this? What are the differences between and NPR and Precursors?
Posted by: AndonSage
« on: May 20, 2010, 06:00:25 PM »

Did you happen to get a message just before the Earth was destroyed that said "Goodbye, and thanks for all the fish?" :)

I enjoyed your AAR. Good luck on your next game! BTW, you might want to turn off Precursors, until you get a better feel for building ships, and combat. At least you'll only have to worry about NPR's, instead of Precursors and [spoiler:3j84oolp]Aliens coming out of wormholes[/spoiler:3j84oolp].
Posted by: Hyfrydle
« on: May 20, 2010, 03:22:00 PM »

It's all over the Tau Ceti aliens proved too much and my early mistakes came back to bite me. I learnt lot's and hope I helped others get there head around this fantastic game. Going to upgrade to the latest version and try another game. No AAR this time though I want to hone my skills and improve then I will put something else together.

Thanks for reading and also for all the help over the last month and a bit.
Posted by: Hawkeye
« on: May 19, 2010, 10:26:56 AM »

First a comment on to your blog :)

Your Cerberus has a horrible failure rate, despite having 1073 MSP. I am assuming, those parts are in the form of Maintenance Storage Bays? If yes, converting some of those into Engineering Spaces might be sensible, or your collier will use up most of the spares to repair its own systems.

re. intel:
Yes, the intelligence screen is the one you should be looking at.
Note that the sensor-range is only an estimate, based on your own technology, i.e. EM-sensor strength. I have made the (painfull) experience, that the actual range of hostile sensors is often a lot larger.
I don´t think info on enemy missiles is stored anywhere, except if your intelligence manages to steal the secret from the aliens, i.e. you capture enough crew/officers from enemy lifepods to get an intelligence event or a espionage team scores. This can reveal the secrets of an enemy missile, which you can build from that moment on, though you know nothing about the tech used in it (You can, for example get a missile, that uses an engine tech, you don´t have researched yet. You can build this missile, but will gain no knowledge of the engine tech)

As neither, missiles (which can be changed for the next round) nor sensor (range only a guestimate) are hard facts, they are not stored at the intel screen.
What I do is to type in stuff I noticed in the "Notes" space. I also rename the enemy ship type to what I think they are, for example, if I suspected the broadsword to be a PD ship, it will be named CE Broadsword, if I suspect it to be a missileboat, it would be named CG Broadsword and so on.

Any hard facts, you find out about the enemy ship will show in the "Weapon and Sensor Data" window.
Posted by: Hyfrydle
« on: May 19, 2010, 03:07:49 AM »

In my ongoing battles with the Tau Ceti aliens I have very little knowledge of there weapon systems or ship specs. Is there anywhere this info is stored? I have checked the intelligence screen and all I know is the estimated speed and tonnage.

In combat I get missile info and details of there sensor ranges but after combat this is not stored.

Also I sometimes find in combat that the enemy contacts disappear from the system map then when I increment time they reappear is there a reason for this.?
Posted by: Hyfrydle
« on: May 18, 2010, 06:28:37 PM »

A brand new update and missile combat is finally starting to make sense by analysing combat the method to combat an opponent starts to come together.

http://auroranewbieaar.blogspot.com/

Hope you all enjoy.
Posted by: Beersatron
« on: May 18, 2010, 03:51:22 PM »

Quote from: "Hyfrydle"
Going to stick with the AAR can anyone tell me how to load missiles on a ship so I can transport them to the frontline.

Have you made a Class and given it the flag of Colier?

I generally take a Cruiser hull, remove the launchers and fire control and maybe a layer of armor or two and then cram in as many magazines as possible. Set the default missile loadout as you would for a fighting vessel. When you are giving the ship orders you will extra options to 'reload' a fleet. If the Colier and the ship(s) it is going to reload have the same missile loadout then it will transfer then over.

You can also manually transfer missiles on the Ship List screen (cant remember correct name or shortcut).
Posted by: Hyfrydle
« on: May 18, 2010, 03:17:10 PM »

Going to stick with the AAR can anyone tell me how to load missiles on a ship so I can transport them to the frontline.
Posted by: Hawkeye
« on: May 18, 2010, 10:14:43 AM »

Quote from: "Hyfrydle"
Arrived back from my hols and now can't decide if I should continue this AAR or start a new one with the lessons I've learned using the latest version. The Tau Ceti aliens are much too tough for my current tech and also the organisation of my empire leaves alot to be desired.

In my last game before my hols I did almost hold my own against the Tau Ceti but the whole missile salvo thing confuses me. Can anyone explain how it works and and strategies for using missiles both AMM and ASM in battles.

Thanks also please let me know if you have thoughts on my decision to conclude the AAR.

Ok, regarding missile salvos:
A single salvo is the number of missiles fired from a number of missile launchers, which are all assigned to a single missile-fire-control
Then there is, what I like to call volley. This is the total amount of missiles, a fleet can launch at the enemy.

There are pros and cons to the size of salvos:
If your enemy has a lot of AMM-launchers, but very few AMM-Missile-Fire-Controls, lots of small salvos are your friend, as he probably won´t have time enough to launch against all of your salvos.

Example:
Your missile-cruiser mounts 8 launchers and 4 MFCs. Your fleet has 3 cruisers.
This means, you can lauch a total of 12 salvos of 2 missiles each --> volley size: 24.
If your enemy can launch a total of 20 AMMs per 10 seconds, but only has 2 MFCs for them, he can only engage two of your salvos per 10 sec.
If your salvos have to face his AMMs for, say 40 seconds, this means he can only engage 8 of your salvos, the other 4 will go in without being targeted by AMMs.
In addition, while the enemy is targeting salvo 7 and 8, your next volley may allready be inside his AMM envelope, thus even more salvos will go in unengaged in your second voley.

The drawback of this tactic is, of course, you need a lot of Missile-Fire-Controls yourself, which means space, that could be used for more launchers, if you used larger-but-less salvos.

In the example above, removing two of the MFCs could enable you to put two additonal launchers on your cruisers, giving you 6 salvos of 5 missiles each --> volley size: 30

I don´t think there is much debate about voley-size. The bigger the better (up to a point, where wastage/overkill sets in)


Re. continuing or starting new:
I´d say continue. Your AAR was/is about what mistakes to avoid and making those mistakes and showing their consequences is probably the best way of doing this.
Oh, and fighting against impossible odds can be fun :)
Posted by: Hyfrydle
« on: May 18, 2010, 06:48:42 AM »

Arrived back from my hols and now can't decide if I should continue this AAR or start a new one with the lessons I've learned using the latest version. The Tau Ceti aliens are much too tough for my current tech and also the organisation of my empire leaves alot to be desired.

In my last game before my hols I did almost hold my own against the Tau Ceti but the whole missile salvo thing confuses me. Can anyone explain how it works and and strategies for using missiles both AMM and ASM in battles.

Thanks also please let me know if you have thoughts on my decision to conclude the AAR.
Posted by: mavikfelna
« on: May 02, 2010, 04:48:02 PM »

One thing I'm noticing, you're units have very different speeds. It's generally a good idea to keep your fleet speeds uniform. Escorts can use little extra speed to race ahead of the main body for extended interception of enemy missiles but that's generally it.

Scouts, fighters and gunboats should all be as fast as you can make them and operate independent of the fleet. Supply ships, jump tenders and other support units can be slower if they're not intended to keep up with the main fleet.

--Mav