What is going on in my empire is a lot of testing for this mysterious god known as "youtube" but in all seriousness, I have unfortunately not been able to do another AAR or game due to the need for tutorials and IRL, I hope to start up a new AAR in 1.9
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough. Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet. Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around. The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries. Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade. It'll take years just to build enough maintenance facilities to keep them from falling apart. And in the process of designing my ground troops I realised just how much supplies a brigade consumes. If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!". I could make a large "supply dump"-type HQ, but it won't fit in a dropship. I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing. I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway. And all this for a single brigade. What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh. Logistics while the enemy has anti-orbital firepower are a female dog.
Maybe a little late for this, but troop transport bays (including drop-capable ones) are commercial components, so you can build maintenance-free transport ships to build in commercial shipyards.It'd never even have occurred to me that drop bays of all things may be commercial. Alright, this changes a lot. Thanks!
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough. Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet. Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around. The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries. Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade. It'll take years just to build enough maintenance facilities to keep them from falling apart. And in the process of designing my ground troops I realised just how much supplies a brigade consumes. If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!". I could make a large "supply dump"-type HQ, but it won't fit in a dropship. I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing. I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway. And all this for a single brigade. What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh. Logistics while the enemy has anti-orbital firepower are a female dog.
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough. Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet. Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around. The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries. Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade. It'll take years just to build enough maintenance facilities to keep them from falling apart. And in the process of designing my ground troops I realised just how much supplies a brigade consumes. If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!". I could make a large "supply dump"-type HQ, but it won't fit in a dropship. I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing. I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway. And all this for a single brigade. What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh. Logistics while the enemy has anti-orbital firepower are a female dog.
How big are your batallions? Or brigades?
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough. Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet. Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around. The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries. Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade. It'll take years just to build enough maintenance facilities to keep them from falling apart. And in the process of designing my ground troops I realised just how much supplies a brigade consumes. If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!". I could make a large "supply dump"-type HQ, but it won't fit in a dropship. I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing. I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway. And all this for a single brigade. What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh. Logistics while the enemy has anti-orbital firepower are a female dog.
How big are your batallions? Or brigades?
For me a brigade is a little less than but no more than 100k tons, a company is 3000-3500 depending on type, battalions at most 15000 and regiments 30 to 40k tons. The largest organization ive made is a division which is about 500k tons total. I need around 34 30k ton armoured transports in order to carry the whole thing. Transport convoys get really big really fast unless you want to have 200k ton behemoths.
Would you mind giving a rough breakdown of your formations? I've tried basing my formations off of US Army formations, and my companies are only about over 1k, with Battalions around 5k and Brigades around 25k.
How big are your batallions? Or brigades?Mechanised infantry battalions are ~11k, plus a supporting artillery company 2. 5k, armoured battalions are ~7k, plus a similar artillery company. 3 mech infantry battalions and 1 armoured battalion per brigade. Although each battalion carries some 1. 5-2k organic supply, so the actual amount of fighting hardware is lower.
On the flip side, it turns out STOs are blind and can't fire if there are no friendly ships to provide sensors, so once you eliminate the enemy space assets, you can safely approach the planet and don't actually need armour or shields on your dropships. Or maybe it's just the AI that can't handle this situation? Don't know.If they have no ground-based tracking stations either, it would make some level of sense.
Sol is in a mineral poor sector of the galaxy. So building thigs if difficult with very few deposits of Galicite or Uridium of more than 100,000 tons. Shipbuilding is complicated by the civilian CMC which occupied the massive Duranium deposits on Mercury before the Concordiat could plant its flag.
Some 30 odd years ago a peaceful geo survey vessel was destroyed by hostile aliens in Gliese 884. Within a few months a scratch force of Concordiat warships were ignominiously chased from the system by half-a-dozen alien ships which outranged (and out massed) the Concordiat force by a good 30 million kilometres.
Today in 2064 the Concordiat Navy returned to the system with a weapons system that should significantly outrange these warmongers. The Task Force moved into range of the alien home world, although no EM signature was detected, and found a considerably larger fleet, consisting of a battlecruiser, ten cruisers (or orbital structures) and seven destroyers. The nine missile cruisers of the fleet unleashed their barrage, 59 salvos of 117 size 5 missiles, with a few follow up salvos of 60 missiles each.
The wait seemed interminable, but at last the missile tracks coincided with the alien fleet. and then ….. nothing! All missiles were utterly destroyed by alien energy weapons fire. They did not even bother to attack the Concordiat Task Force, just ignored it as beneath contempt. The Corcordiat Task Force, all but 72 missiles expended, was left to return home with its tail between its legs!
P.S. Anybody got a spare fleet they're not using?
Ian
I can relate Ian. My first real combat was against a tiny fleet of 4 precursor ships.
I seriously underestimated them and my first fleet of 6 ships was annihilated.
Then came back ten years later with the future equivalent of the Spanish Armada.
It was the very last salvo that finally ended them.
Think I used over 2k missiles in total :)
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough. Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet. Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around. The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries. Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade. It'll take years just to build enough maintenance facilities to keep them from falling apart. And in the process of designing my ground troops I realised just how much supplies a brigade consumes. If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!". I could make a large "supply dump"-type HQ, but it won't fit in a dropship. I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing. I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway. And all this for a single brigade. What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh. Logistics while the enemy has anti-orbital firepower are a female dog.
How big are your batallions? Or brigades?
For me a brigade is a little less than but no more than 100k tons, a company is 3000-3500 depending on type, battalions at most 15000 and regiments 30 to 40k tons. The largest organization ive made is a division which is about 500k tons total. I need around 34 30k ton armoured transports in order to carry the whole thing. Transport convoys get really big really fast unless you want to have 200k ton behemoths.
Would you mind giving a rough breakdown of your formations? I've tried basing my formations off of US Army formations, and my companies are only about over 1k, with Battalions around 5k and Brigades around 25k.
Made quick work on colonising our solar system but now I`m stuck for 6 hour turns and don`t know why. Any Ideas?
Made quick work on colonising our solar system but now I`m stuck for 6 hour turns and don`t know why. Any Ideas?I've had this happen to me twice. Both cases lasted several months and concluded in long bursts of 5-second increments. So my guess is you just need to persevere until the filthy xenos finally get into that fight they're after.
...being at the bottom of a dead end system chain makes it worth very little.
Why so? Because it takes a long time to move minerals/ships/colonists back to Sol?
Don't worry; as you continue to explore you will find (technically, create) closed wormholes into your supposedly safe backwater.
One of my two 1.8 starts looked somewhat similar at first, only with four starting JPs and at maximum a four-jump dead end (roughly as if your Proxima were Sol). But later, I discovered a link back (almost immediately after I had finally managed to establish a functional forward refuel/resupply base...). Soon another elsewhere. And yet another, so it turned out well-connected. As Father Tim said: just keep exploring for a while.
And if it should stay that way for some reason. Entirely a matter of taste, of course, but my way to look at it would be: A nice beginning to a story. Humanity emerging from a dark, almost empty dead-ended corridor.... And it gives you a good reason to develop forward bases quickly. So far, there is only one way to go.
(Your secession/civil war plans appeal to me. I'd love to read how it goes if you should go through with them. I case you do I'd appreciate just a brief follow-up post here, if you have no plans for anything longer. I never really dared to go for controlling full-fledged multiple empires in VB with this Nuclear Thermal computer and the interface being what it was. But I plan to in C#. As posted before, my 1.9 universe is already headed that way. It began with an almost "vanilla" we-are-all-one-federation near future low-intensity setup in case any major bugs should still lurk around and spell doom. But after spending a while in an Aurora universe, I can't help but aim for some texture.... Once it happens I'll first hunt for suitable ideas and potentially: things to avoid in AARs and here.)
I've never really tried a multi-faction campaign before, and the one time I tried it in VB6 it halted to a grind very fast due to the slow speed of VB6 - and it was a bit daunting to design multiple factions. I feel that this way is more managable, because the second faction enters a story already in progress without the need to design it from the bottom up.
This is turning out to be one of the strangest maps I have yet had to experience. With random jump points in Sol, I ended up with three. One was a dead end immediately, and recently it turns out the second was also a dead end, but with a longer chain. It's really a huge shame, because HIP 103096 has a lot of minerals, including a few good geo survey sites and almost habitable moons, so I had planned to make turn it into a nearly self-sufficient system.
I'm really tempted to just add two jump points and resurvey it, since being at the bottom of a dead end system chain makes it worth very little. Groombridge 34 and Luyten 726-B gives me plenty of minerals for the forseeable future... Still debating that with myself. If Barnard's Star at the top turns out to be a candidate for extensive colonization, it might take the place of HIP 103096 in my long term plans.
To me the weirder thing is the overwhelming amount of empty systems
It never did make sense why you needed a Mass Driver to 'catch' packets. I always assumed they'd shoot them into the ocean or something.
It never did make sense why you needed a Mass Driver to 'catch' packets. I always assumed they'd shoot them into the ocean or something.
I would imagine that lacking a 'catcher' would create a rather catastrophic tsunami or two? Nothing like a relativistic impact event to create the impetus for a new society I suppose....
I have just committed my first spot of orbital genocide. Semi-large NPR population got set up in a jungle and I decided it wasn't worth the trouble and nuked it.welcome to the club my friend.
(..)
The only beef I can even mention is that I cant find any bad guys in this go around! I have all but the Invaders turned on, and NPRs at the default settings, but other than a minor NPR next door to Sol that I squished right off the hop, the universe has been silent. 65 systems fully surveyed, and not a peep. No wrecks, no ruins, nothing. Is this normal in C#? It seems so odd to still be flying the same two survey ships (greatly upgraded over the years) that I laid down almost 90 years ago. In my previous games I don't think I ever upgraded my survey ships. I just kept them flying till they ran into something that jumped out and chewed them up when they showed up in a unsuspecting spoiler system. My battle fleets cruise around eyeing the far flung colonies, and each other, with suspicion, hoping for a chance for some action.
Even with no baddies around, its still fun exploring, terraforming, building ships and managing my vast empire. I cant help but hope though, that the next new system my Survey ship jumps into, it gets blasted to bits. That doesn't make me a bad ruler does it. . . . ?
Theres a big party on Planet Shayou V. It rained there for the first time in 1000s of years yesterday when the temperature suddenly rose from -28 to +1640k infrastructure is enough to seed 400 colonies with 100 each. Sweet.
Some of the popualtion had to swim from their infrastructure as the water covers nearly the whole surface, but since they no longer need infrastructure nobody(not me anyway) is too upset.
40,000 infrastructure going cheap. buyer collects...
Now for the real business: Extracting the 34m Corundium at availability 1.0 :)
I made a new 100-size game with 5 starting NPRs and SMed a sixth with a much larger population and maximum militancy, expansion, determination and xenophobia, so that it - hopefully - behaves like a nice, big swarm of all-consuming space bugs and makes a strong opponent to face later on. But that's far away in the future. Right now it's less than 30 years in and I'm your perfectly average, unassuming, peaceful spacefaring race - a few systems explored, some mines set up on Mercury and Venus, and that's about as far as I got in terms of expansion. And I've just received a message that another NPR has rejected my claim on Sol.
[peaceful exploration TOTAL WAR OF EXTERMINATION]
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[peaceful exploration TOTAL WAR OF EXTERMINATION]
--------> /
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/
.
;D
./~ Let's be xenophobic, it's really in this year... ./~
Nice! How do create a NPR so that it is more powerful than the randomly generated ones? I know the method of creating NPR and customizing them, but you have to set them on a planet, so it means usually on Sol ...I used SM to create an additional system (took me a few rerolls to get a decent one), modified a planet to be habitable and created a race on it. I haven't reached this system yet so I don't know if it actually worked, but I followed SpaceMarine's tutorial, so I assume it did.
I'm playing a conventional start with research, terraforming and surveying at 10% and earth minerals boosted to 1000%
It has been 107 years since the Solar Empire discovered TN minerals and Sol system is starting to look like the home of a real space-faring civilization. There are 7 off world colonies housing just under 600m people (which is more than earth had 100 years ago, so that is nice) and 1,320 automated mining complexes spread across 33 government outpost but oddly no civilian mining.
That said the civilian shipping is thriving with around 102 vessels transporting goods/colonist between colonies. Added to this traffic is the 70 odd mixed government support vessels ranging from haulers to tug and 52 military vessels.
Jupiter station is up and running providing a stead supply of fuel despite the low accessibility of it's Sorium. In addition the station is providing a good test bed for operating a naval base away from planet based maintenance facilities.
The SE's current plans are to continue expanding but building colonies on the low gravity bodies which might take a back seat after another decade or so if the theorized jump drive works as advertised. There are also plans to deploy search & rescue stations across Sol system to provide passive sensor coverage and somewhere to launch rescue shuttles from.
in short I'm likely super far behind anything else out there and will get trashed the second I come into contact with them but Sol doesn't feel like some undeveloped backwater. The pace also feels nicer to me 100 years in and I'm still using nuclear pulse engines so every tech feels kinda special.
Nice! How do create a NPR so that it is more powerful than the randomly generated ones? I know the method of creating NPR and customizing them, but you have to set them on a planet, so it means usually on Sol ...I used SM to create an additional system (took me a few rerolls to get a decent one), modified a planet to be habitable and created a race on it. I haven't reached this system yet so I don't know if it actually worked, but I followed SpaceMarine's tutorial, so I assume it did.
Did you add NPR at start? If not, you are still alone in the universe . . .
(Yes, 8000 ton battleships. I know by most standards those are more like destroyers or even frigates, but they're the Protectorate's heavy battle element for now.)
Crab People are attacking! They were waiting the system right over from Sol and are currently subjecting me to a purgatory by parking on Mercury and aiming at me with fire controls, slowing the game down to 5 second intervals that take 7 seconds to load. Whats worse is they never actually attack, so I'm just stuck like this...Forever...
This is the game punishing me for giving Sol 1000% more resources...
I really have to get to building military ships earlier. I usually hold off until as far as Magnetic Confinement Fusion since technology moves rather quickly until you get to the 100k RP range.
