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Messages - ty55101

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1
Aurora Chat / Re: Dying of old age while playing.
« on: July 16, 2017, 04:26:37 PM »
In situations like this you want to force your turns. You check auto-turns and then the little green box with the 0 in it you put in how long you think you can be away without doing anything in seconds divided by 5 and then click advance time by 5 seconds. Walk away from computer or switch programs and do something else while it finishes.

2
The Academy / Re: Influencing or setting inter-NPR relationships
« on: July 16, 2017, 11:48:10 AM »
Can you maybe set it indirectly? High or low xenophobia, big ship in home system, few FACs positioned next to other NPR freighters...

I thought about those except for the FACs and freighters and those work fine if I only have a couple NPRs that I want to set up. The problem is that if I have 3 or more that I want to have differing diplomatic relations then I can't do that. Currently the only option for improving relations outside of racial characteristics would be to spend hours in spacemaster getting them to make contact and then keeping them out of each others systems so that they can build up a good enough diplomacy. And making bad relations when one NPR has good diplomacy would be to spawn in ships in the homesystem of the other NPR and give them to the one with good diplomacy. If it didn't take so long then I might be okay with that, but at the minimum it would take an hour and a half of constant work.

The other option would be to set the diplomacy and homeworld using a spacemaster race then granting it independence and giving it colonies, but independence creating NPRs hasn't been implemented yet so that can't be done either. The only options there seems to be is start begging for the designer mode password which I will never get or just wait for Steve to finish the C# version and hope that he implements independence turning the colony into an NPR.

3
The Academy / Influencing or setting inter-NPR relationships
« on: July 16, 2017, 12:53:20 AM »
So, I was trying to set up a start with a few already laid out NPRs through some systems. I was coming up with some lore so I started giving ships and changing diplomatic relations and then I realized something. I have no idea how to change diplomatic relations between 2 NPRs to what I want.

At first I thought about making a player race then changing it to a NPR, but that isn't possible either. So for any of you that need to keep NPRs from fighting or hostile in your game how do you do it?

4
Aurora / Invasion of Chinon
« on: July 05, 2016, 08:32:34 PM »
Prologue:

Quote
We have discovered a system with aliens in it. Our scout ship went in and was analyzing goldilock planets. Using its spectrometer, it discovered there was a very suitable planet in the system. It was of course ordered to head towards it. After an hour or two it encountered two unknown ships. Immediately a team was organized to attempt to make contact with the aliens while the scout was called back. The enemy ships started to follow the scout, and about an hour and a half later missiles were fired upon the ship. Luckily the ship had enough anti-missile defenses to where no missiles could hit the ship. Seeing as the enemy would catch up before our ship could jump back, we considered our options and made a decision. We sent our ship straight at the enemy trying to gain intelligence. At a little under 200k km out fire was put upon the ship by lasers of strength 9. Seeing as there was no other way, we had the ship surrender. They fired upon our ship and have most likely taken prisoners from the ship. Communication proved impossible. This means war. We have our ships ready to jump through and take out anything that may be a threat then go straight for the planet.

1st of June 2063
Quote
We are ready to set out to our forward operating base in the Tintagal system. We are 13 days behind schedule but that doesn't matter right now. Right now, we need to focus on the task at hand. Leaving toward forward operating base, 04:22. Have to get that early start.

The full ship list is here: http://aurora2.pentarch.org/index.php?topic=8802.0

Edit:I clicked the wrong button so this wasn't supposed to be posted yet. I will keep working on it though and leave it up.

5
Bureau of Ship Design / Battle Fleet
« on: July 05, 2016, 06:51:41 PM »
This is the fleet I am currently using to assault a system. Go ahead and critique it all you like. Some of these ships I have already posted so you don't really need to say anything about those.

1st ship a cruiser/frigate/scout: 3. These will be used to distract and take down any missiles fired since it is confirmed the enemy relies on missiles.

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Crusade - Mk2 class Cruiser    33 100 tons     614 Crew     3453.8 BP      TCS 662  TH 2000  EM 0
3021 km/s    JR 3-50     Armour 6-91     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 29     PPV 0
Maint Life 6.17 Years     MSP 9891    AFR 302%    IFR 4.2%    1YR 445    5YR 6676    Max Repair 712 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Cryo Drop Capacity: 1 Company    Cryogenic Berths 400   

J33200(3-50) Military Jump Drive     Max Ship Size 33200 tons    Distance 50k km     Squadron Size 3
400 EP Commercial Magneto-plasma Drive (5)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 1 500 000 Litres    Range 184.5 billion km   (707 days at full power)

CIWS-120 (15x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR126-R100 (1)     GPS 21000     Range 126.0m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

2nd ship a close range destroyer: 4. These are built to run up to the enemy and pepper them to death.

