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The Academy / Re: automate fuel transport from civilian harvesters
« Last post by Seolferwulf on Today at 02:11:12 PM »
I didn't know you could absorb civilian ships into your own task groups.
Now I can just select one task group filled with civilian harvesters and it won't matter if some of them disappear over time :D
I'll still have to add the new ones from time to time, though.

This is much better than previously, thanks :)
It seems like I can even order them around.
Does it have any consequences confiscating ships like that?
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by Detros on Today at 12:33:47 PM »
Money gained from CMCs selling mined resources to civilian market could add to Annual Wealth Creation of given colony so that wealth bonuses from governors could then affect the amount of money one gets from those CMCs.
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C# Aurora / Re: Replacing PDCs
« Last post by chrislocke2000 on Today at 04:49:01 AM »
Maybe the mechanics of orbital bombardment v ground support should just be split with orbital bombardment targeting infrastructure and population whilst troop support is done through non wmd options. After all the real benefit of orbital based weapons on mass distraction is that you can ignore ground forces and just force a government to surrender and in turn stand down their armies without even firing a shot of the diplomacy mechanics allow for it.
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C# Aurora / Re: Replacing PDCs
« Last post by alex_brunius on Today at 04:37:25 AM »
Just because the explosion doesn't kill or destroy the physical unit, it can still disrupt the unit to the point that it can no longer fight or move effectively.

Nukes are very good at suppressing battalions of infantry at a time.

Sure, but that's not what was claimed or being discussed though. The post I was replying to was if nukes could easily annihilate ground forces ( and the feasibility of doing so ):

"... whatever formation existed there does so no longer."


I also think the main role of orbital weapons or nukes should be in support of ground offensives, not as weapons that can effortlessly annihilate all ground forces.
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by Detros on Today at 04:11:48 AM »
(Small) Jump Gate Construction Module allows jumping through JP without JG.
Maybe only for the construction ship and/or where there is a JG in construction on the starting side.

Or from the other point of view:
Jump gates under construction can be already used.

Situation:
I have just realized I don't need to send mobile jump gate with Gatebuilders. One of them just got through JP while his buddy started working on the JP from my side. And Gatebuilder are not jump capable (unless that's an undocumented feature of JG construction module).
Code: [Select]
Gatebuilder class Construction Ship    45,000 tons     146 Crew     1439.5 BP      TCS 900  TH 840  EM 0
1866 km/s     Armour 2-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 5    Max Repair 54 MSP
Intended Deployment Time: 115 months    Spare Berths 0   
Jump Gate Construction Ship: 360 days

Sinclair International 240 EP Commercial Magneto-plasma Drive (7)    Power 240    Fuel Use 1.73%    Signature 120    Exp 3%
Fuel Capacity 500,000 Litres    Range 115.6 billion km   (716 days at full power)

Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
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C# Aurora / Re: Replacing PDCs
« Last post by swarm_sadist on Yesterday at 08:44:31 PM »
It quickly becomes a problem of math and economics...

Earth has a total surface land area of ~150 million km^2.

Submarine launched nukes are often considered the upper border of what would be a "tactical" nuke, so let's take one of the most common (W-76) in the US/UK arsenal. It has a fireball radius of 500 meters when detonating on the ground meaning the fireball covers an area of 0.79 km^2.
( Source: https://nuclearsecrecy.com/nukemap/ )

You would need to drop around 200 million such nukes to cover the entire land surface of the Earth and ensure you wipe out all hiding & dug in spread out infantry.

Even if you use an airburst and the larger air blast radius ( resulting in universal injuries and widespread fatalities for exposed & unprotected, but most dug in infantry probably survives ) we get 33.5km^2 area covered and around 5 million warheads needed to cover the surface of the earth.


See the problem?

Just because the explosion doesn't kill or destroy the physical unit, it can still disrupt the unit to the point that it can no longer fight or move effectively.

Nukes are very good at suppressing battalions of infantry at a time.
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by Hazard on Yesterday at 05:53:23 PM »
You are either going to love this (all those short transit times) or hate this (lose this hub system and suddenly 3 entire branches of your empire are under threat).
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by Detros on Yesterday at 05:43:41 PM »
The very first grav survey point in a system revealed two jump points.  Very convenient having 3 jump points very close together.
Second gravsurvey point:

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The Academy / Re: automate fuel transport from civilian harvesters
« Last post by Michael Sandy on Yesterday at 04:24:44 PM »
What I did was rename the task group of the first harvester to get their Civ Harvester Jupiter (or whatever planet it was at).  As later harvesters arrived, I had that harvester absorb the other harvesters.  I occasionally ordered the task group to Equalize Fuel.

Civilian harvesters seem designed to fill up in about 3/4 of a year at base fuel refining tech.

I used a fighter tanker since it was a real short haul and just ordered it to do a lot of round trips.  I suppose that when the fuel produced equals the amount of fuel one astrotanker can shuttle, I could put it on cycle orders until I put the astrotanker into a PDC carrier base to reset its maintenance.

There isn't a completely mindless option, like there is with mass driver, but a couple times a year for the whole harvesting group isn't a problem.
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The Academy / Re: automate fuel transport from civilian harvesters
« Last post by Detros on Yesterday at 04:23:26 PM »
You just don't research Sorium Harvester tech so civies can't build such ships.
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