Heliograph class Sensor Outpost 1,000 tons 20 Crew 138 BP TCS 20 TH 23 EM 0
1500 km/s Armour 1-8 Shields 0-0 HTK 8 Sensors 49/8/0/0 DCR 1 PPV 0
Maint Life 10.91 Years MSP 86 AFR 8% IFR 0.1% 1YR 1 5YR 20 Max Repair 49.5 MSP
Lieutenant de vaisseau Control Rating 1
Intended Deployment Time: 120 months Morale Check Required
Chantiers de Flandres CF84UCL Capriodrive (2) Power 30 Fuel Use 88.68% Signature 11.25 Explosion 8%
Fuel Capacity 350,000 Litres Range 71 billion km (548 days at full power)
Venturini Systems V86 Navigator (1) GPS 2016 Range 37.8m km Resolution 120
SEG Descartes Radiographe C64 (1) Sensitivity 8.8 Detect Sig Strength 1000: 23.5m km
SEG Descartes Thermographe M79 (1) Sensitivity 49.5 Detect Sig Strength 1000: 55.6m km
Enjoying my new what if project
Setup
Survey 5%
Research 10%
Alien Chance Gen Player 75%
Alien Chance Gen NPR 30%
0 NPR at Start
1b people
In this setup I start Conventional for Installations and gave me the TN tech afterwards and the what if is: What if the TN minerals were discovered outside Earth?
Earth No Minerals
Mars and Luna surveyed only
You can start as you please but you need to plan in advance making sure you have all you need for your first steps.
Fuel and Maintenance supplies are pretending to be achieved with pre TN techs and minerals and you can give yourself some but not too much. Same goes for eventual Ships.
I have started with Geo Probes Missiles to be sent from Earth trying to find mineral deposit. Knowing my effort would have been not on Earth I have spent all my tech and building points on logistic and orbital capabilities plus bonuses on mineral and fuel production along with shipbuilding economy and research plus the ability to colonize and the geological teams. I have build 5x5k freighters and 1 tug. 3 Orbital stations with one module only (one per kind: mining, harvesting and habitat). I game myself the transport tech with small bay for a small shuttle to carry around geological teams.
Short sad story: 80 years in. still not discovered Geological sensors as it would be a waste considering the priority number one was to find and collect minerals nearby with less fuel consumption as possible or at least use that fuel to transport the resources. Some of the new tech went into new engines and fuel consumption. More than half my industry hasn't been converted yet and I really need more harvesting stations and a tanker hat actually uses less fuel than the one it transports back to Earth.
We are slowly colonizing Mars to use the minerals as good base for our development, the civvies are helping lots with this. Actually the civilians are the real life saver in this setup, you need their "no fuel" capability to do a lot of the heavy lifting and logistic.
I think it's too hard, but I like the pain. I might fight first aliens with rocks and sticks, but it will be an honorable death.
It has no armor!
It has no armor!
It has no armor!300 teaches us that you don't need armor as long as you do an insane amount of crunches.
I just got Steve as a scientist.
I just got Steve as a scientist.
Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!
Don't forget to check every now and then if we there yet.
Any resemblance to real events and/or to real persons, living or dead, is purely coincidental...
I just got Steve as a scientist.
Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!
...
Done. Its going to take another 900 years.
I just won my first planetary invasion. 25k ton infantry division vs 7.5k ton defenders, who I suspect were precursors. The mechanized battalion did best, barely suffered any losses and constantly made breakthroughs. Next best I think was the artillery battalion. Didn't kill that much, but suffered no losses. The two infantry battalions did kinda bad and had to be pulled off the line. They did decent in terms of kills, but suffered pretty heavy casualties. Orbital support does next to nothing, at least from full-size ships. Maybe fighters would be better. One thing I found strange was when the enemy's mechs, which I believe were medium vehicles, survived hits from orbital weapons. Even 25cm spinal lasers. The orbital fire support was only able to kill infantry.
I just won my first planetary invasion. 25k ton infantry division vs 7.5k ton defenders, who I suspect were precursors. The mechanized battalion did best, barely suffered any losses and constantly made breakthroughs. Next best I think was the artillery battalion. Didn't kill that much, but suffered no losses. The two infantry battalions did kinda bad and had to be pulled off the line. They did decent in terms of kills, but suffered pretty heavy casualties. Orbital support does next to nothing, at least from full-size ships. Maybe fighters would be better. One thing I found strange was when the enemy's mechs, which I believe were medium vehicles, survived hits from orbital weapons. Even 25cm spinal lasers. The orbital fire support was only able to kill infantry.
Yes, I think orbital support is too under-powered at the moment. I will probably adjust at some point.
Enigheten class Battlestation 59 992 tons 1 890 Crew 15 654.9 BP TCS 1 200 TH 0 EM 76 800
1 km/s Armour 20-136 Shields 2560-480 HTK 520 Sensors 14/14/0/0 DCR 159 PPV 264.35
Maint Life 8.78 Years MSP 21 039 AFR 223% IFR 3.1% 1YR 489 5YR 7 336 Max Repair 768 MSP
Magazine 2 898
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 36 months Morale Check Required
Haynes Defence Technologies Theta S320 / R480 Shields ( 8 ) Recharge Time 480 seconds (5.3 per second)
Schofield & White Armaments 30cm C5 X-Ray Laser (10) Range 480 000km TS: 8 000 km/s Power 24-5 RM 70 000 km ROF 25
Warner Armaments Twin Noble Weapon Systems Gauss Cannon R400-100 Turret (5x8) Range 40 000km TS: 10000 km/s Power 0-0 RM 40 000 km ROF 5
Newton-Ball Gauss Defence Calculator (5) Max Range: 48 000 km TS: 20 000 km/s 79 58 38 17 0 0 0 0 0 0
Williamson-Potts Electronic Systems Long Range Beam Calculator (1) Max Range: 384 000 km TS: 20 000 km/s 97 95 92 90 87 84 82 79 77 74
Byrne-White Beam Fire Control R480-TS32000 (1) Max Range: 480 000 km TS: 32 000 km/s 98 96 94 92 90 88 85 83 81 79
Cartwright & Matthews Aircraft Engine Co Large Stellarator Fusion Reactor R72 (1) Total Power Output 71.6 Exp 5%
Johnson Precision Arms Standard Missile Launcher (15) Missile Size: 6 Rate of Fire 15
Henderson-Duncan Missile Fire Control FC103-R100 (5) Range 103.7m km Resolution 100
Bell Electronics Missile Fire Control FC22-R1 (1) Range 22.3m km Resolution 1
Frost-Rowley ASM Maverick MkII (483) Speed: 55 000 km/s End: 12.7m Range: 41.8m km WH: 12 Size: 6 TH: 348/209/104
Matthews Warning & Control Standard Early Warning Radar (1) GPS 140 Range 25m km MCR 2.2m km Resolution 1
Price Electronics Industries Standard EM Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Doyle-Owen Defence Industries Standard Thermal Sensor TH1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Gotland class Battlestation- Carrier 59 948 tons 1 583 Crew 12 235.8 BP TCS 1 199 TH 0 EM 76 800
1 km/s Armour 15-136 Shields 2560-480 HTK 460 Sensors 14/14/0/0 DCR 159 PPV 119.74
Maint Life 8.14 Years MSP 16 456 AFR 223% IFR 3.1% 1YR 442 5YR 6 631 Max Repair 520 MSP
Hangar Deck Capacity 9 000 tons Troop Capacity 750 tons Magazine 2 898 Cryogenic Berths 2 000
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 36 months Flight Crew Berths 180 Morale Check Required
Haynes Defence Technologies Theta S320 / R480 Shields (8) Recharge Time 480 seconds (5.3 per second)
Warner Armaments Twin Noble Weapon Systems Gauss Cannon R400-100 Turret (2x8) Range 40 000km TS: 10000 km/s Power 0-0 RM 40 000 km ROF 5
Newton-Ball Gauss Defence Calculator (2) Max Range: 48 000 km TS: 20 000 km/s 79 58 38 17 0 0 0 0 0 0
Johnson Precision Arms Standard Missile Launcher (15) Missile Size: 6 Rate of Fire 15
Henderson-Duncan Missile Fire Control FC103-R100 (5) Range 103.7m km Resolution 100
Bell Electronics Missile Fire Control FC22-R1 (1) Range 22.3m km Resolution 1
Frost-Rowley ASM Maverick MkII (483) Speed: 55 000 km/s End: 12.7m Range: 41.8m km WH: 12 Size: 6 TH: 348/209/104
Matthews Warning & Control Standard Early Warning Radar (1) GPS 140 Range 25m km MCR 2.2m km Resolution 1
Price Electronics Industries Standard EM Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Doyle-Owen Defence Industries Standard Thermal Sensor TH1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Strike Group
16x Wasp Interceptor Speed: 22978 km/s Size: 5.22
8x Mosquito Beam Fighter Speed: 18915 km/s Size: 8.46
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Wasp class Interceptor 262 tons 10 Crew 138.8 BP TCS 5 TH 42 EM 0
22978 km/s Armour 1-3 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 1.5
Maint Life 6.43 Years MSP 33 AFR 5% IFR 0.1% 1YR 1 5YR 21 Max Repair 105 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Hawkins Thrust Interceptor Drive (1) Power 120 Fuel Use 1394.27% Signature 42.00 Explosion 30%
Fuel Capacity 51 000 Litres Range 2.5 billion km (30 hours at full power)
Donnelly-Russell Weapon Systems Fighter Gauss (1x4) Range 30 000km TS: 22 978 km/s Accuracy Modifier 25.00% RM 40 000 km ROF 5
Brady Electronics Industries Interceptor FC (1) Max Range: 30 000 km TS: 5 000 km/s 67 33 0 0 0 0 0 0 0 0
Payne & Franklin Interceptor Radar (1) GPS 56 Range 12.2m km Resolution 10
This design is classed as a Fighter for production, combat and planetary interaction
Mosquito class Beam Fighter 423 tons 18 Crew 230.7 BP TCS 8 TH 56 EM 0
18915 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 2
Maint Life 3.26 Years MSP 34 AFR 14% IFR 0.2% 1YR 5 5YR 73 Max Repair 70 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Hawkins Thrust Fighter IF Drive (2) Power 160 Fuel Use 505.96% Signature 28.00 Explosion 20%
Fuel Capacity 30 000 Litres Range 2.5 billion km (37 hours at full power)
Cox & Hodgson Fighter Laser (1) Range 120 000km TS: 18 915 km/s Power 6-0.25 RM 70 000 km ROF 120
Newton-Barlow Fighter Laser FC (1) Max Range: 120 000 km TS: 2 500 km/s 57 52 47 42 36 31 26 21 16 10
Hopkins-Howarth Fighter Reactor (1) Total Power Output 6 Exp 5%
Payne & Franklin Interceptor Radar (1) GPS 56 Range 12.2m km Resolution 10
This design is classed as a Fighter for production, combat and planetary interaction
I don't know yet, but my generator has decided that Earth is pretty much doomed! ahahahah
I don't know yet, but my generator has decided that Earth is pretty much doomed! ahahahah
That's a pretty crazy scenario. Does your generator create the game for you, or do you have to set it up yourself?
Breathing a sigh of relief after my main fleet finished overhaul and returned to guarding the jump point to alpha cenaturi. A very hostile alien race keeps trying to make incursions into Sol and the home fleet is the only thing that stands between them and invasion.
Yeah, that's the next thing on the the to do list. I just finished building a series of monitors armed with railguns to guard the jump point as my fleet was heavily dependent on missiles and expending the ordinance was getting expensive. There are two convenient asteroids relatively near the jump point so I think I'm going to turn one of them into a resupply station.
Yeah, that's the next thing on the the to do list. I just finished building a series of monitors armed with railguns to guard the jump point as my fleet was heavily dependent on missiles and expending the ordinance was getting expensive. There are two convenient asteroids relatively near the jump point so I think I'm going to turn one of them into a resupply station.