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Ranseur class Destroyer    6 100 tons     159 Crew     1011.6 BP      TCS 122  TH 800  EM 0
6557 km/s     Armour 7-29     Shields 0-0     Sensors 1/30/0/0     Damage Control Rating 6     PPV 24
Maint Life 4.35 Years     MSP 622    AFR 49%    IFR 0.7%    1YR 53    5YR 795    Max Repair 200 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

400 EP Magneto-plasma Drive (2)    Power 400    Fuel Use 37.5%    Signature 400    Exp 10%
Fuel Capacity 250 000 Litres    Range 19.7 billion km   (34 days at full power)

Gauss Cannon R2-50 (8x2)    Range 20 000km     TS: 6557 km/s     Accuracy Modifier 50%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S04 96-6000 (1)    Max Range: 192 000 km   TS: 6000 km/s     95 90 84 79 74 69 64 58 53 48

EM Detection Sensor EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
This design is classed as a Military Vessel for maintenance purposes

3rd ship missile destroyer: 5. These are built to take down any faster moving ships that may pop up.

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Voulge class Missile Destroyer    5 450 tons     109 Crew     773.9 BP      TCS 109  TH 400  EM 0
3669 km/s     Armour 1-27     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 27
Maint Life 5 Years     MSP 444    AFR 47%    IFR 0.7%    1YR 30    5YR 444    Max Repair 200 MSP
Intended Deployment Time: 12 months    Spare Berths 41   
Magazine 369   

400 EP Magneto-plasma Drive (1)    Power 400    Fuel Use 37.5%    Signature 400    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 88.1 billion km   (277 days at full power)

Size 9 Missile Launcher (50% Reduction) (6)    Missile Size 9    Rate of Fire 450
Missile Fire Control FC37-R100 (1)     Range 37.8m km    Resolution 100
Size 8.997 Missile Stage (37)  Speed: 500 km/s   End: 586.5d    Range: 25338.4m km   WH: 0    Size: 8.997    TH: 1/1/0
Size 5 civ detector (2)  Speed: 3 000 km/s   End: 2.8d    Range: 728.3m km   WH: 0    Size: 5    TH: 10/6/3
Size 4.73 buoy delivery (5)  Speed: 1 600 km/s   End: 15.2d    Range: 2099.6m km   WH: 0    Size: 4.73    TH: 5/3/1
Size 2.4 Buoy (1)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 2.4    TH: 0/0/0

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

4th ship, carrier with missiles: 3. This ship is designed to launch boarding ships should I want to capture any tech.

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Warcarriage - Mk2  class Carrier    51 000 tons     1263 Crew     8327.3 BP      TCS 1020  TH 2400  EM 0
2352 km/s    JR 4-50     Armour 7-122     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 94     PPV 30
Maint Life 3 Years     MSP 10572    AFR 247%    IFR 3.4%    1YR 1759    5YR 26381    Max Repair 3071 MSP
Intended Deployment Time: 30 months    Flight Crew Berths 32   
Hangar Deck Capacity 4000 tons     Troop Capacity: 1 Battalion    Magazine 345    Cryogenic Berths 200    Tractor Beam     

J51000(4-50) Military Jump Drive     Max Ship Size 51000 tons    Distance 50k km     Squadron Size 4
400 EP Commercial Magneto-plasma Drive (6)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 79.8 billion km   (392 days at full power)

CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 5 Missile Launcher (6)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC37-R100 (1)     Range 37.8m km    Resolution 100
Size 4.96 Anti-ship Missile (9)  Speed: 3 000 km/s   End: 858.9m    Range: 154.6m km   WH: 9    Size: 4.96    TH: 29/17/8
Size 5 sensor (10)  Speed: 3 000 km/s   End: 2.1d    Range: 531.5m km   WH: 1    Size: 5    TH: 10/6/3
Size 5 Anti-ship Missile (50)  Speed: 3 000 km/s   End: 1.9d    Range: 492.1m km   WH: 9    Size: 5    TH: 30/18/9

Active Search Sensor MR771-R150 (1)     GPS 157500     Range 771.6m km    Resolution 150

Strike Group
1x W-lifeboat - Mk2 Lifeboat   Speed: 4824 km/s    Size: 9.95
9x W-boarding ship - Mk2 Fighter Transport   Speed: 12648 km/s    Size: 7.59

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

5th ship a troop transport: 1. For those damn planets that won't surrender.

