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Posted by: Panopticon
« on: March 15, 2019, 05:33:57 AM »

Now that's building for redundancy.
Posted by: Resident Evil
« on: March 14, 2019, 12:31:39 PM »

Ok, here's my dumb mistake :)

Selecting multiples of 10 in the design screen for one item, then forgetting to change it when you add another item. This is how I ended up with a PDC with 10 identical active search sensors  ::)

Code: [Select]
Alborix I class Missile Point Defence Base    25,000 tons     455 Crew     8971 BP      TCS 500  TH 0  EM 0
Armour 19-76     Sensors 1/364     Damage Control Rating 0     PPV 20
Intended Deployment Time: 600 months    Spare Berths 12   
Troop Capacity: 1 Battalion    Magazine 2020   

Daly-Page S1-R5 Launcher (5s/r6/100%) (20)    Missile Size 1    Rate of Fire 5
Hardy & Sims Missile FC FC35-R1 MCR3.8 (a28/e14/50%) (5)     Range 35.3m km    Resolution 1
AHI Amnixiel IIs S1W1 (32/60/132) (1010)  Speed: 60,000 km/s   End: 8.9m    Range: 32m km   WH: 1    Size: 1    TH: 440/264/132
AHI Aciel IIs S1W1 (5.6/60/204) (1010)  Speed: 60,000 km/s   End: 1.5m    Range: 5.6m km   WH: 1    Size: 1    TH: 680/408/204

Hardy & Sims Active SS MR50-R1 (a28/e14/50%) (10)     GPS 364     Range 51.0m km    MCR 5.5m km    Resolution 1

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 Planetary Defence Centre and can be pre-fabricated in 10 sections

Fortunately I only built 1 before I noticed.
Posted by: waresky
« on: February 03, 2018, 01:32:46 PM »

One I've done more than once...

"Fire the Mark IV's!"

"Tactical says they've not been loaded yet. All we have are the Mark I's"

Well... there goes that speed/range advantage...

ROTLF  ;D

From a 1980 Sci-Fi novel..."In case of Fire..Breack the glass"...umm..."Sir..we got a problem"
Posted by: MarcAFK
« on: February 02, 2018, 07:31:08 PM »

If the missile has sensors you don't even need the target to still be detected. Though good luck scoring a hit when your target is invisible if your missiles are practically blind
Posted by: vorpal+5
« on: December 08, 2017, 07:48:15 AM »

ok, so a fighter wing can fire then get away asap, while the target remains painted by an AS from another ship. Good to know, I was not too sure.
Posted by: El Pip
« on: December 08, 2017, 01:47:47 AM »

Once a missile is fired on a target, what do I need to maintain at all time? Active sensor, Fire control, both, only the first, the second?
Just active sensors.
Posted by: vorpal+5
« on: December 08, 2017, 12:12:39 AM »

Once a missile is fired on a target, what do I need to maintain at all time? Active sensor, Fire control, both, only the first, the second?
Posted by: serger
« on: December 05, 2017, 11:37:52 PM »

Civilian harvesters are accessible through the orders menu. Other types are not.
Posted by: Dr. Toboggan
« on: December 05, 2017, 05:24:30 PM »

I believe you can still impound them by towing them (tractor beam).

How? I can't select civilian ships through the orders menu, so I don't know how I'd go about doing that.
Posted by: Iranon
« on: December 05, 2017, 05:14:11 PM »

I believe you can still impound them by towing them (tractor beam).
Posted by: Dr. Toboggan
« on: December 05, 2017, 04:37:52 PM »

Is there a way to delete commercial (i.e., shipping lines) ships? The only way I've found is to create another empire, spawn a ship near them, and blow them all up.
Posted by: serger
« on: December 02, 2017, 12:22:11 PM »

The same button (Start Task Force Training / End Task Force Training).
Posted by: vorpal+5
« on: December 02, 2017, 12:14:01 PM »

How do you abort a Fleet Training exercise?
Posted by: serger
« on: December 01, 2017, 04:41:55 PM »

Yep, I do exactly that. My words above was exactly about those commanders, that was born by "Replace All" (80y).
The problem is not with max age. The problem is with min age. Min ages in Aurora are not reasonably at all. It cannot be fixed by the player with "Replace All" button. More of that, starting ages are always 21 for all scientists and civilian administrators, so you can press this button 100500 times with 100500 parameter number - it will change nothing at all for them.
Posted by: TCD
« on: December 01, 2017, 01:27:17 PM »

UPD.
In my last campaign I tried to set "realistic"* promotions off, add junior ranks down to Pilot Officer, build large fighter wings and train a mob of fighter pilots, holding them without promotions. Even for me there was too much micromanagement with a miserable battle effect.

(*) I put this word at quotes, because there is a little realism, when you have 23y.o. captains, 24y.o. generals, 26y.o. Admiral of the Fleet... and 21y.o. senior sectoral administrators, after all.
Top tip- right at the start of a new game do a "replace all" commanders. If you choose a reasonable number of generations then you get reasonably aged commanders.