I would get into a shoot-out, go to resupply my missiles and then end up upgrading them half-way through the rearming effort. :(
Sverige B class Slagskepp 71 053 tons 1 686 Crew 26 024.5 BP TCS 1 421 TH 1 200 EM 10 320
5277 km/s Armour 20-152 Shields 344-645 HTK 547 Sensors 4/4/0/0 DCR 101 PPV 424.36
Maint Life 2.88 Years MSP 16 253 AFR 569% IFR 7.9% 1YR 2 887 5YR 43 302 Max Repair 1406.25 MSP
Magazine 180
Flottiljamiral Control Rating 4 BRG AUX ENG FLG
Intended Deployment Time: 18 months Morale Check Required
SAAB Ericsson Stor Militär MF Motor Typ 2 (6) Power 7500 Fuel Use 209.63% Signature 200.00 Explosion 25%
Fuel Capacity 22 250 000 Litres Range 26.9 billion km (58 days at full power)
Asea Energi Stor Epsilon Sköld Generator (2) Recharge Time 645 seconds (0.5 per second)
Bofors 600mm Skrov kanon (1) Range 600 000km TS: 8 000 km/s Power 94-8 RM 80 000 km ROF 60
Bofors Triple Bofors 400mm Standard Laser Kanon Turret (6x3) Range 600 000km TS: 7500 km/s Power 126-24 RM 80 000 km ROF 30
SAAB Bofors 350mm Magnetkanon för skepp (5x4) Range 600 000km TS: 8 000 km/s Power 27-8 RM 70 000 km ROF 20
Twin Bofors Gauss Standard 60kkm Kanon Turret (2x12) Range 60 000km TS: 20000 km/s Power 0-0 RM 60 000 km ROF 5
ASEA Beam Fire Control R80-TS20000 (1) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Ericsson Stor Eld Dator (2) Max Range: 600 000 km TS: 8 000 km/s 98 97 95 93 92 90 88 87 85 83
Svensk Kraft Nät, SKN ICF Reaktor (15) Total Power Output 192 Exp 5%
Bofors Typ 6 Klusterbox (30) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Ericsson MARIL (1) Range 49.1m km Resolution 100
Bofors Missil System RBS Bamse B (30) Speed: 25 000 km/s End: 14.1m Range: 21.1m km WH: 30 Size: 6 TH: 258/155/77
ASEA Elektroniska EM Sensor EM0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ECM 10
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Svenska Lejonet C class Tung Slagkryssare 40 945 tons 1 072 Crew 12 280.4 BP TCS 819 TH 2 400 EM 10 320
5861 km/s Armour 12-105 Shields 344-645 HTK 254 Sensors 4/0/0/0 DCR 59 PPV 242.04
Maint Life 3.00 Years MSP 5 436 AFR 462% IFR 6.4% 1YR 908 5YR 13 624 Max Repair 620.5 MSP
Magazine 600
Kommendör Control Rating 5 BRG AUX ENG CIC FLG
Intended Deployment Time: 18 months Morale Check Required
SAAB IF Motor (8) Power 4800 Fuel Use 77.94% Signature 300.0 Explosion 15%
Fuel Capacity 5 250 000 Litres Range 29.6 billion km (58 days at full power)
Asea Energi Stor Epsilon Sköld Generator (2) Recharge Time 645 seconds (0.5 per second)
Bofors 600mm Skrov kanon (1) Range 600 000km TS: 8 000 km/s Power 94-8 RM 80 000 km ROF 60
Bofors Laser 255mm Laser Kanon (10) Range 600 000km TS: 8 000 km/s Power 16-8 RM 60 000 km ROF 10
SAAB Bofors 350mm Magnetkanon för skepp (2x4) Range 600 000km TS: 8 000 km/s Power 27-8 RM 70 000 km ROF 20
Twin Bofors Gauss Standard 60kkm Kanon Turret (2x12) Range 60 000km TS: 20000 km/s Power 0-0 RM 60 000 km ROF 5
ASEA Beam Fire Control R80-TS20000 (2) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Ericsson Stor Eld Dator (2) Max Range: 600 000 km TS: 8 000 km/s 98 97 95 93 92 90 88 87 85 83
Vattenfall Standard Hjälp Reaktor (17) Total Power Output 108.8 Exp 5%
Bofors Typ 6 Klusterbox (100) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Ericsson MARIL (5) Range 49.1m km Resolution 100
Bofors Missil System RBS Bamse B (100) Speed: 25 000 km/s End: 14.1m Range: 21.1m km WH: 30 Size: 6 TH: 258/155/77
Asea Anti Missil Radar (1) GPS 105 Range 21.6m km MCR 1.9m km Resolution 1
ASEA Ericsson Stor Radar station (1) GPS 56000 Range 262.9m km Resolution 100
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ECCM-2 (2) ECM 10
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Örnen C class Torped Kryssare 44 748 tons 1 193 Crew 15 537.5 BP TCS 895 TH 3 000 EM 12 000
6704 km/s Armour 10-112 Shields 400-1000 HTK 372 Sensors 4/4/0/0 DCR 79 PPV 242.88
Maint Life 3.09 Years MSP 10 633 AFR 327% IFR 4.5% 1YR 1 672 5YR 25 086 Max Repair 1372.8 MSP
Magazine 180
Kommendör Control Rating 3 BRG AUX ENG
Intended Deployment Time: 18 months Morale Check Required
SAAB IF Motor (10) Power 6000 Fuel Use 77.94% Signature 300.0 Explosion 15%
Fuel Capacity 6 250 000 Litres Range 32.3 billion km (55 days at full power)
Ericsson Energi Stor Xi Sköld (1) Recharge Time 1000 seconds (0.4 per second)
Bofors 600mm Skrov kanon (1) Range 480 000km TS: 8 000 km/s Power 94-8 RM 80 000 km ROF 60
Bofors Triple Bofors 400mm Standard Laser Kanon Turret (4x3) Range 480 000km TS: 7500 km/s Power 126-24 RM 80 000 km ROF 30
Bofors 40mm Kanon (2x12) Range 1000 km TS: 32 000 km/s ROF 5
Asea Elektroniska Laser EC Dator (5) Max Range: 480 000 km TS: 6 250 km/s 98 96 94 92 90 88 85 83 81 79
Svensk Kraft Nät, SKN ICF Reaktor (10) Total Power Output 128 Exp 5%
Bofors Typ 6 Klusterbox (30) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Ericsson MARIL (1) Range 49.1m km Resolution 100
SAAB Dynamics Torped 613 (6) Speed: 36 000 km/s End: 13.7m Range: 29.6m km WH: 50 Size: 20 TH: 312/187/93
ASEA Ericsson Medium Radar station (1) GPS 28000 Range 185.9m km Resolution 100
ASEA Elektroniska EM Sensor EM0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ECCM-3 (2) ECM 30
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
TorpK HMS Claudius (Örnen class Torped Kryssare) 22 380 tons 627 Crew 5 687.4 BP TCS 448 TH 1 680 EM 450
5004 km/s Armour 8-70 Shields 15-300 HTK 176 Sensors 4/4/0/0 DCR 34 PPV 127.6
Maint Life 2.99 Years MSP 2 223 AFR 286% IFR 4.0% 1YR 372 5YR 5 578 Max Repair 219 MSP
Magazine 120
Kommendör Control Rating 3 BRG AUX ENG
Intended Deployment Time: 18 months Morale Check Required
Ericsson Stor Magnet/Plasma Militär motor (7) Power 2240 Fuel Use 28.28% Signature 240.00 Explosion 10%
Fuel Capacity 1 250 000 Litres Range 35.5 billion km (82 days at full power)
SAAB Ericsson Beta Sköld (1) Recharge Time 300 seconds (0.1 per second)
Bofors Elektroniska Skrov laser 375mm (1) Range 192 000km TS: 8 000 km/s Power 37-6 RM 60 000 km ROF 35
Bofors Laser 255mm Laser Kanon (10) Range 192 000km TS: 8 000 km/s Power 16-8 RM 60 000 km ROF 10
Bofors Twin Bofors Gauss Kanon Turret (1x8) Range 40 000km TS: 20000 km/s Power 0-0 RM 40 000 km ROF 5
ASEA Vapen kontroll Dator (1) Max Range: 192 000 km TS: 3 000 km/s 71 67 63 59 55 52 48 44 40 36
ASEA Beam Fire Control R80-TS20000 (2) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Vattenfall Standard Hjälp Reaktor (21) Total Power Output 134.4 Exp 5%
SAAB Dynamics Torpedtub 613 (6) Missile Size: 20 Hangar Reload 223 minutes MF Reload 37 hours
Ericsson MARIL (1) Range 49.1m km Resolution 100
ASEA Aktiv Radar (1) GPS 8000 Range 77.7m km Resolution 100
ASEA Elektroniska EM Sensor EM0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
Tre Kronor class Lätt Kryssare 18 694 tons 656 Crew 7 769.4 BP TCS 374 TH 1 200 EM 0
6419 km/s Armour 8-62 Shields 0-0 HTK 150 Sensors 4/4/0/0 DCR 43 PPV 119
Maint Life 3.12 Years MSP 3 376 AFR 215% IFR 3.0% 1YR 521 5YR 7 819 Max Repair 620.5 MSP
Kommendör Control Rating 3 BRG AUX ENG
Intended Deployment Time: 18 months Morale Check Required
SAAB IF Motor (4) Power 2400 Fuel Use 77.94% Signature 300.0 Explosion 15%
Fuel Capacity 2 500 000 Litres Range 30.9 billion km (55 days at full power)
Bofors 600mm Skrov kanon (1) Range 600 000km TS: 8 000 km/s Power 94-8 RM 80 000 km ROF 60
SAAB Bofors 350mm Magnetkanon för skepp (10x4) Range 600 000km TS: 8 000 km/s Power 27-8 RM 70 000 km ROF 20
Ericsson Stor Eld Dator (2) Max Range: 600 000 km TS: 8 000 km/s 98 97 95 93 92 90 88 87 85 83
ASEA Beam Fire Control R80-TS20000 (1) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Vattenfall Standard Hjälp Reaktor (14) Total Power Output 89.6 Exp 5%
ASEA Ericsson Medium Radar station (1) GPS 28000 Range 185.9m km Resolution 100
Asea Anti Missil Radar (1) GPS 105 Range 21.6m km MCR 1.9m km Resolution 1
ASEA Elektroniska EM Sensor EM0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
Västergötland -B class Escort Jagare 15 972 tons 380 Crew 4 502.3 BP TCS 319 TH 900 EM 5 160
5635 km/s Armour 6-56 Shields 172-645 HTK 117 Sensors 4/4/0/0 DCR 9 PPV 80.6
Maint Life 1.93 Years MSP 1 585 AFR 227% IFR 3.1% 1YR 554 5YR 8 310 Max Repair 620.5 MSP
Kommendör Control Rating 3 BRG AUX ENG
Intended Deployment Time: 18 months Morale Check Required
SAAB IF Motor (3) Power 1800 Fuel Use 77.94% Signature 300.0 Explosion 15%
Fuel Capacity 3 500 000 Litres Range 50.6 billion km (103 days at full power)
Asea Energi Stor Epsilon Sköld Generator (1) Recharge Time 645 seconds (0.3 per second)
Bofors 600mm Skrov kanon (1) Range 480 000km TS: 8 000 km/s Power 94-8 RM 80 000 km ROF 60
Bofors Quad Gauss Kanon Turret (2x24) Range 60 000km TS: 20000 km/s Power 0-0 RM 60 000 km ROF 5
Asea Elektroniska Laser EC Dator (1) Max Range: 480 000 km TS: 6 250 km/s 98 96 94 92 90 88 85 83 81 79
ASEA Beam Fire Control R80-TS20000 (2) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Vattenfall Standard Hjälp Reaktor (2) Total Power Output 12.8 Exp 5%
ASEA Ericsson Medium Radar station (1) GPS 28000 Range 185.9m km Resolution 100
Asea Anti Missil Radar (1) GPS 105 Range 21.6m km MCR 1.9m km Resolution 1
ASEA Elektroniska EM Sensor EM0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
Spica class Escort Jagare 11 258 tons 252 Crew 2 479 BP TCS 225 TH 720 EM 0
6395 km/s Armour 6-44 Shields 0-0 HTK 70 Sensors 0/0/0/0 DCR 39 PPV 22
Maint Life 2.98 Years MSP 1 238 AFR 113% IFR 1.6% 1YR 209 5YR 3 130 Max Repair 360 MSP
Magazine 898
Kommendörkapten Control Rating 1 BRG
Intended Deployment Time: 18 months Morale Check Required
SAAB Internal Fusion Drive EP480.00 (3) Power 1440 Fuel Use 44.62% Signature 240.0 Explosion 12%
Fuel Capacity 1 250 000 Litres Range 44.8 billion km (81 days at full power)
Robotlavett Type 1 (20) Missile Size: 1.1 Rate of Fire 5
Asea Ericsson Anti Missil Dator (5) Range 12.2m km Resolution 1
Bofors Missil System Robotsystem 1 Viggen (814) Speed: 61 818 km/s End: 0m Range: 0.1m km WH: 1 Size: 1.1 TH: 494/296/148
Asea Anti Missil Radar (2) GPS 105 Range 21.6m km MCR 1.9m km Resolution 1
ECM 10
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Västergötland class Jagare 10 556 tons 285 Crew 2 441.2 BP TCS 211 TH 480 EM 450
4547 km/s Armour 6-42 Shields 15-300 HTK 98 Sensors 4/4/0/0 DCR 17 PPV 82.4
Maint Life 2.74 Years MSP 1 011 AFR 127% IFR 1.8% 1YR 193 5YR 2 902 Max Repair 360 MSP
Kommendör Control Rating 3 BRG AUX ENG
Intended Deployment Time: 18 months Morale Check Required
SAAB Internal Fusion Drive EP480.00 (2) Power 960 Fuel Use 44.62% Signature 240.0 Explosion 12%
Fuel Capacity 500 000 Litres Range 19.1 billion km (48 days at full power)
SAAB Ericsson Beta Sköld (1) Recharge Time 300 seconds (0.1 per second)
Bofors Elektroniska Skrov laser 375mm (1) Range 192 000km TS: 8 000 km/s Power 37-6 RM 60 000 km ROF 35
Bofors Twin Bofors Gauss Kanon Turret (4x8) Range 40 000km TS: 20000 km/s Power 0-0 RM 40 000 km ROF 5
ASEA Vapen kontroll Dator (1) Max Range: 192 000 km TS: 3 000 km/s 71 67 63 59 55 52 48 44 40 36
ASEA Beam Fire Control R80-TS20000 (2) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Vattenfall Standard Hjälp Reaktor (1) Total Power Output 6.4 Exp 5%
ASEA Aktiv Radar (1) GPS 8000 Range 77.7m km Resolution 100
ASEA Elektroniska EM Sensor EM0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
Kaparen D class Frigate 8 919 tons 222 Crew 2 780.8 BP TCS 178 TH 600 EM 0
6727 km/s Armour 5-38 Shields 0-0 HTK 63 Sensors 0/0/0/0 DCR 36 PPV 62.52
Maint Life 2.79 Years MSP 1 169 AFR 106% IFR 1.5% 1YR 218 5YR 3 269 Max Repair 620.5 MSP
Magazine 180
Kommendörkapten Control Rating 2 BRG AUX
Intended Deployment Time: 18 months Morale Check Required
SAAB IF Motor (2) Power 1200 Fuel Use 77.94% Signature 300.0 Explosion 15%
Fuel Capacity 1 500 000 Litres Range 38.8 billion km (66 days at full power)
Bofors 600mm Skrov kanon (1) Range 480 000km TS: 8 000 km/s Power 94-8 RM 80 000 km ROF 60
Twin Bofors Gauss Standard 60kkm Kanon Turret (1x12) Range 60 000km TS: 20000 km/s Power 0-0 RM 60 000 km ROF 5
ASEA Beam Fire Control R80-TS20000 (1) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Asea Elektroniska Laser EC Dator (1) Max Range: 480 000 km TS: 6 250 km/s 98 96 94 92 90 88 85 83 81 79
Vattenfall Standard Hjälp Reaktor (2) Total Power Output 12.8 Exp 5%
Bofors Typ 6 Klusterbox (30) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Ericsson MARIL (3) Range 49.1m km Resolution 100
Bofors Missil System RBS Bamse B (30) Speed: 25 000 km/s End: 14.1m Range: 21.1m km WH: 30 Size: 6 TH: 258/155/77
Asea Anti Missil Radar (1) GPS 105 Range 21.6m km MCR 1.9m km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Gotland B class Attackskyttelskryssare 113 785 tons 1 673 Crew 17 637.5 BP TCS 2 276 TH 6 900 EM 0
6064 km/s Armour 4-209 Shields 0-0 HTK 445 Sensors 0/0/0/0 DCR 131 PPV 61.6
Maint Life 3.04 Years MSP 9 784 AFR 1025% IFR 14.2% 1YR 1 584 5YR 23 762 Max Repair 560 MSP
Hangar Deck Capacity 10 000 tons Troop Capacity 1 000 tons Magazine 3 504
Flottiljamiral Control Rating 4 BRG AUX ENG PFC
Intended Deployment Time: 18 months Flight Crew Berths 200 Morale Check Required
SAAB IF Motor (23) Power 13800 Fuel Use 77.94% Signature 300.0 Explosion 15%
Fuel Capacity 50 250 000 Litres Range 102 billion km (194 days at full power)
Bofors Quad Gauss Kanon Turret (2x24) Range 60 000km TS: 20000 km/s Power 0-0 RM 60 000 km ROF 5
Bofors 40mm Kanon (4x12) Range 1000 km TS: 32 000 km/s ROF 5
ASEA Beam Fire Control R80-TS20000 (2) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Bofors/Volvo RBS 50 Thors Hammare (1401) Speed: 24 000 km/s End: 8.5m Range: 12.2m km WH: 10 Size: 2.5 TH: 328/196/98
ASEA Ericsson Stor Radar station (1) GPS 56000 Range 262.9m km Resolution 100
Asea Anti Missil Radar (1) GPS 105 Range 21.6m km MCR 1.9m km Resolution 1
ECM 30
Strike Group
30x A-1 Valkyria Attack Skyttel Speed: 22954 km/s Size: 6.53
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
A-1 Valkyria class Attack Skyttel 327 tons 9 Crew 208.5 BP TCS 7 TH 24 EM 0
22954 km/s Armour 1-4 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 1.9
Maint Life 0 Years MSP 0 AFR 65% IFR 0.9% 1YR 27 5YR 400 Max Repair 168.75 MSP
Magazine 12.5
Örlogskapten Control Rating 1
Intended Deployment Time: 9 days Morale Check Required
Volvo Motor Jaktskepp MF Motor (1) Power 150 Fuel Use 1045.71% Signature 24.00 Explosion 30%
Fuel Capacity 50 000 Litres Range 2.63 billion km (31 hours at full power)
Bofors Vapenbalkar (5) Missile Size: 2.5 Hangar Reload 79 minutes MF Reload 13 hours
Ericsson Tors Hammare Eld Dator (1) Range 48.7m km Resolution 100
Bofors/Volvo RBS 50 Thors Hammare (5) Speed: 24 000 km/s End: 8.5m Range: 12.2m km WH: 10 Size: 2.5 TH: 328/196/98
Ericsson Jakt Skepp Sökradar (1) GPS 360 Range 24.3m km Resolution 100
ECM 10
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Patrullbåt class Fast Attack Craft 998 tons 18 Crew 447.4 BP TCS 20 TH 48 EM 0
15042 km/s Armour 1-8 Shields 0-0 HTK 4 Sensors 0/0/0/0 DCR 0 PPV 9
Maint Life 3.16 Years MSP 70 AFR 32% IFR 0.4% 1YR 11 5YR 158 Max Repair 168.75 MSP
Magazine 60
Örlogskapten Control Rating 1
Intended Deployment Time: 3 months Morale Check Required
Volvo Motor Jaktskepp MF Motor (2) Power 300 Fuel Use 1045.71% Signature 24.00 Explosion 30%
Fuel Capacity 200 000 Litres Range 3.45 billion km (63 hours at full power)
Bofors Typ 6 Klusterbox (10) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Ericsson MARIL (1) Range 49.1m km Resolution 100
Bofors Missil System RBS Bamse B (10) Speed: 25 000 km/s End: 14.1m Range: 21.1m km WH: 30 Size: 6 TH: 258/155/77
Ericsson Jakt Skepp Sökradar (1) GPS 360 Range 24.3m km Resolution 100
ECM 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
How do I get images to appear inline?
