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Topic Summary

Posted by: vorpal+5
« on: November 05, 2017, 02:09:55 AM »

I'm wondering if my current game (me and 7 Human NPRs in Sol) is not buggy. Looking at them 10 years after start with the designer password, the only extra solar colony is from Russia, despite all adjacents systems being JG in both ways by me. What they do, is to mass produce ships with their shipyards, but they all sit in Sol. The NPRs also do survey correctly, but there is no military ship outside of sol, not extrasolar colonization, and the colonies I gave in Sol have the same starting factories and mines compared to 10 years ago.

So I would not say they are passive, as they are surveying and building ships, but for the most part they don't expand or don't build up their current colonies. Even the factories in the smaller colonies are not working and the mineral stockpile correspond exactly to what is produced in 10 years, without any intake or outtake. I don't understand what is going on.
Posted by: vorpal+5
« on: November 05, 2017, 01:01:12 AM »

The problem only appeared when in space, on Earth all clocks were at zero. I'll double check again.

Thanks for the neutral nation, I'll scrap and redo it then. This must be that.

Posted by: MarcAFK
« on: November 04, 2017, 10:08:36 PM »

Do you have enough maintenance facilities for the tonnage of the Tender?
Posted by: Garfunkel
« on: November 04, 2017, 08:27:17 PM »

IIRC civilian shipping lines are not supposed to be able to transport colonists from the neutral populations on a body.
You might be right. I checked transport history and while it was not extensive enough to be sure, all the recent colonist moves were from non-neutrals.

There is no Earth(neutral). And yet, using the designer password, the NPR has no industry or wealth and I'm rather sure (let say 99.5%) that I checked it was a neutral power when I created it.
If you create a Neutral Earth, it cannot be a NPR. It's just a passive blob of population that grows. If there is no "Earth (Pop xxx.x) - Human (Neutral)" shown in the Task Groups window among "System Locations Available" then you created an NPR without industry instead of a neutral Earth faction.
Posted by: vorpal+5
« on: November 04, 2017, 02:22:24 AM »

Here is my Pinnace-carrying Jump Tender

Federation class Jump Tender    9500 tons     160 Crew     1009.2 BP      TCS 190  TH 300  EM 0
1578 km/s    JR 3-50     Armour 1-39     Shields 0-0     Sensors 5/1/0/0     Damage Control 1     PPV 0
Annual Failure Rate: 39%    IFR: 0.6%    Maintenance Capacity 1066 MSP
Parasite Capacity 3000 tons     Flight Crew Berths 82   

J9500(3-50) Military Jump Drive     Max Ship Size 9500 tons    Distance 50k km     Squadron Size 3
60 EP Halbach Systems Ion Drive (5)    Power 60    Fuel Use 76%    Armour 0    Exp 10%
Fuel Capacity 1 915 000 Litres    Range 47.7 billion km   (349 days at full power)

Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Signature 1000: 5m km

This design is classed as a military vessel for maintenance purposes


The thing is, the 6 Pinnaces in the hangar have their crew clock different from the clock of the Tender crew, and they were never launched from the tender yet, plus the tender has 80 spare berths wereas the Pinnaces crew is 74 men (or women).

So I don't get the issue. Why the clock of the 2 crews is different? Will the Pinnaces crew really support the long journey (the deployment is 12 months)
Posted by: vorpal+5
« on: November 02, 2017, 03:32:38 PM »

ah, so the use of picket speed command!
Posted by: Paul M
« on: November 02, 2017, 10:04:37 AM »

The thermal output of a ship is proportional to the speed it is going.  So if you cut your speed by 50% you reduce your thermal emissions by 50%.

A Scout class probe ship of the NCC recently spent several days at 40% velocity to keep their thermal emission down to something they felt even the Wolvers could never detect given their seperation range.   I have snuck pinnaces in near to wolvers where their thermal emission was 0.  It is the reason that the NCN uses reduced emissions drives regardless of the extra cost.  It won't help in all cases but it does mean that your ships can maybe sneak away from sure and certain death.

A picket should realy use the picket command to drop its emissions to 0.   Passive sensors are your friend, never leave home without a pair of them.
Posted by: vorpal+5
« on: November 02, 2017, 07:21:59 AM »

There is no Earth(neutral). And yet, using the designer password, the NPR has no industry or wealth and I'm rather sure (let say 99.5%) that I checked it was a neutral power when I created it.

Others questions:
7) If I move a ship at reduced speed, does the engines generate a smaller thermal footprint?

8 ) Do you remember in one of your game a NPR colonizing a body that was already settled? (asking that to know if the fact I colonize ahead of the others human NPRs prevent them to colonize anything...)
Posted by: 83athom
« on: November 01, 2017, 09:26:39 PM »

You have to target "Earth(Neutral)" instead of "Earth" to load neutral colonists. Or you can just leave them to your civilian shipping lines like I do. I don't build any colony ships myself and only the bare minimum cargo ships, preferring to get civilians to do as much as possible on that side.
IIRC civilian shipping lines are not supposed to be able to transport colonists from the neutral populations on a body.
Posted by: Garfunkel
« on: November 01, 2017, 07:19:35 PM »

You have to target "Earth(Neutral)" instead of "Earth" to load neutral colonists. Or you can just leave them to your civilian shipping lines like I do. I don't build any colony ships myself and only the bare minimum cargo ships, preferring to get civilians to do as much as possible on that side.
Posted by: vorpal+5
« on: November 01, 2017, 04:25:46 PM »

yes, I believe this is what I did
Posted by: 83athom
« on: November 01, 2017, 04:15:07 PM »

6) How do I order loading colonists from a neutral nation? Steve has done that routinely in his AAR, but in my game, I have a nation set as neutral (no production etc.) and yet I can't target it with my transports.
http://aurora2.pentarch.org/index.php?topic=7255.0
You have to create a "race" and set them up as "neutral".
Posted by: vorpal+5
« on: November 01, 2017, 05:51:35 AM »

Thanks.

A new one if you please:

6) How do I order loading colonists from a neutral nation? Steve has done that routinely in his AAR, but in my game, I have a nation set as neutral (no production etc.) and yet I can't target it with my transports.
Posted by: Garfunkel
« on: October 30, 2017, 07:37:23 PM »

Yes, that is correct. It used to be that bad teams found nothing unless they got really lucky and then better teams found loads of stuff. Steve changed it so that time taken depends on skill and body size but the amount found is random, not based on team skill.
Posted by: Detros
« on: October 27, 2017, 11:56:52 AM »

There is a "Initiate communication" button above where your relationship number is.
A bad Geo-survey team can mess it up.
No, though it used to be so. Now it just takes more time for bad teams.