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Battleaxe class Troop Transport    25 200 tons     162 Crew     1017.8 BP      TCS 504  TH 1600  EM 0
3174 km/s     Armour 1-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 100 MSP
Intended Deployment Time: 100 months    Spare Berths 0   
Troop Capacity: 5 Battalions    Cryogenic Berths 1000   

400 EP Commercial Magneto-plasma Drive (4)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 1 250 000 Litres    Range 202.0 billion km   (736 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

6th ship a supply ship: 2. Just a supply ship.

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Crossbow - Mk2 class Command Ship    19 900 tons     199 Crew     2031 BP      TCS 398  TH 1200  EM 0
3015 km/s     Armour 6-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 8.87 Years     MSP 11638    AFR 316%    IFR 4.4%    1YR 265    5YR 3982    Max Repair 150 MSP
Intended Deployment Time: 100 months    Spare Berths 0   
Flag Bridge    Magazine 630    Cryogenic Berths 1000   

400 EP Commercial Magneto-plasma Drive (3)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 4 000 000 Litres    Range 818.6 billion km   (3142 days at full power)

Size 5 Anti-ship Missile (20)  Speed: 2 900 km/s   End: 858.9m    Range: 149.5m km   WH: 4    Size: 5    TH: 9/5/2
Size 4.96 Anti-ship Missile (110)  Speed: 3 000 km/s   End: 858.9m    Range: 154.6m km   WH: 9    Size: 4.96    TH: 29/17/8

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

7th ship capital ship: 1. Purely designed to scare the living hell out of anything that sees it.

   
Code: [Select]
Aragon class Dreadnought    89 900 tons     1508 Crew     11724.7 BP      TCS 1798  TH 2000  EM 3750
1112 km/s    JR 2-25(C)     Armour 25-178     Shields 125-375     Sensors 1/30/0/0     Damage Control Rating 170     PPV 74
Maint Life 10.44 Years     MSP 27597    AFR 497%    IFR 6.9%    1YR 461    5YR 6919    Max Repair 1050 MSP
Intended Deployment Time: 80 months    Flight Crew Berths 0   
Flag Bridge    Hangar Deck Capacity 4000 tons     Troop Capacity: 1 Battalion    Magazine 995    Cryogenic Berths 200   

JC90K Commercial Jump Drive     Max Ship Size 90000 tons    Distance 25k km     Squadron Size 2
400 EP Commercial Magneto-plasma Drive (5)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 2 000 000 Litres    Range 90.6 billion km   (942 days at full power)
Delta R375/300 Shields (50)   Total Fuel Cost  625 Litres per hour  (15 000 per day)

Gauss Cannon R2-50 (8x2)    Range 20 000km     TS: 3000 km/s     Accuracy Modifier 50%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
CIWS-120 (11x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 24-12000 (2)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

Size 5 Missile Launcher (10)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC37-R100 (2)     Range 37.8m km    Resolution 100
Size 2.4 Buoy (9)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 2.4    TH: 0/0/0
Size 4.73 buoy delivery (7)  Speed: 1 600 km/s   End: 15.2d    Range: 2099.6m km   WH: 0    Size: 4.73    TH: 5/3/1
Size 5 civ detector (7)  Speed: 3 000 km/s   End: 2.8d    Range: 728.3m km   WH: 0    Size: 5    TH: 10/6/3
Size 5 sensor (10)  Speed: 3 000 km/s   End: 2.1d    Range: 531.5m km   WH: 1    Size: 5    TH: 10/6/3
Size 5 Anti-ship Missile (171)  Speed: 3 000 km/s   End: 1.9d    Range: 492.1m km   WH: 9    Size: 5    TH: 30/18/9

Active Search Sensor MR771-R150 (1)     GPS 157500     Range 771.6m km    Resolution 150
Active Search Sensor MR7-R1 (1)     GPS 126     Range 7.6m km    MCR 823k km    Resolution 1
EM Detection Sensor EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m 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

6
The Academy / Re: Multiple colonies on one planet
« on: July 05, 2016, 03:57:23 PM »
It is a bug where planets get multiple colonies from one empire. Simply move everything to 1 of those colonies and then abandon the others. You can do this with ships or with SM, either works. The reason it does this is because planet and the colony are two separate entities in the code and in this case the planet was chosen the third time and the second when you invaded, you took the colony from the enemy.

7
Slow down, lower shields and go off at a 90 degree angle to your current course. It should make you disappear from thermals.