The Terran Federation has become increasing dysfunctional, as the date of a doomsday prophecy which foretells the end of reality itself, and is known only as "One Point Nine", is imminent.
Most ignore it, considering it a conspiracy theory, like the panicked rumours of One Point Eight that circulated a few decades previously.
But others note that many high church ministers, and even the Vicar of One Point Seven Point Three himself, have secluded themselves in prayer and contemplation.
Thus it means that the campaign gets abandoned, in other words, "the prophecy of One Point Nine" means that the campaign is being played on version 1.8 and he's about to update to 1.9 and starting a new game.
If you were going to bother porting wouldn't you want to port from 1.8 to 1.12.0? Unless it becomes exponentially harder the longer the jump of course.
If you were going to bother porting wouldn't you want to port from 1.8 to 1.12.0? Unless it becomes exponentially harder the longer the jump of course.
Well, sure, but I think when the player posted that originally 1.8 or 1.9 was the current version. Not sure exactly but the quote is dated 27 April so sounds about right.
Ouch, one of my ships was just shredded by 25× Strength 96 Energy Weapon impacts from surface emplacements; I guess that system is off-limits for a few more centuries.There's always nukes....
Ouch, one of my ships was just shredded by 25× Strength 96 Energy Weapon impacts from surface emplacements; I guess that system is off-limits for a few more centuries.There's always nukes....
I've discovered that Captain Devin Chaidez is the dumbest captain in my entire space navy. For some reason, he decided that any time anyone noticed that they had been deployed longer than their scheduled tour he would simply drop whatever they were working on and pick another survey target. After their six-year tour was up, they spent the next three years just idly passing the time doing not very much until their jump drive broke, and some of their grav sensors broke, and Main Engineering was a wreck, some of the quarters were damaged, and one of their two engines was offline. He finally relented, or the maybe the XO finally wised up, and the ship headed for the nearest depot. It was that week that the second engine broke. It was another 34 days before a tug could reach them and three weeks more to reach port. The Auxilliary Control room went down half way to safety.
Lt Devin Chaidez is now driving in the motor pool at the new naval headquarters on GJ 1286-A I.
Game 70 years in with quartered research/survey/terraforming speed with 3 NPRs.
At first we found a perfectly breathable world if a bit dry, not were there are some Rakhas on it. And for some reason it just, hm... disappeared. Shooting some missiles on it and nothing happened.
Now there are precusor threats. At one point I thought they were other NPRs but their growth rate is too slow to be a full NPR.
Empire now spreads to 4 systems. Now in a Corundium crunch... (and you realize that mines need Corundium...)
And the kicker is, now the game is locked into 6 hours interval for some reason, and running slowly... :(
Game 70 years in with quartered research/survey/terraforming speed with 3 NPRs.
At first we found a perfectly breathable world if a bit dry, not were there are some Rakhas on it. And for some reason it just, hm... disappeared. Shooting some missiles on it and nothing happened.
Now there are precusor threats. At one point I thought they were other NPRs but their growth rate is too slow to be a full NPR.
Empire now spreads to 4 systems. Now in a Corundium crunch... (and you realize that mines need Corundium...)
And the kicker is, now the game is locked into 6 hours interval for some reason, and running slowly... :(
Rakhas are bugged and disappear when you save and reload, fixed for 1.13 I think.
Having inadvertently broken this thread twice in recent days with attachments for forum software reasons I don't understand, this time, I'll not attempt to show you a bunch of wrecks around a jump point near a friendly little rift in your neighbourhood or, as much of our new fusion-powered generation of exploration ships has lunged one step further into the unknown, a map of our now >400-system-encompassing ball of galactic wool. Simply try to imagine a navy blue, exceptionally ugly mess engraved with green goblin drawings of a drawing goblin and decorated with incoherent scribblings of various colours.
The 1st Destroyer Squadron had been dispatched to the Stevenage system, after an unarmed exploration ship detected three of the robotic vessels known to sometimes attack explorers. Dealing with them had become routine by this point, and the rest of the fleet was needed elsewhere.
Even before it reached the coordinates of the previous contact, a single vessel was detected near one of the system's Lagrange points. It immediately began to flee and the fleet pursued; even though they were slower than the hostile vessel, perhaps it would lead them to its fellows. Then, as the fleet approached the Lagrange point, everything went wrong.
(https://i.imgur.com/i9S1fyg.png)
An enormous fleet of enemy vessels abruptly jumped into the Lagrange Point well inside missile range. It was far larger than the paltry three vessels the squadron was expecting, and outmassed the ships many times over. The Squadron immediately started rapid launching their missiles while coming around and running for the jump point. They could return later with reinforcements, if they survived the next few minutes.
Soon incoming missiles were detected as well, over one hundred and eighty missiles per salvo again far outnumbering the squadron's measly thirty six launchers.
(https://i.imgur.com/DnzPHwA.png)
The first Terran salvos to reach their target proved mostly ineffective against the massed point defense, but the followup salvos used MIRV missiles designed specifically to thwart those defenses. First, though, the squadron had to deal with their own incoming.
Fortunately, the advanced tech of the squadron seemed up to the challenge. Of the 182 missiles, 80 were shot down by point defense and only 26 of the remaining 102 hit, no doubt due in large part to the advanced ECM systems they carried. Each missile was also less than half as powerful as the warheads carried by Terran missiles, and the 26 hits hardly scratched their target.
The first 36 Morningstar missiles reached the designated distance from their target and split into 144 small Dart missiles that began closing in at over a sixth the speed of light; they would be much harder targets.
(https://i.imgur.com/vl5LInF.png)
Not only did the results thoroughly quash any hopes of turning the tables, they also convinced the squadron commander to abandon any thoughts of coming about and closing for a beam engagement.
Additional missile contacts, suddenly appearing after several minutes of quiet, also proved that the first salvos had just been an attempt to gauge the fleet's missile defenses.
(https://i.imgur.com/aTbEY34.png)
Once again, the squadron performed beyond expectations against the missiles - each time, nearly half were shot down and three quarters of the remainder failed to hit their targets, but that still left more than two dozen successful impacts every few seconds, and every single missile homed in on the squadron's only jump ship. It was unlikely their foes realized it was the jump ship, of course, but they may have detected it was the source of most of the squadron's point defense fire. For whatever reason, the enemy fleet launched over a thousand missiles with it as the sole target.
The first four salvos took down the shields. Three more salvos and a lucky hit penetrated the armor, taking out the ship's jump drive and stranding the squadron in the system. But that wasn't the end of it, and after two more salvos the ship catastrophically exploded. The rest of the missiles vanished from the squadron's sensors, having lost their target.
With sensors clear of more incoming, the remaining ships of the squadron stopped to pick up lifepods and then moved to disengage, the enemy fleet appearing slightly slower and seemingly unwilling to detach faster ships to engage them. They had no way out of the system, but if they could disengage they simply needed to wait for reinforcements to arrive. At the very least, they were alive.
(I just want to thank Steve for an AI that truly surprised me several times. Despite a large disparity in tech and ships designed specifically to deal with them, the AI managed to turn the tables on me and inflict a serious reversal.)
I had forgotten just how bad early tech is is. Lost a lot of ships because I thought my Marines would be able to take a precursor station. They couldn't, I should have killed it immediately. RIP 1000t of Marines and RIP around 70kt of ships.
Being annoyed at the firepower of precursor races. Fired a volley of 144 AMMs at a planet to test their capability of planetary defence - and they shot down ALL of them in ONE blast of some kind of beam weapon... . Need to get a bigger fleet over there... .
Once you've triggered their STOs to fire, you should be able to target them with longer-ranged beam weapons. Probably easier than just sending more missiles downrange.Yeah, I had hoped something like that would appear. They do have two ships in orbit (well, bases to be exact), which seem to shoot down all of my missiles. And the sensors didn't pick up any planet based STO... .
Once you've triggered their STOs to fire, you should be able to target them with longer-ranged beam weapons. Probably easier than just sending more missiles downrange.Yeah, I had hoped something like that would appear. They do have two ships in orbit (well, bases to be exact), which seem to shoot down all of my missiles. And the sensors didn't pick up any planet based STO... .
Looking forward to inaugurating and commissioning the UNS Bulge.
in about 18 months.
in about 18 months.
Oh dear! ;D
Someone is having more fun than me if the occasional bout of 5s increments are anything to go by. :P
I started as aliens in a binary system. The game was slowing down after 50 years, I was blaming the civilian ships... until I switched on view mineral packets !
Doh! mineral packets dont use Lagrange points!!!
It'll be a few years before all these reach home.
And another 200 freighter/colony ships appears... 7.6m tons... :o sitting on the warppoint... If there were warships to I wouldnt mind it, atleast somekind of tactics...
Hmmmm Would it bee better to use the Starfire size of warppoints? or a max tonnage, or another idea...
Yeah, the problem isn't that the AI is too dumb, though that happens too, of course, the problem is that the AI has no safe place to run to so they are committing suicide by running through your fleet. Something worse than Space Sweden is on the other side!
Sounds like a very fun game :)
I'm in a bit of a pickle.
...
[absolutely delicious grand strategy history and outlook]
...
I need more of everything - more ordinance factories, more mines, more infrastructure, more fuel harvesters - but for the foreseeable future, up to a year straight, I can do nothing but build finance centers.
The best way to grow income over the long term is to expand your shipyards.
The best way to grow income over the long term is to expand your shipyards.
That's why I cannot even imagine myself doing such thing.
Current taxation model in Aurora is rather weird and illogical, and just building shipyards to get more wealth is an absurd obviously. If you want more money - it will be much easier to just add more money in the DB, instead of this long and obvious exploit.
It's national (non-commercial) yards, so you'll create jobs, you must pay for too. It's some sort of financial perpetuum mobile.
I always took the cost of the ships built to be this paymentBut you pay for these ships too.
It's national (non-commercial) yards, so you'll create jobs, you must pay for too. It's some sort of financial perpetuum mobile.
I always took the cost of the ships built to be this payment, though I admit that I have no idea if this actually comes out to a net cash sink on balance.
It's national (non-commercial) yards, so you'll create jobs, you must pay for too. It's some sort of financial perpetuum mobile.
I always took the cost of the ships built to be this payment, though I admit that I have no idea if this actually comes out to a net cash sink on balance.
Shipbuilding is much costlier than the tax income generated by the workers.
Shipbuilding occurs at your shipbuilding rate, modified by a factor that increases with ship size (0.5 + Tons/10000).
For commercial ships, it's 0.5 + Tons/40000.
For a 5000 ton military ship, the factor = 1.
Starting racial rate is 400.
So, at the starting racial rate, building 5000-ton military ships or 20000-ton commercial ships costs 400 wealth per year.
A 5000-ton military shipyard needs 1250k workers. At the base tax rate, that's 125 wealth per year, resulting in a net cost (after tax income) of 275 wealth per year.
A 20000-ton commercial shipyard needs 500k workers. At the base tax rate, that's only 50 wealth per year, resulting in a net cost (after tax income) of 350 wealth per year.
Even small ships are a net deficit.
A theoretical size-0 ship has an annual build rate of 200.
To make that much in taxes, you need an 8000-ton military shipyard or an 80,000-ton commercial shipyard.
Both the build rate and the tax income increase linearly with ship size.
Each additional 1000 tons of military ship size increases the build rate by 40 per year.
Each additional 1000 tons of military yard size increases tax income by 25 wealth per year.
