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The Academy / Re: Question: Automated Mine Delivery (Default Orders)
« Last post by dawilko on Yesterday at 08:54:43 PM »
Hi all, I'm attempting to work out how to trigger the default order behaviour so I don't need to micro the delivery of the mines.  From Garfunkel's reply I guess this is possible, could anyone help me out there?
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Bureau of Ship Design / Re: Are my designs any good?
« Last post by Iranon on Yesterday at 05:03:38 PM »
One big point: while your weapons have have target speed up to 10000 km/s, they are just core weapons, not turreted ones. Without turreted the basic target speed of your cruiser is just those 2490 km/s  while your corvette gets 6901 km/s.

Wiki says: "A weapon mounted in a turret has a tracking speed equal to the tracking speed of the turret rather than the speed of the ship".

The tracking speed of unturreted weapons is the higher of ship speed and FC speed rating tech; slow ships will track at the full 10000km/s.
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For uncolonizing the Moon:
Botany Bay class Colony Ship    9 450 tons     155 Crew     465.85 BP      TCS 189  TH 125  EM 0
661 km/s     Armour 1-39     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 31    Max Repair 31.25 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cryogenic Berths 20000    Cargo Handling Multiplier 50   

Ingram Aero Engines NT 125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 250 000 Litres    Range 53.8 billion km   (942 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

10 Cargo handling systems.  I can load and unload in an hour, with a decent logistics officer.  It has way more range than it needs, but I wanted the flexibility.  My little colony ship can outpace the entire efforts of a colony fleet that can load 350,000 people at a time.  So I can keep profiting from them shipping people to the moon without it getting overcrowded.

Similarly:

Terra-Luna Shipping class Freighter    9 400 tons     137 Crew     272.85 BP      TCS 188  TH 125  EM 0
664 km/s     Armour 1-39     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 18    Max Repair 31.25 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 5000    Cargo Handling Multiplier 50   

Ingram Aero Engines NT 125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 250 000 Litres    Range 54.1 billion km   (942 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Designed to shuttle lots of stuff cheaply between Earth and Luna.  I also would use it once I get around to terraforming the Jovian moons, so larger ships could handle the bulk long distance shipping.  Also, it can just go around between the various mining colonies, saving me from having to build and ship mineral packet launchers.

Also used for quick things like "Ship the mats for Spaceport to the Moon, ship lots of construction factories to the Moon to build it".

One of my goals is to get ship to ship tractors, and once Luna is terraformed, move all my shipyards there, and put a dedicated Shipyard bonus commander on it, while Earth will have a wealth/factory/mining commander.  I would just keep a small freighter handy for shipping stuff back and forth when I needed to, and I could use it for other purposes as needed.
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by Rendap on Yesterday at 04:01:47 PM »
Starting over because I had to reinstall and it wiped my saves, had some weird stuff happen.

My new administrator starts with 20% wealth creation and a bunch of other stats.  6 months later, it goes to 30%.  A month later he dies in an accident.  I am thinking there was something hinky in how he generated wealth, and some organized crime group offed him for it.

A couple months later, get a new survey officer, that officer dies THAT MONTH in an accident.

A little worried about the RNG gods.  Started with a +30% C&P, worried he will die in an accident.

Don't worry about it. I'm certain he'll be just fine. Of course he'll have a medical condition forcing him to retire, but he'll be fine.
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Starfire Rules / Re: Raiding Rules?
« Last post by Caplin on Yesterday at 03:33:10 PM »
Yeah, SM#2 suggests there were revised raiding rules in the pipeline, but they were dropped from the final production due to space constraints. I was jus curious what section 23.xx had to say in the Unified Rules, if anybody's able to comment :)
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Starfire Rules / Re: Raiding Rules?
« Last post by Starslayer_D on Yesterday at 03:29:45 PM »
The raiding rules were published in Imperial Starfire, but I am not sure they even got an update with SM2. (at least not without rereading). Raiding in Starfire is difficult as unobserved point of contact usually only happened with closed WPs.
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Bureau of Ship Design / Re: Are my designs any good?
« Last post by bdub1 on Yesterday at 11:09:05 AM »
Also, heres my battleship design.


Enterprise class Battleship    28,200 tons     3120 Crew     8929 BP      TCS 564  TH 2112  EM 900
3744 km/s     Armour 20-82     Shields 30-600     Sensors 1/1/0/0     Damage Control Rating 75     PPV 148
Maint Life 17. 24 Years     MSP 10884    AFR 115%    IFR 1. 6%    1YR 69    5YR 1038    Max Repair 1125 MSP
Flag Bridge   

Magneto-plasma Drive E1 (24)    Power 88    Fuel Use 120%    Signature 88    Armour 0    Exp 10%
Fuel Capacity 750,000 Litres    Range 39. 9 billion km   (123 days at full power)
Gamma R600/20 Shields (15)   Total Fuel Cost  300 Litres per day

20cm C4 X-Ray Laser (10)    Range 700,000km     TS: 10000 km/s     Power 10-4     RM 7    ROF 15        10 10 10 10 10 10 10 8 7 6
10cm C4 X-Ray Laser (20)    Range 210,000km     TS: 10000 km/s     Power 3-4     RM 7    ROF 5        3 3 3 3 3 3 3 2 2 2
R15/C3 High Power Microwave (2)    Range 150,000km     TS: 10000 km/s     Power 10-3     RM 15    ROF 20        1 1 1 1 1 1 1 1 1 1
25cm C4 Plasma Carronade (2)    Range 160,000km     TS: 10000 km/s     Power 16-4     RM 1    ROF 20        16 8 5 4 3 2 2 2 1 1
Fire Control S03 375-8000 H20 (2)    Max Range: 750,000 km   TS: 8000 km/s     99 97 96 95 93 92 91 89 88 87
Tokamak Fusion Reactor Technology PB-0. 95 (4)     Total Power Output 30. 4    Armour 0    Exp 4%
Stellarator Fusion Reactor Technology PB-1 (4)     Total Power Output 120    Armour 0    Exp 5%

