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Posted by: Jackal Cry
« on: February 01, 2014, 03:53:28 AM »

Thank you for the quick reply!
Posted by: Steve Walmsley
« on: January 31, 2014, 09:24:51 AM »

Steve,

How do you create NPRs and assign them things? How do you create extra player races to choose from in the same game? I cannot for the life of me figure out, and I can't find any posts that deal with the matter. I am using v6.30.

Please. Any help would be appreciated.

Go into SM mode, open the F9 window, pick a suitable planet and click Create Empire. A window pops up that allows you to specify various parameters for the new race, including whether they are a player race or an NPR

Posted by: Jackal Cry
« on: January 31, 2014, 04:31:33 AM »

Steve,

How do you create NPRs and assign them things? How do you create extra player races to choose from in the same game? I cannot for the life of me figure out, and I can't find any posts that deal with the matter. I am using v6.30.

Please. Any help would be appreciated.
Posted by: sloanjh
« on: January 12, 2014, 12:31:35 PM »

Just lucky then, I guess :)

John
Posted by: Steve Walmsley
« on: January 11, 2014, 03:03:24 PM »

Hi Steve,

  I just had a thought - you seem to be generating a lot of NPR in nearby systems in the last two campaigns.  Have you checked that the bug where system ID generation is biased to early numbers (which would have NPR) hasn't crept back in?

John

I've checked. Generation of the system number is random. BTW the aliens in Alpha Centauri were generated after game start when the system itself was generated,
Posted by: sloanjh
« on: January 10, 2014, 08:05:27 AM »

Hi Steve,

  I just had a thought - you seem to be generating a lot of NPR in nearby systems in the last two campaigns.  Have you checked that the bug where system ID generation is biased to early numbers (which would have NPR) hasn't crept back in?

John
Posted by: Steve Walmsley
« on: January 10, 2014, 07:30:22 AM »

Quick question, what tech did you have for your missiles by this point? How big a portion of the total missile size was left for warhead, fuel capacity and agility? Also, how developed were your missile fire controls + sensors in order to pack as much firepower into 6k/9k/12k ships as you did, they seem to be rather well equipped, is this only in version 6. 4 that this can be done?

There are no changes in v6.40 that would affect this. The techs are currently:

Ion Engines

Warhead Strength: 5
Missile Agility: 32
Fuel Consumption 0.7

Active Sensor Strength: 16
EM Sensor Strength: 11

Javelin is 1.8 MSP for warhead, 2.6 for engine, 0.5 for fuel and 0.1 for passive sensor
Gladius is 0.2 MSP for warhead, 0.7 for engine, 0.01 for fuel for 0.09 for agility

Steve
Posted by: Zenrer
« on: January 10, 2014, 04:24:24 AM »

Quote
Code: [Select]
Invictus class Missile Cruiser    12,000 tons     302 Crew     1723 BP      TCS 240  TH 960  EM 0
4000 km/s     Armour 5-46     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 5     PPV 50
Maint Life 2.08 Years     MSP 449    AFR 230%    IFR 3.2%    1YR 138    5YR 2071    Max Repair 120 MSP
Intended Deployment Time: 11.9 months    Spare Berths 0    
Magazine 650    

Prometheus Stardrives PS-240 Ion Drive (4)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 500,000 Litres    Range 13.4 billion km   (38 days at full power)

Ares Missile Systems AMS-5A Missile Launcher (10)    Missile Size 5    Rate of Fire 40
FN/SPG-5 Missile Fire Control (2)     Range 105.6m km    Resolution 100
[b]Javelin Anti-ship Missile (130)  Speed: 25,000 km/s   End: 68.6m    Range: 103m km   WH: 9    Size: 5    TH: 83/50/25[/b]

FN/SPS-3 Active Search Sensor (1)     GPS 9600     Range 105.6m km    Resolution 100
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

The smallest warship in the Jovian inventory in 2200 was the Aquila class escort, intended to protect its larger siblings from missile attack.   The 6000 ton vessel could launch sixty Gladius anti-missile missiles every minute.   Some critics at the time believed the Aquila was too small to survive in a clash between modern battle fleets.   The Aquila’s supporters highlighted that its low cost would allow a greater number of escort vessels and the loss of any individual ship would be therefore lessened.   Time would tell which school of thought was correct.   Six ships were in service on January 1st 2200; Aquila, Cygnus, Leonis, Orca, Scorpii and Volantis. 

Code: [Select]
Aquila class Escort    6,000 tons     135 Crew     931.36 BP      TCS 120  TH 480  EM 0
4000 km/s     Armour 4-29     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 3     PPV 10
Maint Life 2.52 Years     MSP 291    AFR 96%    IFR 1.3%    1YR 64    5YR 954    Max Repair 144 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Magazine 400    

Prometheus Stardrives PS-240 Ion Drive (2)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 260,000 Litres    Range 13.9 billion km   (40 days at full power)

Ares Missile Systems AMS-1A Missile Launcher (10)    Missile Size 1    Rate of Fire 10
FN/SPD-9 Anti-Missile Fire Control (2)     Range 15.8m km    Resolution 1
[b]Gladius Anti-missile Missile (400)  Speed: 33,600 km/s   End: 2.1m    Range: 4.2m km   WH: 1    Size: 1    TH: 145/87/43[/b]

FN/SPD-8 Missile Detection Sensor (1)     GPS 144     Range 15.8m km    MCR 1.7m km    Resolution 1
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

Quick question, what tech did you have for your missiles by this point? How big a portion of the total missile size was left for warhead, fuel capacity and agility? Also, how developed were your missile fire controls + sensors in order to pack as much firepower into 6k/9k/12k ships as you did, they seem to be rather well equipped, is this only in version 6. 4 that this can be done?
Posted by: Brian Neumann
« on: January 09, 2014, 07:43:31 PM »

The only time I use thermals is when I have a fleet that is trying to sneak up on a target.  I don't want the active emmissions, and I can have a dedicated scout with a huge (25+ hull spaces) thermal sensor.  This usually lets me spot missile's in time to turn active sensors on and engage with final point defense fire.  Even with this I usually have a light ship with just a resolution 1 active sensor that can pick up missiles at a couple of million km.  This lets me get my amm into action as well, without having an active sensor signal that can be detected at long range.

Brian
Posted by: Charlie Beeler
« on: January 09, 2014, 06:53:25 PM »

Partly because my EM tech is 11 compared to 6 for thermal and partly because EM signatures from active sensors are generally stronger than thermal emissions from engines.

Same reason I've quit using thermals.  The detection ranges for thermals are dangerously short.  I've found using actives for primary detection backed up with EM's that will detect my own active signatures at extended ranges much more effective.
Posted by: Steve Walmsley
« on: January 09, 2014, 04:50:14 PM »

Curious; why the passive EM sensors instead of thermals?

Partly because my EM tech is 11 compared to 6 for thermal and partly because EM signatures from active sensors are generally stronger than thermal emissions from engines.
Posted by: Wolfius
« on: January 09, 2014, 03:05:01 PM »

Curious; why the passive EM sensors instead of thermals?
Posted by: Hydrofoil
« on: January 04, 2014, 09:10:17 AM »

Cant wait for this patch should make it so much easier to survive on multi starts lol Look forward to reading this campaign.
Posted by: Panopticon
« on: January 03, 2014, 02:04:12 PM »

Probably because he made the game and needs a challenge.
Posted by: Maltay
« on: January 03, 2014, 05:15:30 AM »

Out of curiosity, why 150% difficulty?