Each additional 1000 tons of commercial ship size increases the build rate by 10 per year.
Each additional 1000 tons of commercial yard size increases tax income by 2.5 wealth per year.
So, the bigger the ship, the bigger the gap between the rate of build cost and the rate of tax income.
There will be Star Destroyers full of TIE-analogues and they will have a Union Jack on them.
There will be Star Destroyers full of TIE-analogues and they will have a Union Jack on them.
(https://i.imgur.com/xSQFmqh.png)
I make no apologies, not least for the poor quality of the work. :P
I make no apologies, not least for the poor quality of the work. :PWhy would you possibly apologise for that, it was wonderful. :D
There will be Star Destroyers full of TIE-analogues and they will have a Union Jack on them.
(https://i.imgur.com/xSQFmqh.png)
I make no apologies, not least for the poor quality of the work. :P
So, the bigger the ship, the bigger the gap between the rate of build cost and the rate of tax income.
2062-Jan-01
The excavation of the abandoned city on Abacus-A3 has propped up the empire's economy for nearly two decades.
[…]
Unfortunately, we probably do not have enough colonist shipping capacity.
Our total capacity is ~170bkmMpop, but we will need more than that just to handle Prime (278bkmMpop per year). The pop from CabB1 will require another 190bkmMpop. Doubling our pop moving capacity would require at least 7 years without using industry to produce the components. Using industry could reduce the time needed to 2 years, at a cost of 24.6k industrial capacity per year.
That's 83.3% of Prime's output. We simply don't have enough factories to do that while also building the fincens and the infrastructure.
Okay, I've reached the point where analysis fatigue is setting in.
Make this an eight year plan.
Cut production rate of fincens and infra by half.
Use the difference on ship components for colony ships.
That should roughly double colonist carrying capacity over 4 years, which will allow me to move all necessary pop by the end of year 8.
So, I did find an asteroid which is curiously near (inside) the star. \'-'/
I imagine it to be an ideal world for those of you who are always cold:
At stunning 6234 °C it is hotter than the surface temperature of the star it orbits, I think.
Is this in vanilla 1.13? This might be a good reason for including a sanity check in 1.14 on max body temperatures and/or where bodies are allowed to occur - eg, not inside a star! 8)
So, I did find an asteroid which is curiously near (inside) the star. \'-'/
I imagine it to be an ideal world for those of you who are always cold:
At stunning 6234 °C it is hotter than the surface temperature of the star it orbits, I think.
Trying a new layout for galaxy map this time. As you can see, Terran Confederation has not ventured outside of Sol yet, except for survey operations. I thought this would make jump paths easier to see, with them on the "same" level but it is getting really crowded. I'll probably have to go back to the usual spiderweb style.
(https://i.imgur.com/fHfHOFU.png)
This is my "time-waster" campaign while waiting for 2.0 as I don't want to make the situation in my Aurora 1890 campaign any more complicated as I will have to manually recreate it in Aurora 2.0 once that comes out.
Trying a new layout for galaxy map this time....
I started playing C# in earnest a few months ago after upgrading to a bigger monitor and finally had my first hostile contact. One of the planets I was surveying was home to a large force of Rakhas.
I knew I was going in with a smaller force, but with all the orbital bombardment support upstairs from two assault ships and two destroyers, plus a preliminary bombardment of 120 missiles, I thought I had it handled. Boy was I wrong.
I knew I was going in with a smaller force, but with all the orbital bombardment support upstairs from two assault ships and two destroyers, plus a preliminary bombardment of 120 missiles, I thought I had it handled. Boy was I wrong.
Enemy losses have been estimated to less than 500 of all types, their Swarm warriors, had a thick carapace that gave them an standard armor value of 180...
Enemy losses have been estimated to less than 500 of all types, their Swarm warriors, had a thick carapace that gave them an standard armor value of 180...
It sounds like a dedicated AT Battalion is required. Either that or a serious tech up.
Star system discovered by the second survey cruiser caused great excitement. Not only is Tau Ceti III world with CC 0, despite its eccentric orbit with over 20°C difference between perihelion and aphelion, but it is also home of deserted intact colony. To make it even more exciting, Tau Ceti IV has very interesting "moon", it has same diameter as the planet. Nice orbit with low eccentricity makes them easy to terraform.
Wait for Aurora 2.0 was long, but now we can all spend uncounted hours playing it.
Unfortunately for me the 2.0 release has fallen in the middle of a job transition and moving house, so I have taken the approach to wait for the most annoying and game-breaking bugs before starting any campaigns. I am hoping to do a multi-faction campaign influenced by the old Starfire AARs but we will see.
Good luck with the new job! Looking forward to your new AAR, I greatly enjoyed the Duranium Legion AAR.
Your use of past tense is premature. ;-)Hurrah!
I do at least intend to finish the Naval Conference eventually, after that I have not decided but will probably keep it running occasionally as my single-faction campaign.The culmination of the Naval Conference will be the Lord High Admirals finally snapping and attacking each other until none are left alive. Then light refreshments will be served.
The culmination of the Naval Conference will be the Lord High Admirals finally snapping and attacking each other until none are left alive. Then light refreshments will be served.
By late 2048, the Zamlann Empire had discovered 201 systems.How long is a LONG jump route?
By late 2048, the Zamlann Empire had discovered 201 systems.How long is a LONG jump route?
Bkm | Systems |
<10 | 14 |
10-20 | 74 |
20-30 | 65 |
30-40 | 35 |
40+ | 3 |
I am playing with 2.0.3.
Sol system has one jump point; it goes to a system that has only this jump. I.e., my galaxy has 2 stars only.
Has anyone seen this before?
I attach the game information that I chosen.
How can I resolve this situation?
Can I add some jump points using SM, or shall I start another match?
Yes, use SM mode to add a few jump points.
I am facing another issue!
I have two fuel harvesters, designated also as tankers, that by mistake I sent to a wrong destination and they went out of fuel.
So, I sent a full tanker to them, and cancel every standing orders for both the fleets.
I order to the harvesters to refuel from the stationary tanker.
The events say that harvesters fleet has completed the order, but it is not: nothing happens.
I tried to join the tanker to the harvesters fleet and refuel them, but again nothing.
Attached, the specifications of these ship types.
With other types of ships (geo and grav survey ships), refuelling succeeded.
Which is the mistake?
Thank you of your help!
I am facing another issue!
I have two fuel harvesters, designated also as tankers, that by mistake I sent to a wrong destination and they went out of fuel.
So, I sent a full tanker to them, and cancel every standing orders for both the fleets.
I order to the harvesters to refuel from the stationary tanker.
The events say that harvesters fleet has completed the order, but it is not: nothing happens.
I tried to join the tanker to the harvesters fleet and refuel them, but again nothing.
Attached, the specifications of these ship types.
With other types of ships (geo and grav survey ships), refuelling succeeded.
Which is the mistake?
Thank you of your help!
Trying to completely survey Sol. ...A 100+ year mission and 7qm (that is quadrillion) of travel.
(https://abload.de/img/screenshot2022-08-191ohfaw.jpg)
=7 quadrilion meters ;)Trying to completely survey Sol. ...A 100+ year mission and 7qm (that is quadrillion) of travel.
(https://abload.de/img/screenshot2022-08-191ohfaw.jpg)
Isn't that 7 trillion? Not quadrillion.
or a smidge over 400 quindecillion planck lengths...and in the underlying continuum that is practically an infinity of extremely high cardinality!
My empire just got wrecked, is what’s going on in my empire. Some aliens I never even got a good look at pranced into Sol, stopped by the moon to kill everything in orbit, then visited earth and did the same. I’ve been playing this game for a good while, never had that happen. Not once in probably 3 years has an alien entered the Sol system. I realize it was my fault for not preparing, but I’d never even seen it happen. Is it normal for aliens to visit Sol and eat you after a century or so?
Quote from: Doc link=topic=11100. msg161817#msg161817 date=1661916431My empire just got wrecked, is what’s going on in my empire. Some aliens I never even got a good look at pranced into Sol, stopped by the moon to kill everything in orbit, then visited earth and did the same. I’ve been playing this game for a good while, never had that happen. Not once in probably 3 years has an alien entered the Sol system. I realize it was my fault for not preparing, but I’d never even seen it happen. Is it normal for aliens to visit Sol and eat you after a century or so?
Possibly new spoiler race. Do you play on the last version, 2. 1. 0? There was a bug on previous versions that caused them to basically spawn right from the start of the game.
1 bln km radius Aether Rift.Damn this is some Eye of Terror crap right here.
Is it going to grow more?
I'm playing a WH40k campaign
without recording it.
I'm playing a WH40k campaign
Called it!Quotewithout recording it.
Damn. :P
That is a fantastic map and I want to play on it. I also can't help but notice the proximity of Cadia to the Eye of Terror - fortuitous happenstance or obligatory name-change, Steve? ;)
I'd love to see a selection of what your ships look like this time around. Every time I try a WH40K setup my ship designs change - although the last setup I did in 1.13, I really liked, so I may copy that into a 2.x version someday if/when my current AAR finishes - and I can hold off on my dozens of other ideas, of course!
Philadelphia DY class Dockyard 500,000 tons 6,028 Crew 50,337.5 BP TCS 10,000 TH 0 EM 0
1 km/s Armour 3-561 Shields 0-0 HTK 2302 Sensors 8/8/0/0 DCR 185 PPV 0
Maint Life 1.08 Years MSP 11,640 AFR 10811% IFR 150.1% 1YR 10,120 5YR 151,806 Max Repair 250 MSP
Hangar Deck Capacity 420,000 tons Magazine 1,600
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Flight Crew Berths 8,400 Morale Check Required
Fuel Capacity 15,272,000 Litres Range N/A
Pleiades Program Gradar r.24m-res6.5k-1 (1) GPS 1560 Range 24.3m km Resolution 130
Pleiades Program Navigation Sensor r.430k/4.7m-1 (1) GPS 12 Range 4.8m km MCR 430.9k km Resolution 1
Civil Aviation Computer EM8-1 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
Civil Webb Spectroscope TH8-1 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
And 8 of those as parasites:Kodiak EW class Destroyer 40,000 tons 967 Crew 4,732.1 BP TCS 800 TH 1,920 EM 450
2400 km/s Armour 6-104 Shields 15-300 HTK 252 Sensors 32/32/0/0 DCR 25 PPV 208.96
Maint Life 2.06 Years MSP 1,848 AFR 512% IFR 7.1% 1YR 581 5YR 8,711 Max Repair 240 MSP
Magazine 2,000
Commander Control Rating 3 BRG AUX ENG
Intended Deployment Time: 12 months Morale Check Required
EP480 Kodiak P2 Ion Thruster (4) Power 1920 Fuel Use 28.58% Signature 480 Explosion 10%
Fuel Capacity 1,961,000 Litres Range 30.9 billion km (148 days at full power)
Magnetic Burst Shield (s15-300r-500t) (1) Recharge Time 300 seconds (0.1 per second)
Twin Flak Cannon Turret (6x-20k) (3x6) Range 20,000km TS: 12000 km/s Power 0-0 RM 20,000 km ROF 5
Bridge Tactical Control r.192k-12kps (1) Max Range: 192,000 km TS: 12,000 km/s 95 90 84 79 74 69 64 58 53 48
600mm Barrel Repetier (4/0.4-600r) (100) Missile Size: 4 Rate of Fire 600
600mm Kodiak Artillery Cannon r.158m-res6.5k-400t (2) Range 158.4m km Resolution 130
600mm "Hvy Thumper" Cannon Shell (500) Speed: 9,600 km/s End: 273.9m Range: 157.8m km WH: 4 Size: 4 TH: 44/26/13
Two-Point LR Gradar System r.151m-res16k-16 (1) GPS 61440 Range 151.2m km Resolution 320
Kodiak Project Perimeter Net r.1.4m/15.6m-8 (1) GPS 96 Range 15.6m km MCR 1.4m km Resolution 1
TH32-4 Destroyer Telescope Sights (1) Sensitivity 32 Detect Sig Strength 1000: 44.7m km
EM32-4 Destroyer Intelligence Suite (1) Sensitivity 32 Detect Sig Strength 1000: 44.7m km
ECCM-1 (2) ECM 10
There are also some strikecraft around, which cost maintenance, but I should now be able to see whether this works by looking at differences in MSP consumption. The numbers came out as this:Let's see if there is a god out there that will stop me.(https://www.greensmilies.com/smile/smiley_emoticons_ben_twisted.gif)
If there is, I suspect his name is Steve. ;DAhh, the man in the moon that takes all the cheese away. But if that happens, I don't mind. Aurora gets better, and there will always be another quirk to test.
it's like the vb6 "death star" cheese, only you're using it to make an abusive... warehouse?Good one. ;D But well, you know, in war, amateurs think strategy, while professionals cudgel you with their beefed up megaton warehouse logistics.
You could SM the gas giant a bit further away to make it less weird. Even just another 100K KM.I would never do that! Space's curiosities is what we came for in the first place. This is like a Star Trek episode. ;)
[...]
All is not lost however. The magazines are a flaw, and if I have learned anything in VB Aurora, then that the moon is made of cheese, so next I will test this:
1 Strip the expensive magazine components, so that max-repair comes down to 16MSP.
2 Then the Dockyard will sit at the moon without support, so it will deteriorate.
3 Since there can't be more components breaking than 1 at once, there will never be a higher MSP order than 16 per 5days.
4 Whatever the life clock says is irrelevant at that point. If it still says 1 year, good sir, I must correct you, for 11640MSP/16 = 727 '5days', also known under his snazzy artist's name '10years'.
5 Hangars still operate normally, thus 400k fleet support + repair and overhaul for the low low price of ~20MSP a week. 8)
Well, I will test it. I confirmed this worked in VB Aurora, because my Star Swarm/Caravan race game was built on this strategy where the huge 10mt mothership could last 70 or perhaps over 100 years without refill or something. It all depended on whether saving MSP through docking was possible at all. I already confirmed it wasn't working using civil hangars, so my morale was low. ..But since savings appear for military hangars now, chances are high this goes through after all.
Let's see if there is a god out there that will stop me.(https://www.greensmilies.com/smile/smiley_emoticons_ben_twisted.gif)
To be honest this is a complete abuse of the machanic and you would be just easier to SM in orbital maintenance facilities and dump a few million MSP on a moon and call is a mothball station. Much simpler and you would not go insane from the maintenance failure messages.I blocked those after the third dockyard, but yes, in C# you can't do this without maintenance spam, which is a new downside. (or you just have to build a single really big one)
Hangars does not have maintenance failures the same as a few other components, so in this instance only the magazines do...Actually, it is the sensors. The dockyard design doesn't even have any magazines.
