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Topic Summary

Posted by: Hawkeye
« on: October 11, 2013, 07:46:05 AM »

1) Automated Firing:
   DON´T TRY THIS!
While there is the "Autofire" button on the combat screen (F8), Autofire is realy only meant for the AI and will    screw your gun/firecontrol/point defense settings beyond recognition.

Yes, this means you have to do it on your own - heavy use of the buttons on the middle right of that window (Copy Assign and Copy Target area) is highly recomended and if you are facing a large number of hostile ships all bunched up in one location, then there is the Multibple Targets - "Same Loc" button.

2) Transporting minerals from one system to another can only be done via freighter. You can set a task group of freighters to do a round trip like:

Transit Alpha Centauri Jump Point
Load all minerals from Alpha Centauri-A III
Load all minerals from Alpha Centauri-A IV
transit Sol Jump Point
unload all mineals Earth
refuel Earth.

and then click the "Cycle Moves" button (lower right, F12 screen), so the TG will repeat that journey until you change their orders again.
Adjust the number of freighters accoding to the amount of minerals, your colonies in the other system dig up in the time one round-trip takes to save on fuel.

3) I haven´t used geo survey drones, so I can´t tell you the specifics, but you have to use a geo-survey buoy (i.e. no engine, no fuel, just the sensor and reactor) and fit it as the second stage on a missile.
Also when you place the waypoint you want to shoot the buoy at, it is important to first click on the planet/moon/asteroid, then click on "Last". This will creat a WP that stays with the planet as it orbits around it´s star.
Note:   Surveying via drones takes an awful lot of time, given the abysimal survey capacity those things have. In the long run, I find it highly more efficient to have a fleet of small, cheap survey ships for that task, especially, given that geo-survey ships can easily be commercial ships.
Posted by: Aivaria
« on: October 11, 2013, 01:54:02 AM »

Hello,

i got some questions too
how do i make my ships auto firing? I already got some ships, that got the sensors, weapon controls, and weapons (also shot an missile manualy on the precursor :D) but wasnt able to do it automaticaly.  My ships were in front of the earth, but just kept smiling and doing nothing, while beeing shot down.

Also - is there a way to automatize the transport of minerals from one solar system to another? in my home world i use mass driver, but does that work with jump gates too?

How do i make and fire geo survey drones? ships are quite expensive, and take some time, espezialy at the beginning, when tech is low.  I know how to design missiles, and i already made some geo survey.  but when i fired them onto an planet it just disapeared.
Posted by: MarcAFK
« on: August 09, 2013, 10:22:43 PM »

I think by hull he means ship class.     
There should be a delete button at the bottom of the class design(f5) window, if you don't see it try clicking 'reduced height windows'  under 'game parameters' on the main menu.     

And to the OP, you should concentrate a lot of your starting production onto factories and automines, even convert maybe half of your starting mines from earth into automines, then use freighters to move the mines and a mass driver onto planets with good mineral availability and reserves.   
At the start of the game the most important thing is finding a few planets with high availiability for many different minerals to bulk up yours reserves.     In order of importance at the start of the game you'll need heaps of Duranium, corundium, then tritanium and vendarite in order to keep churning out mines and factories constantly which will help your production in the long run.   
Also of concern at the start is Wealth and Fuel reserves, income basically comes from trade with colonies, all you really need is to build a few hundred infrastructure and ship it to mars, then your civilians will build colony ships to move population from earth to mars automatically, also note every populated planet produces Infrastructure by itself, so even without any of your factories producing infrastructure you will have enough being made for significant long term growth of any colony anyway.   
Regarding fuel, don't make your initial ship designs fuel hogs, larger engines with lower multiplier are more fuel efficient and for freighters the extra transit time with slower engines doesn't usually matter, but make a few high speed freighters just so you can move mass drivers and critically important installations fast as necessary.     And don't forget to ensure the ships have enough range for whatever task you're giving them, a mining colony on nepture for example will need freighters with a range in excess of 10 billion kilometers.     And finally when you do eventually have a ship run out of fuel somewhere deep in the kuiper belt, It doesn't take long to design and build one of these :
% Tyne class Tanker    500 tons     9 Crew     85.    4 BP      TCS 10  TH 18  EM 0
1800 km/s     Armour 1-5     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 57.    2 Years     MSP 107    AFR 2%    IFR 0%    1YR 0    5YR 1    Max Repair 6 MSP
Intended Deployment Time: 12 months    Spare Berths 1    

9 EP Ion Drive E.    386 (2)    Power 9    Fuel Use 38.    58%    Signature 9    Exp 7%
Fuel Capacity 230,000 Litres    Range 214.    6 billion km   (1380 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Fighter for production, combat and maintenance purposes

Small enough to be made in a fighter factory, which doesn't need retooling,  the small engine takes 2 weeks for 5 20% bonus researchers to research, the ship only takes 6 weeks to make with the 60 fighter factorys you start with in a normal game.   And greater fuel capacity can be had if you've researched small engineering spaces instead of the normal sized one this ship has on it.   
Good luck.   
Posted by: Erik L
« on: August 09, 2013, 05:55:20 PM »

1.  Thanks for your advices.
I completed loading fighters on carrier.  Just did not realised that this is not carrier that load them, but fighters that load themselves into carrier ;) Now all is well.

