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Posted by: Erik L
« on: November 25, 2011, 04:00:24 PM »

Good plan.  There's one fledgling system in particular where I could significantly reduce found/lost events.  Thanks.  :)

You might check in the diplomacy screen, see if they are marked neutral/hostile, and mark them friendly.
Posted by: AnthonyT
« on: November 25, 2011, 03:55:13 PM »

Quote from: blue emu link=topic=4388. msg43719#msg43719 date=1322246368
If you could set yourself up so that the trading fleets are under constant observation, from take-off to landing, that would eliminate the "ships detected" interrupts, and leave only the interrupts associated with jump point transits.

Good plan.  There's one fledgling system in particular where I could significantly reduce found/lost events.  Thanks.  :)
Posted by: blue emu
« on: November 25, 2011, 12:39:28 PM »

If you could set yourself up so that the trading fleets are under constant observation, from take-off to landing, that would eliminate the "ships detected" interrupts, and leave only the interrupts associated with jump point transits.
Posted by: AnthonyT
« on: November 25, 2011, 12:16:29 PM »

Okay, on further investigation (tailing their ships), the behavior does seem consistent with very active commercial shipping lanes being escorted by some military fleets.  That could explain why sometimes a mixed fleet would be sitting in space, as they seem to be the escort ships.  The class of ship doing most of the back-and-forth is the biggest and most numerous.

Thanks Thiosk for tipping me off that it might be commercial.  I just wasn't thinking of that possibility.

Now, is there any way to 'manage' this to keep my game practical to run? (ie.  minimise turn interruption due to commercial fleet 'pings') :)
Posted by: AnthonyT
« on: November 25, 2011, 11:23:43 AM »

Ah, thanks for the suggestion that they might run out of minerals.  I was thinking this must be painful maintenance for all those ships! And I've only seen them inhabiting one system so far.

Thiosk, is there any way to tell military vs commercial, without seeing them in battle? All I have is thermal, cross section, observed speed, and active sensors.  The engines are not thermally reduced -- large thermal signature relative to mass.  That's a key difference between my military vs commercial ships, but I don't expect that can be relied on here.  Do the naming themes 'cheat' and reveal anything about the ships? My 'intelligence' has given these names like Axman, Reaper, and Gunslinger. . .  One class is named "Jump Msl Guardian" which doesn't seem to be in the theme and implies it might really be what it says, though I guess that could even just be escort to a bunch of luxury liners called Gunslinger. . .  :)

Can espionage reveal ship details? I haven't used espionage yet.

If they are commercial. . .  can I take down my spaceports and they'll stop coming? Or cease trade? Turns are taking longer to process, and getting interruptions multiple times a day is becoming hobbling.  I can't even remember what 2-year plans I once had.  :P
Posted by: Thiosk
« on: November 24, 2011, 06:22:58 PM »

Could the ships be commercial?  Are you sure they are military?
Posted by: Jacob/Lee
« on: November 24, 2011, 03:39:10 PM »

I think you automatically get stopped whether or not the fleet is friendly or hostile. I don't know why, but the NPRs just like flying around and looking at you for a bit. The only way to stop them is for someone, or something, to blow the ships to bits and declare war to draw their attention from you. They might run out of ships eventually, the AI can't handle mineral crunches very well.
Posted by: AnthonyT
« on: November 24, 2011, 02:19:36 PM »

Can anyone explain why a "militarily friendly" NPR is constantly sending fleets to Earth? I don't have much of a fleet myself. . .  are they possibly helping out? To defend me from dangers I don't even know? :)

Or are they drooling at the unprotected gem. . .  torn between their given word, and their desire?  ;D

For about 5 years now, they've been sending these large fleets. . .  10-50 ships from 17kT to 35kT.  Early on I thought maybe a hidden jumpgate was near Earth because they would be appearing and disappearing (interrupting my turns!), but I checked for that and upped my sensors so I could see them more consistently.  Now what I see is that they camp at Earth for a while, then return (home?). . .  always more are inbound though.

Aside from the silent alarm due to how much firepower they have sitting in my home system at any given time, the real problem is the interruptions to my turns -- generally three per day, when I'd really like to be going at least five days at a run, often more.

So as I'm about to crank out a shiny new fleet I'm considering declaring war on them instead of my intended targets.  Mostly to stop the interruption! But I'm hesitant to be so crude.

Are there other suggestions? I wish I could communicate with them: to either know what they are doing, or tell them that camping their armada in Sol is not cool.

Is there a way I can reduce their interruptiveness on my turns? I tried expanding sensors so I wouldn't get so many "new friendly" contacts as they were lost and found, but they're a constant stream from the jumpgate and now seem to have active sensors on all the time, or maybe flickering them.  Annoying.

(I've tried attaching a cropped screencap. . . )