You could probably get away with an armoured 50t magazine and get even less MSP cost. This magazine have the 1 HTK needed so maintenance failures does not cascade through the station as that is the only module that get failures... more or less.I must say I have never noticed magazines breaking, not in VB nor C#, so I am not sure this works. It would be similarly troublesome to handle as hangars after all, since these are filled which causes a slew of follow up questions upon failure of what to do with the insides.
I don't see abusing the mechanic is any better than just using SM and produce the same results in a different way just simpler. You could build those orbital maintenance facilities on the moon and just spawn all the MSP you would ever need to station ships there.... or build the hangar base and then spawn the maintenance needed to remove the failures... the MSP would be free anyway in this case. You then just role play that the station is free of maintenance.Again on this, because I remembered a VB argument from 8 years ago about this: You can also see this as an alternative mode of maintenance payment, since contrary to cheating, all this dockyard setup by far doesn't come for free. You pay for the dockyards to be built and much more you pay for their huge shipyards to be built. The shipyards employ millions of workers constantly, even when they don't actually produce, which is 90+% of the time in this case.
Again on this, because I remembered a VB argument from 8 years ago about this: You can also see this as an alternative mode of maintenance payment, since contrary to cheating, all this dockyard setup by far doesn't come for free. You pay for the dockyards to be built and much more you pay for their huge shipyards to be built. The shipyards employ millions of workers constantly, even when they don't actually produce, which is 90+% of the time in this case.
So you could argue in RP this was just an investment in some sort of bigger recycling or sourcing facility that manages to work in near autarky. Perhaps they fish the little TN elements they need out of dust or crumpet sized asteroids that aren't viable for industrial mining or something.
Point is, this is an expensive setup, but the large front cost lead to an industry that doesn't need to consume much in the longer run. I think even in VB I once calculated that the break-even point was only decades into usage. Now we also have millions of population doing work to hold all this up.
Far from simply cheating it in as you suggest, even though this was clearly not intended.
Im finding that the universe my favorite terran consensus inhabits is sadly lacking in habitable planets, minerals and excitement. Admittedly i understand excitement to be a BAD thing in a space exploitation game, but still.
the closest system for minerals is 4 jumps away, just explored my 8th system, which consists of 10 comets and a star. yay!
the standing orders are shaky, because i set them to end of deployment head to entry jump point and the survey ships go "huh?"
what the devil is a type "R" shipyard?
The work force is a problem, aint enough of them. If only there were automated factories, my life would be alot easier. Drop auto mines and factories, come back in a few years to a ready to colonize planet.
The work force is a problem, aint enough of them. If only there were automated factories, my life would be alot easier. Drop auto mines and factories, come back in a few years to a ready to colonize planet.
You can sometimes free up workers by moving unused or unimportant facilities to a random unpopulated body for "deep storage". For example, if you don't use missiles then ordnance factories can be moved or even just scrapped if you'd rather have the 30% minerals back. Fighter factories and fuel refineries are other tempting targets, as are shipyards you're not really using at the moment (you need a tug to move those).
If you're talking more in terms of getting workers to colonies, the civilian shipping lines are a big help if you know how to use them. Set contracts to deliver infrastructure by setting supply (at Earth, etc.) and demand (at target colony), and the civilians will use freighters to move the infrastructure, and then automatically the colony ships will jump in as well. Doing this is also how you can grow your civilian shipping, so if you don't have a lot of them you'll need to start doing this to help them make money and build up a fleet.
Crimson Rainbow class Fast Attack Craft 1,584 tons 44 Crew 281.4 BP TCS 32 TH 168 EM 0
5304 km/s Armour 2-12 Shields 0-0 HTK 10 Sensors 0/0/0/0 DCR 0 PPV 7
Maint Life 3.19 Years MSP 252 AFR 80% IFR 1.1% 1YR 37 5YR 561 Max Repair 77.5 MSP
Adept Control Rating 1 BRG
Intended Deployment Time: 35 months Morale Check Required
Starfield Mag5 P168 (1) Power 168 Fuel Use 16.74% Signature 168 Explosion 7%
Fuel Capacity 30,000 Litres Range 20.4 billion km (44 days at full power)
Heaviest Particles (1) Range 240,000km TS: 6,250 km/s Power 10-5 ROF 10
Divine Light (1) Max Range: 384,000 km TS: 5,500 km/s 97 95 92 90 87 84 82 79 77 74
Satori (1) Total Power Output 5 Exp 5%
Sentinel (1) GPS 38 Range 7.1m km Resolution 18
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
Temple Sunrise class Terraforming Station 126,913 tons 520 Crew 2,791.2 BP TCS 2,538 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 71 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 13 Max Repair 500 MSP
Tractor Beam
Seeker Control Rating 1 BRG
Intended Deployment Time: 3 months
Terraformer: 5 modules producing 0.003 atm per annum
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Terraformer for auto-assignment purposes
FB-16 Lennon Karma 016 (Lennon Karma Teacher class Fighter-bomber) 565 tons 4 Crew 62.7 BP TCS 11 TH 54 EM 0
4814 km/s Armour 1-6 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 5.2
Maint Life 11.01 Years MSP 101 AFR 26% IFR 0.4% 1YR 2 5YR 23 Max Repair 23.12 MSP
Magazine 34
Seeker Control Rating 1
Intended Deployment Time: 37 months Morale Check Required
Starfield Mag5 P54 (1) Power 54.4 Fuel Use 52.66% Signature 54.4 Explosion 8%
Fuel Capacity 30,000 Litres Range 18.1 billion km (43 days at full power)
Hard Point (20) Missile Size: 1.7 Hangar Reload 65 minutes MF Reload 10 hours
Pointer (2) Range 14.2m km Resolution 18
Tyrant's Teacher (20) Speed: 41,177 km/s End: 0.3m Range: 0.7m km WH: 6 Size: 1.7 TH: 301/181/90
Sentinel (1) GPS 38 Range 7.1m km Resolution 18
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a FAC for auto-assignment purposes
Spent several years chasing the aliens around the system. as soon as the FC locked up, they'd break contact.
So i built SS's, towed them into the system, and put them around 3 of the colony planets and one on each of the JP's. System's been alien free (other than me) since then. The maintenance ships designed to do the overhauls failed, so now i use tugs to bring them to the colony, overhaul, refuel, etc, then take them back to their positions. Not how i planned it, but oh well.
Actually terraformed a planet to colony cost 0, its really hard to do in the C+ version. the hydrographic extent seems to be a major factor, but since its a GM only action, not sure what to do with it.
I will find the [SOL] home world and gonna glass it.....
water vapor, yay.
what does the (F) mean next to a planetary atmosphere gas?
After a 10 year build up, I am finaly launching the invasion of the enemy homeworld, they seems to have some 307000 tons of groundforces, we drops some 1.5 million tons, mostly generation 1 or 2 stuff, but the latest killer robots have 2 battalions of stuff...
I'm setting up a Star Wars themed campaign to test the new changes. Came up with this fairly scary, low tech fighter. This is Gas Core engine tech, 64,000 km, 4000 km fire control tech, basic active tech and a 25cm plasma carronade.
TIE/I class Interceptor 500 tons 6 Crew 116.5 BP TCS 10 TH 65 EM 0
6505 km/s Armour 1-5 Shields 0-0 HTK 4 Sensors 0/0/0/0 DCR 0-0 PPV 4
Maint Life 2.87 Years MSP 105 AFR 100% IFR 1.4% 1YR 19 5YR 280 Max Repair 32.50 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1.5 days Morale Check Required
TW-64-DB Fighter Engine (1) Power 65.0 Fuel Use 1356.63% Signature 65.00 Explosion 25%
Fuel Capacity 14,000 Litres Range 0.37 billion km (15 hours at full power)
BC-25 Blaster Cannon (1) Range 160,000km TS: 6,505 km/s Power 16-4 RM 10,000 km ROF 20
MK I Interceptor Fire Control (1) Max Range: 192,000 km TS: 6,400 km/s ECCM-0 95 90 84 79 74 69 64 58 53 48
GF-4-B Power Reactor (1) Total Power Output 4 Exp 15%
TM-1 Short-Range Sensor (1) GPS 2 Range 1.4m km MCR 124.4k km Resolution 1
approaching a planet guarded by two Automata (precursor) bases, both of which were 28,000 tons (in line with the wider range of NPR hull sizes in v2.2).
approaching a planet guarded by two Automata (precursor) bases, both of which were 28,000 tons (in line with the wider range of NPR hull sizes in v2.2).
I can already hear the crying and wailing of players encountering the New! Improved! 50% Larger Salvo Size! AMM Spam!! :o :o :o
Of course, I shall endeavor to solve the problem by building even bigger warships. ;D
Interesting to see that the new missile mechanics mean small salvos can still have some chance to penetrate the AMM screen under the right circumstances. Decoys seem very effective. Have you yet had some chance to observe if this affects the balance between launcher sizes - I'm sure large salvos from box/small launchers are the king at least in a single engagement, but perhaps larger, launchers have some useful niches now?
approaching a planet guarded by two Automata (precursor) bases, both of which were 28,000 tons (in line with the wider range of NPR hull sizes in v2.2).
I can already hear the crying and wailing of players encountering the New! Improved! 50% Larger Salvo Size! AMM Spam!! :o :o :o
Of course, I shall endeavor to solve the problem by building even bigger warships. ;D
Interesting to see that the new missile mechanics mean small salvos can still have some chance to penetrate the AMM screen under the right circumstances. Decoys seem very effective. Have you yet had some chance to observe if this affects the balance between launcher sizes - I'm sure large salvos from box/small launchers are the king at least in a single engagement, but perhaps larger, launchers have some useful niches now?
One thing I have found so far is that I am not automatically going to 0.4x, or 0.3x for launchers. Larger missiles, with the benefits of decoys and other to-hit and survivability mods, are much slower to launch, so if you plan multiple salvos in a battle, then 0.6x is a better option.
Box launchers are still an issue for large ships due to the chance of a missile exploding on-board, but missile-armed fighters are still fine and probably gain a little vs beam-armed - which I think is correct as I think energy fighters were a better option before.
Box launchers are still an issue for large ships due to the chance of a missile exploding on-board, but missile-armed fighters are still fine and probably gain a little vs beam-armed - which I think is correct as I think energy fighters were a better option before.
Really? most players i have interacted with and my own experience says otherwise that beam fighters are just overall worse than missile fighters, this is usually because of the large size of beam weapons requiring significantly cut down capability, either in speed, weapon shots or elsewhere not to mention the size of the BFC which has to still be big even with single weapon fire control due to the need for high range to achieve high accuracy, missile tubes are cheap small and allow fighters to pack significantly more firepower in a smaller package
Really? most players i have interacted with and my own experience says otherwise that beam fighters are just overall worse than missile fighters, this is usually because of the large size of beam weapons requiring significantly cut down capability, either in speed, weapon shots or elsewhere not to mention the size of the BFC which has to still be big even with single weapon fire control due to the need for high range to achieve high accuracy, missile tubes are cheap small and allow fighters to pack significantly more firepower in a smaller package
The catch for this though is the you need high range on the BFC for accuracy versus missiles and targets because of how range effects accuracy in terms of scaling if your railgunr ange is 10,000km you need a 96,000km range bfc to get the majority of the accuracy out of it, a 48,000km bfc for example would mean accuracy drops to around 75% at 10,000km
also you want to be using the maximum extent of your tracking capability with fighters since thats the advantage fighters have speed, this means if i have a 3000km/s racial tracking i want my fighters going 12kkm/s
Wasn't there a big to do with people whining about how the Meson changes would kill beam fighters in C#?
Speaking of beam weapon-related buffs to small craft, look out for the constant-size particle beams in 2.2+, I expect to see the higher tech levels deployed as pretty devastating FAC weapons and you'll be able to fit some high-damage Particle Lances on ships in the 1,500 to 2,000-ton range. ;D
So this little bastard of 2000 tons is armed with a 12 damage particle lance. Am I right about that? It makes it a nasty little ship killer and pretty inconvenient to kill with beam weapons. I like the thought that Aurora gets more viable ship types with each iteration.
Depending on how much of this filters to the NPRs, we are fast approaching the point where anti-fighter doctrine will be almost as important as anti-missile doctrine. ;D
Box launchers are still an issue for large ships due to the chance of a missile exploding on-board, but missile-armed fighters are still fine and probably gain a little vs beam-armed - which I think is correct as I think energy fighters were a better option before.
Really? most players i have interacted with and my own experience says otherwise that beam fighters are just overall worse than missile fighters, this is usually because of the large size of beam weapons requiring significantly cut down capability, either in speed, weapon shots or elsewhere not to mention the size of the BFC which has to still be big even with single weapon fire control due to the need for high range to achieve high accuracy, missile tubes are cheap small and allow fighters to pack significantly more firepower in a smaller package
It's been debated a lot. I think many players dismiss energy fighters because they take losses, where missile fighters generally don't.
However, this is a recent campaign based on energy-armed fighters as the main striking force. They have a huge force-multiplier once you generate a large enough wave of fighters, plus they are very good at point defence - which missile fighters can't do at all. Also, the cost of their losses compares favourably with the cost of expenditure of ordnance by missile fighters.
http://aurora2.pentarch.org/index.php?topic=12909.0
EDIT: Also, energy-armed fighters also got a boost in v2.2 with the new plasma carronade rules.
Campaign Note: This was my first encounter with defending STO's. Quite the education for me. I will post more encounters, as you will see, this was not my last encounter with this particular problem.
Campaign Note: This was my first encounter with defending STO's. Quite the education for me. I will post more encounters, as you will see, this was not my last encounter with this particular problem.
I have always found fighting STO's in general a painful and relatively prolonged experience, especially when you think you've already wiped them out. Great read, but may I suggest building some energy-armed ships? I've found that these tend to do better at suppressing STO's and save on having to restock missiles.
I'm a little confused how an STO could have 1.5m km range. The maximum BFC range in the game is something like 1.4m km, and that's at the absolute limit of MaxTech which spoiler races... shouldn't be at? ???
I know STOs get a BFC range bonus for being planet-bound but that still requires the second-highest BFC tech level in the game which I've never seen a spoiler race even come close to.
Campaign Note: This was my first encounter with defending STO's. Quite the education for me. I will post more encounters, as you will see, this was not my last encounter with this particular problem.