2.  Simple question: is there any solution how to delete unwanted hulls/descriptions.  I made some more hulls and accidentally they have same abbreviation.

3. Does salvage ship need cargo containers to be useful?

2. The only way is to modify data in the database, which can lead to errors if done incorrectly.
Posted by: Ostia
« on: August 09, 2013, 05:25:43 PM »

Quote from: Khanti link=topic=4920. msg64894#msg64894 date=1376075482
1.   Thanks for your advices. 
I completed loading fighters on carrier.   Just did not realised that this is not carrier that load them, but fighters that load themselves into carrier ;) Now all is well. 

2.   Simple question: is there any solution how to delete unwanted hulls/descriptions.   I made some more hulls and accidentally they have same abbreviation.

3.  Does salvage ship need cargo containers to be useful?

2.  No, as far as I can tell.  Someone else should confirm this.

3.  Salvager need Cargo Capacity in their Task Group to work.  That can  be internal Cargo containers or just an extra freighter added to the task group
Posted by: Khanti
« on: August 09, 2013, 02:11:22 PM »

1.  Thanks for your advices.
I completed loading fighters on carrier.  Just did not realised that this is not carrier that load them, but fighters that load themselves into carrier ;) Now all is well.

2.  Simple question: is there any solution how to delete unwanted hulls/descriptions.  I made some more hulls and accidentally they have same abbreviation.

3. Does salvage ship need cargo containers to be useful?
Posted by: Steve Walmsley
« on: August 06, 2013, 11:48:46 AM »

I did not know where to ask this question, so maybe this will be good place (I am newbie anyway).
 
How exactly can I load fighters on carrier?
 
1.  I have both on Earth. 
2.  Carrier has hangar. 
3.  Fighters are built in factories and are OK as design says they will fit on that carrier. 
4.  I can load missiles on ships using Individual Units Details - Ordnance Management. 
 
But I cant' find any button for fighters.

Easiest way is to put the fighters in a task group and give them an order to land on the carrier.

Steve.
Posted by: Nightstar
« on: August 06, 2013, 08:49:54 AM »

While the upper right of f6 (the mothership controls) is functional, for fighters you probably want to use the fighter squadrons window (f7).
Posted by: Erik L
« on: August 06, 2013, 08:31:26 AM »

I did not know where to ask this question, so maybe this will be good place (I am newbie anyway).
 
How exactly can I load fighters on carrier?
 
1.  I have both on Earth. 
2.  Carrier has hangar. 
3.  Fighters are built in factories and are OK as design says they will fit on that carrier. 
4.  I can load missiles on ships using Individual Units Details - Ordnance Management. 
 
But I cant' find any button for fighters.

Explore the F6 screen. It is in there. I'm at work and don't have Aurora on my work machine (shame on me ;) ) so I can't give you more direct answers.
Posted by: Khanti
« on: August 06, 2013, 08:16:49 AM »

I did not know where to ask this question, so maybe this will be good place (I am newbie anyway).
 
How exactly can I load fighters on carrier?
 
1.  I have both on Earth. 
2.  Carrier has hangar. 
3.  Fighters are built in factories and are OK as design says they will fit on that carrier. 
4.  I can load missiles on ships using Individual Units Details - Ordnance Management. 
 
But I cant' find any button for fighters.
Posted by: tibbz2
« on: July 16, 2012, 12:21:10 PM »

Quote from: Erik Luken link=topic=4920. msg51712#msg51712 date=1341941310
You only need infrastructure on a planet with a colony cost greater than 0.  If you look on the Economy screen (F2), the summary tab shows how much infrastructure is needed per million pop.

Thanks  :)
Posted by: Erik L
« on: July 10, 2012, 12:28:30 PM »

I have difficulty in deciding how much of what constructions I need?

For example how much infrastructure should I build/find out how much i need etc?

You only need infrastructure on a planet with a colony cost greater than 0. If you look on the Economy screen (F2), the summary tab shows how much infrastructure is needed per million pop.
Posted by: tibbz2
« on: July 10, 2012, 10:47:51 AM »

I have difficulty in deciding how much of what constructions I need?

For example how much infrastructure should I build/find out how much i need etc?
Posted by: TheDeadlyShoe
« on: May 29, 2012, 11:35:33 PM »

If you only have one scientist, odds are you only have one academy. I recommend getting to 3-4 academies as soon as possible, particularly for research purposes.
Posted by: Erik L
« on: May 29, 2012, 11:00:59 PM »

Hi all,

This looks like a really fun game.  I have been reading and reading tutorials, and I am getting things down. . . but. . I am wondering if someone can give me some more general direction.

What is the general progression from the start of a game? I have basically nothing.  I am slowly researching tech to be able to design warships (I have 1 scientist), and I am geo and grav surveying.  I have automines on Luna and Venus.  Any pointers?

Thanks!



Exploit the crap out of your home system. Concentrate on 2 or 3 weapon systems, i.e. missiles, lasers, gauss; instead of trying to get it all. Later you can go and backfill in the tech you skipped over if you want.

Did you spend all of your starting RP?