I don't have shields. And honestly at this point it is really hope they don't run out of missiles before I get to the jump point (not likely) or just give them my ship now.

8
Aurora Chat / Re: Genetic Modification
« on: July 04, 2016, 02:50:27 PM »
First off, using a combination of genetic modification and terraforming allows a quicker way to get the colony cost to zero. Say the atmosphere is heavy and you have to take gases out. If you were to put a population on the planet that is modified to be accustomed to higher atmospheres then it would require less terraforming.

Another thing is the fact that you cannot change a planet's gravity. To my knowledge most people only use the genetic modification for different gravities.

9
Currently in game I have a ship running away while a newly discovered race fires missiles at it. The missiles can't do anything because I have CIWS on the ship purely for this situation. The problem is it appears as though they will ram me before I am even able to get out of the system. I just came up with the idea of turning sensors and the transmitter off, but I don't know if they will still be able to detect me. I just saw the option to give the ship to another empire and I thought maybe that would be a better idea, because if my empire hates them for destroying a ship then things would not be good. So what do you think, is it worth it to sacrifice a ship so your empires have a better chance of working together?

Edit:I tried turning the sensor and transmitter off and the enemy can still see me.

10
Bureau of Ship Design / Re: Capital Ship design
« on: July 03, 2016, 06:22:18 PM »
How did you made 3k km/s missile on MAGNETO PLASMA drive techs ?? That is like Nuclear Thermal level and even that is slow....

To add one thing coming from experience : Specialize.

Drop those buoy's, hangars, boarding craft and fighters, cryo berths, fighter crew berths, half of CIWS's ( 11 CIWS on one ships i a "little" overkill ) and you will gain some tonnage for more launchers and beam weapons.

I actually like the range and huge amount of armour - i think it fits the design of the massive capital ship that is meant to sterlize enemy planets and breach JP's and operate on long distances.

They may be slow, but I think the chance to hit is good. That does of course mean I am sacrificing evading anti-missile defenses for greater accuracy. Here is the full description:

Code: [Select]
Missile Size: 5 MSP  (0.25 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 36
Speed: 3000 km/s    Engine Endurance: 45.6 hours   Range: 492.1m km
Cost Per Missile: 5.046
Chance to Hit: 1k km/s 108%   3k km/s 36%   5k km/s 21.6%   10k km/s 10.8%
Materials Required:    2.25x Tritanium   2.796x Gallicite   Fuel x1250

Development Cost for Project: 505RP

11
Even not considering the applications that have been mentioned. The main reason you would want to use a formation is to keep your important ships at the back and should the enemy be overwhelming get them out before they are even seen.

12
Mechanics / Not being invaded
« on: July 01, 2016, 01:43:37 PM »
So in my latest game I made it to where there is a reasonable possibility that sol could be invaded in a decade or two (sadly it was not) I originally started with 4 nprs and added 4 more about a decade in with a 250 system limit. I have yet to actually met anyone exploring 18 systems so far, but the nprs seem to be having fun fighting since my game keeps getting slowed down to 5 minute turns. I later turned down the max systems to 150. So, why is it that one has yet to enter my territory? I just checked and 92 systems have been generated.

On a side note my npr generation is 25% and I have found 3 class 2 and at least 5 class 3 planets and I have yet to find an npr on one. Why is that? Am I just getting unlucky with dice rolls?

13
Aurora Suggestions / Re: Considering Change to Maintenance Facilities
« on: July 01, 2016, 12:48:47 PM »
I like this idea, but only if maintenance facilities are slightly cheaper both in BP and personnel, since now I imagine I'll need to build more of them. Maybe military slipways that aren't presently building anything could count towards maintenance limit in a less efficient capacity?

Overall I think this is a great idea, especially if it makes the maintenance facility component for ships more useful.

You don't need to build more since each one will be able to hold tonnage, so you would have to build less at far off bases but more at your capital. So really it all evens out.

And Steve. I would only have each facility worth 1000 tons, nothing more.

14
Aurora Suggestions / Re: Considering Change to Maintenance Facilities
« on: July 01, 2016, 12:45:39 PM »
Build points is better than raw tonnage.

Well Build points affects the minerals needed to keep up maintenance on a ship. So this is already taken into account when constructing parts.

15
So it's a big unarmored target with no range and no firepower once it gets there?  Now sure how you see this as a good idea.

You might want to take a cue from other designs on this board.

It isn't supposed to have firepower or range. Doesn't really matter now though since when I built it I didn't completely understand how tractor beams worked/

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