I have always found fighting STO's in general a painful and relatively prolonged experience, especially when you think you've already wiped them out. Great read, but may I suggest building some energy-armed ships? I've found that these tend to do better at suppressing STO's and save on having to restock missiles.
You'll also not irradiate the planet and render it unuseable. Dust settles much quicker.
Campaign Note: This was my first encounter with defending STO's. Quite the education for me. I will post more encounters, as you will see, this was not my last encounter with this particular problem.
I have always found fighting STO's in general a painful and relatively prolonged experience, especially when you think you've already wiped them out. Great read, but may I suggest building some energy-armed ships? I've found that these tend to do better at suppressing STO's and save on having to restock missiles.
The next set of battles from my learning campaign....
More fun stuff, Kurt! It's always fun to read about the times when things don't go so well, and of course how such setbacks can be dealt with. ;D
A couple notes on mechanics in case they are helpful:
- It's not clear from the reporting, but the sensor signature you detect from orbit may be several times smaller than the actual force due to fortification. If the detected signature was 50,000 tons I would guess you're actually fighting more like 150,000 tons which is a much harder battle to win.
- Artillery could actually help a lot as they do have a bit more penetration than PW/CAP weapons and could at least have an easier time penetrating the infantry units. Probably still a lost battle but you might have killed more of them in the process.
- As far as I know, there is no effect on ship-to-ground fire accuracy from distance, but there is an effect for damage the same as in ship-to-ship combat. So the only reason to close the range is if you need to do more damage to guarantee that a hit will kill the STO. Not sure what weapons you were using so I can't say if it mattered - if you're using particle beams, it definitely doesn't matter so you can hold the range open.
The next set of battles from my learning campaign....
I love it!
I think this deserves its own thread...
That's a lot of wrecks, seems it has been an interesting case!Oh yeah, me and USA been taking turns throwing ships into this meat grinder. It took me two battles to finally clear the space, losing total of 19 ships which was about 70% of my total fighting force. Now I'm rushing with the invasion even thought I'm not ready because american ships are already sending scouts into the system. The two motorized rifle regiments gotta hold the bridgehead until reinforcements arrive.
In addition, seven smaller troop transports accompany the force, carrying replacement units that can be fed into the frontline units as needed.
Now would be the time to commit reinforcements, but there are none. Everything was committed to the initial assault.
Final Notes: The orbital support was relatively useless. The beam weapons had a very hard time hitting the dug-in ground units, and when they did hit they largely didn't penetrate their armor.
If I could go back and do it again, I'd include heavy infantry
At this point I'm considering moving on from this campaign. I feel like I've learned what I can at this point.
In addition, seven smaller troop transports accompany the force, carrying replacement units that can be fed into the frontline units as needed.
I assume this was because you're using this as a learning campaign? Mechanically I don't think there's any reason to use replacement units as there's no mechanic to take advantage of reserves, which is a change from VB6.
QuoteNow would be the time to commit reinforcements, but there are none. Everything was committed to the initial assault.
??? ??? ???
QuoteFinal Notes: The orbital support was relatively useless. The beam weapons had a very hard time hitting the dug-in ground units, and when they did hit they largely didn't penetrate their armor.
I've found railguns are usually the most effective for this since they get so many shots, lower damage per shot but you don't need too much to shred lighter units. Also they are usually relatively cheap so MSP consumption is not as crippling. That said, you really need a large fleet of them to get much benefit and I'm not sure the MSP use is worth it compared to just building a couple more artillery brigades.QuoteIf I could go back and do it again, I'd include heavy infantry
I'd actually consider light infantry (light as in without power armor). They're very cheap to build which means you can build a lot of them and they can eat a lot of anti-tank weapon fire to keep your tanks alive longer. One of the big downsides to a tanks-only force is that if the enemy can reliably penetrate their armor, there's not very many of them so you lose a lot of your force very quickly. A basic rifleman can eat a 203mm tankbuster shell to the face and you only lose 5 tons of units, way better than 150 or 340 tons gone in one shot.QuoteAt this point I'm considering moving on from this campaign. I feel like I've learned what I can at this point.
I'd say the only consideration besides that is if you want to hold out for 2.2, although conversely I'm sure another learning campaign with a different focus would also be useful if you want to hold off starting a big, complicated AAR of some sort. Maybe something with a lot of NPRs in close proximity to play with diplomacy, I think that's also revamped from VB6?
Any good idea how to extend the "playable" period of game ?
turning off swarms seems to take major opponent out as NPRs are rarely as agrressive and technically competitive in early to mid game
Basicly the only idea I see new generation of NPR by NPR to zero but question is if when I discover the system already scouted by other entity will there be any NPR roll ???
I fear lots of empty space this way...
1.With universe this big I have not seen any serious Invaders threat in my controlled space ( and I have few rifts and dense observation network - they seem to go after space beyond my reach )
2.Without Swarms it doesn't make sense to me as I am experienced ( from old VB6 times ) player and any setup without them is pointless as it is too easy
3.With limited NPR generation there will be vast empty parts of space -which will lead to pointless expansion later
so how to solve perfect setup to achieve longer game more centered around player space and less outside ?
......
- Unfortunately this is true as there is no way to stop NPRs from exploring.
What about changing the race "Expansion" parameter to 0?
AT-01 Ocean Blue (Ocean Blue class Assault Transport) 142,040 tons 1,271 Crew 12,319.5 BP TCS 2,841 TH 10,080 EM 0
7096 km/s Armour 15-242 Shields 0-0 HTK 273 Sensors 14/14/0/0 DCR 1 PPV 0
MSP 4,054 Max Repair 486 MSP
Troop Capacity 3,000 tons Boarding Capable Cargo Shuttle Multiplier 6 Tractor Beam
Teacher Control Rating 3 BRG AUX ENG
Intended Deployment Time: 3 months
Beautiful Elephant II (14) Power 20160 Fuel Use 1.36% Signature 720.0 Explosion 4%
Fuel Capacity 3,225,000 Litres Range 300.8 billion km (490 days at full power)
Refuelling Capability: 60,000 litres per hour Complete Refuel 53 hours
Mithril (16x10) Range 1000 km TS: 32,000 km/s ROF 5
Observer (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
Deepest Heat (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Yin (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes
Georgia Rain II class Fast Attack Craft 6,000 tons 145 Crew 1,828 BP TCS 120 TH 513 EM 0
8551 km/s Armour 8-29 Shields 0-0 HTK 33 Sensors 0/0/0/0 DCR 1 PPV 30.32
Maint Life 2.19 Years MSP 1,455 AFR 192% IFR 2.7% 1YR 406 5YR 6,092 Max Repair 365.5125 MSP
Adept Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required
Nova MCF4 k 1350 P513 T 0.214 (2) Power 1026 Fuel Use 21.41% Signature 256.5 Explosion 9%
Fuel Capacity 102,000 Litres Range 14.3 billion km (19 days at full power)
Heavier Particles II (1) Range 320,000km TS: 8,551 km/s Power 15-5 ROF 15
Just Precaution Empowered 1.5.7 (2x4) Range 70,000km TS: 8,551 km/s Power 3-3 RM 70,000 km ROF 5
Peace Protest II (1x10) Range 50,000km TS: 32000 km/s Power 0-0 RM 50,000 km ROF 5
Mahamudra II (1) Max Range: 120,000 km TS: 32,000 km/s 92 83 75 67 58 50 42 33 25 17
Divine Light IV (1) Max Range: 480,000 km TS: 8,000 km/s 98 96 94 92 90 88 85 83 81 79
Epiphany II (2) Max Range: 210,000 km TS: 8,000 km/s 95 90 86 81 76 71 67 62 57 52
Starbright (1) Total Power Output 6.1 Exp 7%
Ring (1) Total Power Output 5.1 Exp 5%
Crystal (1) GPS 9 Range 6.1m km MCR 550.6k km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
Crystal Blossom class Orbital Defence Platform 1,000 tons 1 Crew 97.1 BP TCS 20 TH 0 EM 0
1 km/s Armour 2-8 Shields 0-0 HTK 0 Sensors 0/0/0/0 DCR 0 PPV 18.2
Maint Life 12.68 Years MSP 71 AFR 80% IFR 1.1% 1YR 1 5YR 12 Max Repair 2.8 MSP
Magazine 119
Seeker Control Rating 1
Intended Deployment Time: 64 months Morale Check Required
Hard Point (70) Missile Size: 1.7 Hangar Reload 65 minutes MF Reload 10 hours
Honeyguide (2) Range 5.4m km Resolution 1
Sentinels Release (70) Speed: 72,000 km/s End: 0.7m Range: 3.1m km WH: 6 Size: 1.7 TH: 264/158/79
Karna (1) GPS 3 Range 3.5m km MCR 317.9k km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a FAC for auto-assignment purposes
Thirty minutes after the above attack, a new wave of missiles took out the second terraformer. A third wave of missiles wiped out the colony, killing everyone, destroying the tracking stations, all the infrastructure and half the STO weapons.Just curious - do you know what tipped off the Precursors? Could stealth terraforming ships be the answer to 'peaceful' cohabitation of the system, or did the colony itself get too large, so that they were able to fire on it?
Vengeance will be mine! (Eventually)
Thirty minutes after the above attack, a new wave of missiles took out the second terraformer. A third wave of missiles wiped out the colony, killing everyone, destroying the tracking stations, all the infrastructure and half the STO weapons.Just curious - do you know what tipped off the Precursors? Could stealth terraforming ships be the answer to 'peaceful' cohabitation of the system, or did the colony itself get too large, so that they were able to fire on it?
Vengeance will be mine! (Eventually)
Oh man that is rough. I'm assuming the planet is irradiated now and it'll be harder to recolonize.
Ah yeah I forgot about those. Since ya know, I read them, darn it's been a year now crazy. Super excited to get to try all the new stuff out.Oh man that is rough. I'm assuming the planet is irradiated now and it'll be harder to recolonize.
Maybe not, thanks to these 2 new additions:
https://aurora2.pentarch.org/index.php?topic=13090.msg162180#msg162180
https://aurora2.pentarch.org/index.php?topic=13090.msg162140#msg162140
Hopefully we can get them soontm ;D
Huh, enemies using microwave beams? Interesting.
I wonder if this is actually a mobile enemy instead of STO weapons, since I can't think why STO would have spared the survey but mobile units might have been somewhere else.
Could it be raiders?
I don't remember ever seeing so many dead ends in a known stars system map. There are essentially three strands of exploration available, all of which lead back for a circular core that can be shut off from the 'outside'. There is still a chance for new jump points to lead back into the galactic core, so patrols still need to be set up to prevent surprises.
In about five seconds this is going to be what performance improvement looks like from all those civvies not clogging up the pathfinding anymore. :P
In about five seconds this is going to be what performance improvement looks like from all those civvies not clogging up the pathfinding anymore. :P
Always look on the bright side ;)
What an oddly sized comet. . . . .Captured rogue planet maybe?
Quote from: BAGrimm link=topic=11100. msg166980#msg166980 date=1702283595What an oddly sized comet. . . . .Captured rogue planet maybe?
Quote from: Ulzgoroth link=topic=11100. msg166982#msg166982 date=1702284042Quote from: BAGrimm link=topic=11100. msg166980#msg166980 date=1702283595What an oddly sized comet. . . . .Captured rogue planet maybe?
That would be as good an explanation as any. I think I'll go with it.
So, I just dropped 200,000 tons of troops onto about 60,000 tons of ground forces, my forces being a 50/50 mix of PA infantry and medium tanks. They got shredded to pieces. The enemy infantry's armor is 15, whereas my infantry guns are only penetration 6. The enemy has like 1,200 machine gun infantry. Not sure if I should make heavy armor infantry (so my armor would be 16 instead of 12 vs enemy AP of 10) or abandon infantry and go for entirely heavy tanks, since the enemy only has around 100 tanks on the planet. I only killed about 100 infantry and 10 tanks in exchange for loosing 10,000 infantry and 672 tanksWouldn't those 10,000 infantry only be 30,000 tons? It sounds like they were using PWL...
So, I just dropped 200,000 tons of troops onto about 60,000 tons of ground forces, my forces being a 50/50 mix of PA infantry and medium tanks. They got shredded to pieces. The enemy infantry's armor is 15, whereas my infantry guns are only penetration 6. The enemy has like 1,200 machine gun infantry. Not sure if I should make heavy armor infantry (so my armor would be 16 instead of 12 vs enemy AP of 10) or abandon infantry and go for entirely heavy tanks, since the enemy only has around 100 tanks on the planet. I only killed about 100 infantry and 10 tanks in exchange for loosing 10,000 infantry and 672 tanksYour sensors also tend to underestimate the strength of ground forces based on how dug in they are , It seems likely there were nearer 200,000 tons of enemy troops of higher tech level so 1-1 odds vs entrenched troops with better weapons and armour, I supect you needed at least 600,000 tons of your troops
No, the ground force contact was 18,000 tons. I assumed they had a fortification of 3, although now that I think of it the infantry probably was entrenched to 6So, I just dropped 200,000 tons of troops onto about 60,000 tons of ground forces, my forces being a 50/50 mix of PA infantry and medium tanks. They got shredded to pieces. The enemy infantry's armor is 15, whereas my infantry guns are only penetration 6. The enemy has like 1,200 machine gun infantry. Not sure if I should make heavy armor infantry (so my armor would be 16 instead of 12 vs enemy AP of 10) or abandon infantry and go for entirely heavy tanks, since the enemy only has around 100 tanks on the planet. I only killed about 100 infantry and 10 tanks in exchange for loosing 10,000 infantry and 672 tanksYour sensors also tend to underestimate the strength of ground forces based on how dug in they are , It seems likely there were nearer 200,000 tons of enemy troops of higher tech level so 1-1 odds vs entrenched troops with better weapons and armour, I supect you needed at least 600,000 tons of your troops
Zeta-1 Reticuli III
Duranium 31,490,048 Acc 0.6
Neutronium 23,990,404 Acc 0.7
Tritanium 19,927,296 Acc 0.1
Vendarite 1,245,456 Acc 1
Sorium 12,489,156 Acc 0.7
Corundium 13,380,964 Acc 0.9
I suppose I found my new production center for construction facilities and mines:Code: [Select]Zeta-1 Reticuli III
Duranium 31,490,048 Acc 0.6
Neutronium 23,990,404 Acc 0.7
Tritanium 19,927,296 Acc 0.1
Vendarite 1,245,456 Acc 1
Sorium 12,489,156 Acc 0.7
Corundium 13,380,964 Acc 0.9
Now, all I need to handle is the 28.60 CC due to the venusian 114 atmospheric pressure.