Active Search Sensor MR54-R200 (20%) (2)     GPS 9600     Range 54. 3m km    Resolution 200

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes.
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Bureau of Ship Design / Re: Are my designs any good?
« Last post by bdub1 on Yesterday at 10:57:34 AM »
Ive heavily revised my design, lets see if theyre better. 

Lexington class Cruiser    14,750 tons     1597 Crew     4487 BP      TCS 295  TH 1232  EM 780
4176 km/s     Armour 15-53     Shields 26-600     Sensors 1/1/0/0     Damage Control Rating 67     PPV 68
Maint Life 10.  03 Years     MSP 3232    AFR 102%    IFR 1.  4%    1YR 58    5YR 877    Max Repair 1125 MSP

Magneto-plasma Drive E1 (14)    Power 88    Fuel Use 120%    Signature 88    Armour 0    Exp 10%
Fuel Capacity 300,000 Litres    Range 30.  5 billion km   (84 days at full power)
Gamma R600/20 Shields (13)   Total Fuel Cost  260 Litres per day

10cm C4 X-Ray Laser (10)    Range 210,000km     TS: 10000 km/s     Power 3-4     RM 7    ROF 5        3 3 3 3 3 3 3 2 2 2
20cm C4 X-Ray Laser (5)    Range 700,000km     TS: 10000 km/s     Power 10-4     RM 7    ROF 15        10 10 10 10 10 10 10 8 7 6
R6/C3 High Power Microwave (2)    Range 60,000km     TS: 10000 km/s     Power 6-3     RM 6    ROF 10        1 1 1 1 1 1 0 0 0 0
Fire Control S03 375-8000 H20 (1)    Max Range: 750,000 km   TS: 8000 km/s     99 97 96 95 93 92 91 89 88 87
Stellarator Fusion Reactor Technology PB-1.  05 (2)     Total Power Output 12.  6    Armour 0    Exp 7%
Stellarator Fusion Reactor Technology PB-1 (2)     Total Power Output 60    Armour 0    Exp 5%

Active Search Sensor MR54-R200 (20%) (1)     GPS 9600     Range 54.  3m km    Resolution 200

ECCM-2 (2)         ECM 20

This design is classed as a Military Vessel for maintenance purposes


Coontz class Corvette    3,550 tons     398 Crew     1104.  7 BP      TCS 71  TH 440  EM 300
6197 km/s     Armour 5-20     Shields 10-600     Sensors 1/1/0/0     Damage Control Rating 5     PPV 16
Maint Life 14.  37 Years     MSP 972    AFR 20%    IFR 0.  3%    1YR 9    5YR 132    Max Repair 360 MSP

Magneto-plasma Drive E1 (5)    Power 88    Fuel Use 120%    Signature 88    Armour 0    Exp 10%
Fuel Capacity 150,000 Litres    Range 63.  4 billion km   (118 days at full power)
Gamma R600/20 Shields (5)   Total Fuel Cost  100 Litres per day

20cm C4 X-Ray Laser (1)    Range 240,000km     TS: 10000 km/s     Power 10-4     RM 7    ROF 15        10 10 10 10 10 10 10 8 7 6
10cm C4 X-Ray Laser (2)    Range 210,000km     TS: 10000 km/s     Power 3-4     RM 7    ROF 5        3 3 3 3 3 3 3 2 2 2
R6/C3 High Power Microwave (1)    Range 60,000km     TS: 10000 km/s     Power 6-3     RM 6    ROF 10        1 1 1 1 1 1 0 0 0 0
Fire Control S02 120-8000 H20 (1)    Max Range: 240,000 km   TS: 8000 km/s     96 92 88 83 79 75 71 67 62 58
Stellarator Fusion Reactor Technology PB-1.  05 (3)     Total Power Output 18.  9    Armour 0    Exp 7%

This design is classed as a Military Vessel for maintenance purposes

 Ive got an anti misssle frigate in the works, just waiting on the railgun tech.

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My theory about (spoilers) is to build a bunch of pinnace probes once you can build a jump engine.  It costs a lot less research points, and you don't need to retool, so building the probes with your fighter factories gets your probes done as much as a year sooner than they would otherwise.

I have one pinnace stay at the jump point, while the other advances with active sensors on.  The idea is to get as much information about a potential hostile as possible.  We don't want to switch to a war footing when we don't have to, and we definitely don't want to stay trapped in fear in our home system, afraid of things that might not be there.

But what I was also curious about was approximately how many shipyards, and of what type, would you have before probing another system.  I am trying to have one shipyard sized to produce jump gate constructors, another, larger, to produce terraforming ships, and a size 12,000 to produce commercial jump engine ships for my survey fleet.

And I want something that can build tugs as well.

But I am a bit lost as to a good strategy regarding Naval shipyards.  I want to avoid tooling it til the last minute, when I have a design I know I am going to churn out a lot of.
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Due to one of the spoilers, I generally wait till Ion age to explore JPs.
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