Can you say "Ark Module metropolis"?
Can you say "Ark Module metropolis"?
Indeed! Although, certain spoilers have made me very scared of relying too heavily on Ark modules (we don't talk about all the terraforming stations I lost because I forgot to accompany it with a garrison with STO's...) so it will need heavy protection to be safe.
So, I'm currently at year 2037. I thought I had been doing pretty well with about 380,000 tons of dedicated combat ships as my main offensive fleet. I just sent a probe into a system where a survey ship got destroyed, and found 524,000 tons worth of enemy ships (and 6 defensive stations) above a planet. I'm not sure if I'm unlucky or if I should have had a bigger fleet by nowAre you only counting ships with military engines there? Because obviously it doesn't take that big a stack of commercial ships to fill out a tonnage like that. Even less so for a stack of space stations!
I know its the defensive spoiler, just trying to minimize spoilers for new players.So, I'm currently at year 2037. I thought I had been doing pretty well with about 380,000 tons of dedicated combat ships as my main offensive fleet. I just sent a probe into a system where a survey ship got destroyed, and found 524,000 tons worth of enemy ships (and 6 defensive stations) above a planet. I'm not sure if I'm unlucky or if I should have had a bigger fleet by nowAre you only counting ships with military engines there? Because obviously it doesn't take that big a stack of commercial ships to fill out a tonnage like that. Even less so for a stack of space stations!
(Also it might not be a normal NPR.)
'Tis a sad day for humanity. A majority of the crew upon the Hans Bethe died after being locked into a ship. The shipyard's crews tried their hardest to open up crew compartments, but were too slow to save all but eleven people. LCDR Reginald Javens, science officer aboard the ship was found with his lips blue and heart stopped. The government pledges better safety protocols and making evacuations out of ships easier.Was the shipyard not at a maintenence location?
Anyways, I learned that I should probably resupply ships before they undergo repair and/or add emergency cryopods to keep crews from dying. Why the ships aren't emptied of crew before being put under repair is a mystery to me, but lessons learned.
Mildly amusing coincidence, I was designing an infantry battalion based on the USMC infantry battalions, and by sheer coincidence it happened to come out to 811 soldiers following the crewing rules I am using. Amusing coincidence since this is the (current?) infantry battalion size under the Force Design 2030 plan.If you don't mind me asking, did you just drum this up in Paint.net or whatever else, or did you use some sort of dedicated program? Planning on a multi-player-race campaign once the next bugfix is out and I imagine I'll be making a few of these sorts of images to satisfy my desire for a fully-detailed organizational hierarchy since on a technical level my base formations will be brigade-sized.
Art attachment for anyone interested and also as proof, not that I really need to prove this but I thought I would share since I amused myself. :)
(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11100.0;attach=7861;image)
If you don't mind me asking, did you just drum this up in Paint.net or whatever else, or did you use some sort of dedicated program? Planning on a multi-player-race campaign once the next bugfix is out and I imagine I'll be making a few of these sorts of images to satisfy my desire for a fully-detailed organizational hierarchy since on a technical level my base formations will be brigade-sized.
Ooh, much appreciated! If nothing else it gives me a solid base to work with once I start fiddling with them on my own.
I just found a twin planet. Two Earth-sized bodies in a close orbit (one is the moon of the other), both with liquid oceans and breathable atmospheres. My joy was somewhat short-lived though when I realised their eccentricity was 0.65, the orbit ranged from 61m to 289m km and they had a 300 degree temperature range! Grrr!
I just found a twin planet. Two Earth-sized bodies in a close orbit (one is the moon of the other), both with liquid oceans and breathable atmospheres. My joy was somewhat short-lived though when I realised their eccentricity was 0.65, the orbit ranged from 61m to 289m km and they had a 300 degree temperature range! Grrr!
EDIT: Also the moon has 34m tons of accessibility 1.0 Duranium!
Seems like I accidentaly did drop an reverse "Agent Orange" that way since it changed to Mountains and soon to boreal Mountain forests...
In a previous campaign I used about 40k MSP in energy weapon repairs to drop the temperature of a hostile world by about 80 degrees and reduce an enemy Jungle planet to cold desert. I also timed my ground invasion when it was furthest from the star :)
There were two mutually hostile races on the planet with 2b+ populations when I started. In the end, one was about 300m and the other less than 100m when I finally conquered it.
In a previous campaign I used about 40k MSP in energy weapon repairs to drop the temperature of a hostile world by about 80 degrees and reduce an enemy Jungle planet to cold desert. I also timed my ground invasion when it was furthest from the star :)
There were two mutually hostile races on the planet with 2b+ populations when I started. In the end, one was about 300m and the other less than 100m when I finally conquered it.
In a previous campaign I used about 40k MSP in energy weapon repairs to drop the temperature of a hostile world by about 80 degrees and reduce an enemy Jungle planet to cold desert. I also timed my ground invasion when it was furthest from the star :)
There were two mutually hostile races on the planet with 2b+ populations when I started. In the end, one was about 300m and the other less than 100m when I finally conquered it.
Ouch. At that point, straight outexterminatingnuking the planet might be cheaper. Nothing but minerals to get from there anyway, then.
I've taken a different approach to my other combat vessels too. As usual, I have based on them on designs of the time, but this time the battleships and destroyers have only 6 months endurance, the heavy cruisers and light escort cruisers have 12 months while the light patrol cruisers have 24 months.
Flamberge Assault Tank - 2059
Transport Size (tons) 104 Cost 12.48 Armour 108 Hit Points 108
Annual Maintenance Cost 1.6 Resupply Cost 45
Heavy Anti-Vehicle: Shots 1 Penetration 90 Damage 90
Heavy Crew-Served Anti-Personnel: Shots 6 Penetration 22 Damage 15
It turned out they were all infantry, heavily equipped but with greatly inferior tech. They might have enough firepower to run roughshod over the 'military police' battalions that make up my only planetary defense forces, but against the assault tanks they might as well have been unarmed, scoring numerous hits but not disabling a single vehicle. I neglected to bring replacement logistics for the assault formations so they ran out of ammo about the same time they ran out of things to shoot.I just hit a world held by a different and perhaps squishier spoiler.I think you are fighting an NPR, not a spoiler. I could be wrong though
I had little idea how much defense force I'd find - I don't know whether I didn't bother to do an active scan or what, but all I knew was that there was a warm and hostile presence randomly situated on Promethia II.
So I dropped 10k tons of heavy battle tanks on them.Code: [Select]Flamberge Assault Tank - 2059
It turned out they were all infantry, heavily equipped but with greatly inferior tech. They might have enough firepower to run roughshod over the 'military police' battalions that make up my only planetary defense forces, but against the assault tanks they might as well have been unarmed, scoring numerous hits but not disabling a single vehicle. I neglected to bring replacement logistics for the assault formations so they ran out of ammo about the same time they ran out of things to shoot.
Transport Size (tons) 104 Cost 12.48 Armour 108 Hit Points 108
Annual Maintenance Cost 1.6 Resupply Cost 45
Heavy Anti-Vehicle: Shots 1 Penetration 90 Damage 90
Heavy Crew-Served Anti-Personnel: Shots 6 Penetration 22 Damage 15
It turned out, not too surprisingly, that all I'd captured was a handful of automines. Not much, still worth the exercise.
I just hit a world held by a different and perhaps squishier spoiler.I think you are fighting an NPR, not a spoiler. I could be wrong though
I had little idea how much defense force I'd find - I don't know whether I didn't bother to do an active scan or what, but all I knew was that there was a warm and hostile presence randomly situated on Promethia II.
So I dropped 10k tons of heavy battle tanks on them.Code: [Select]Flamberge Assault Tank - 2059
It turned out they were all infantry, heavily equipped but with greatly inferior tech. They might have enough firepower to run roughshod over the 'military police' battalions that make up my only planetary defense forces, but against the assault tanks they might as well have been unarmed, scoring numerous hits but not disabling a single vehicle. I neglected to bring replacement logistics for the assault formations so they ran out of ammo about the same time they ran out of things to shoot.
Transport Size (tons) 104 Cost 12.48 Armour 108 Hit Points 108
Annual Maintenance Cost 1.6 Resupply Cost 45
Heavy Anti-Vehicle: Shots 1 Penetration 90 Damage 90
Heavy Crew-Served Anti-Personnel: Shots 6 Penetration 22 Damage 15
It turned out, not too surprisingly, that all I'd captured was a handful of automines. Not much, still worth the exercise.
It is most definitely a spoiler, not a regular NPR. You might not be able to infer that from the battle report I gave, and I couldn't have inferred it from the invasion itself, but I'm quite familiar with the faction in question.I didn’t think any spoilers used automines
It's possible that the automines were put there by an NPR and then taken over by the spoilers. I don't have any way to know the history, but it is a place where the Windorah Empire might have set up a mining outpost.It is most definitely a spoiler, not a regular NPR. You might not be able to infer that from the battle report I gave, and I couldn't have inferred it from the invasion itself, but I'm quite familiar with the faction in question.I didn’t think any spoilers used automines
I've taken a different approach to my other combat vessels too. As usual, I have based on them on designs of the time, but this time the battleships and destroyers have only 6 months endurance, the heavy cruisers and light escort cruisers have 12 months while the light patrol cruisers have 24 months.
Interesting approach. I've never been brave enough to do something like this, mostly because I expect my ships to have to camp out on a jump point at some time or another so having disparate deployment times (and maintenance lives) would make that complicated to say the least. I have tried setting different fuel ranges for cruisers vs system craft for example.
Let us know how this unusual doctrine works! ;D
My empire has spent the better part of a decade trying to figure out how to deal with size 8 ASMs that are moving at 30,000 km/s with multiple decoys.
- Speed of the missile when trying to hit it is based on closing distance, so if you run away from the missiles, your ship speed is subtracted from the missile speed, which helps hit chance. If your ship is 5k km/s, that reduces the effective missile speed from 30 to 25k km/s, which is not nothing. In general the faster your ship, the less likely you are to be hit AND the more likely your non-turreted weapons are to hit, so ship speed is important.
No, the relative speed doesn't matter, BUT!
If you retreat from a missile, it DOES increase your TRACKING time! (up to limits of course)
so that it could APPEAR to be decreasing the missile's hit chances.
Running away is part of my standard "Wow, I didn't expect that many missiles" strategy :)
Trying to figure out a good way to defend fuel extractors against invasive pests.
In some cases, a heavy STO (or perhaps better simply a large DST setup) on a moon of the gas giant works to cover them, but some Sorium giants don't have moons. Which means my easy-operation sensor and weapon options won't be reliably close by. And I've demonstrated that the travel time of even fighters leans too long to do more than avenge my installation.
I may need to park an anchorage station right out on the gas giant...
Trying to figure out a good way to defend fuel extractors against invasive pests.
In some cases, a heavy STO (or perhaps better simply a large DST setup) on a moon of the gas giant works to cover them, but some Sorium giants don't have moons. Which means my easy-operation sensor and weapon options won't be reliably close by. And I've demonstrated that the travel time of even fighters leans too long to do more than avenge my installation.
I may need to park an anchorage station right out on the gas giant...
If you have other colonies in the system, you could try stationing a few ships from the local garrison above the gas giant and just cycle them out every 9 months or year or whatever. They can get overhauls, resupply and shore leave from the colony. If there is no colony nearby, it might be worth investing in some kind of maintenance station or even commercial hanger station. I've always liked the idea of a maintenance station, although that won't deal with shore leave.
I'm very, very excited to have just encountered a wild Star Swarm colony for the first time in several years of playing Aurora. I may shortly be much less excited, since this encounter occurred 4 systems from Sol, but TBD. My obsolete survey ship was immediately boarded and the crew was presumably eaten alive/subsumed into the hive mind.
For harvester protection, I usually park a small colony on a moon, or use a DSP with an Ark Module, then add one or more stations with maintenance modules and some MSP. Instant base.
So, I have discovered a system with 3 stars, 2 of them rotate around the first which is close to the JP, one of them, which is the one with planets and stuff, is 700billion Km distant from the jump point. The LP1 is located in this star, but since the other 2 are planetless, there's no way to create another LP. Is there anything I can do to avoid a travel of 700billion away?
So, I have discovered a system with 3 stars, 2 of them rotate around the first which is close to the JP, one of them, which is the one with planets and stuff, is 700billion Km distant from the jump point. The LP1 is located in this star, but since the other 2 are planetless, there's no way to create another LP. Is there anything I can do to avoid a travel of 700billion away?
If you're willing to 'cheat' a little, you can go into SM mode, add a gas giant to one of the closer stars, and stabilize a LP.
Other than that, you're pretty much limited to going into SM mode and deleting the third star, since it's otherwise going to be useless. AFAIK, jump points will only ever show up around the primary star, so you can't even hope that a second JP into the system will pop up over there.
Dude, 700 bn km distance is too much. Even if you create a super-long-distance surveyor, it will take ages for it to get there. Using SM is not cheating, per se, it is meant for helping storytelling and facilitating gameplay. As AlStar said, the best option is to create a gas giant to orbit the primary star so that you can then use a stabilization ship to create a LP that you can then use for intra-system jumps.
I'd be worried that all my civilian ships would get stuck on the 10+ year voyage to drop off colonists / trade goods there.
Is that "real stars" but some are renamed? or is there a name theme that has real stars?
spreadsheet
(http://www.pentarch.org/steve/Screenshots/GothicConv002.PNG)
In other news, Lieutenant Commander Thomas Landsberg found 1 Vendarite on Moon AC B-XXVIII. Accessibility is 1 though, so that's something!
If you want to maximize your potential returns, scan the asteroids with the highest gravity - specifically, from what I've seen, asteroids that don't require LG infrastructure tend to be more likely to have minerals, and if they have minerals, they're more likely to have (very) high concentrations.
If you want to maximize your potential returns, scan the asteroids with the highest gravity - specifically, from what I've seen, asteroids that don't require LG infrastructure tend to be more likely to have minerals, and if they have minerals, they're more likely to have (very) high concentrations.
Hmm...this is intriguing. Now I'm going to have to do some correlation testing.
Then again, my primary use for asteroids is orbital mining, and that requires small asteroids.
Still, it would be interesting to find an optimizable survey pattern.
That's a cool design approach! But what about jump drives? Do you need one for each, of the appropriate category?
Do you regret not adding a few "sublight propellers" to the military section?