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The Academy / How do your fighter survie the size1 missle spam?
« Last post by Jaz010 on Today at 01:50:49 PM »
I was thinking of having 2 models, when slow and heavy armored with no weapon to soak most of the damage, and a model that will carry the weapons. of course the 1st model will be manned by conscripts released from my prison system.

but seriously, how does fighters manage to fight the missile spam at tech level below 20k.

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New Cold War / Re: Cold War Comments Thread
« Last post by Kurt on Today at 01:17:01 PM »
Good one Kurt, though the mental image of the slugs on their hover chariots with their eyestalks poking over the rim of the chariot side makes me laugh.  This is a very real case of first contact going side ways.  I'm not sure we have had such in our campaign though I think there was a few very odd ones.

When SA assistant generated a system with two different native races, I thought I'd make it into something interesting rather than just another first contact situation.  In a cold war situation, which is what these two races were in, then an alien race blundering into the system introduces a big instability into what was up till then a relatively stable situation.  After all, even if one side isn't interested in the aliens, they cannot allow the other side to establish contact and maybe gain advanced technology.  Neither can afford to ignore the aliens, or the actions of the other side. 
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Hevereyn / Re: Hevereyn: Dark Elven Campaign - Comments
« Last post by nuclearslurpee on Today at 01:12:14 PM »
Some interesting happenings going on. I'm admittedly unsure how different Houses experience such different economic struggles if they all have the same basic set of TNEs to access, but I suppose it is differences in production plans that make the difference. Some very poor fortune for House Indrias with what happened to the Scry but I suppose this is what happens when you build a spaceship on the basis of arcane magicks and ritual incantations instead of the exact same thing but with equations science.  :P

Some...interesting survey ship design choices by Houses Fellshard and Indrett. Perhaps the most noticeable, both survey ship designs do seem a bit slow and I would probably suggest bumping up the ratio of engines versus sensors since ship speed does play an important role in surveying rate. However, more concerning is the crew quarters and engineering space allocations which seem far too little for the mission or especially the designed fuel range. I fully expect at least one ship captain to push the ship beyond its maintenance lifetime, and the after-incident investigation will note that the captain thought he was in good shape due to having over 50% fuel remaining at the time of the massive engine explosion that killed all hands aboard.

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December 1030
House Fellshard trains the 1st Infantry Cadre compromising of 4 Infantry Phalanxes. These troops have far superior training, weaponry, and equipment to their militia predecessors.

I hope what is meant here is that one of the 4 Phalanxes also includes the Cadre headquarters. Otherwise, the Houses are likely to discover that they will run out of junior leaders to staff the sub-formations their senior officers control.

The change from 4:1 to 3:1 rank ratio for ground force commanders remains probably my singularly least favorite change in the C# version.

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1032
House Indrias is eradicated from the face of Falldara. The vast technological superiority of House Fellshard and House Indrett outmatched the witches of House Indrias.

Aww.  :(

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The Brivoki and the Viral continue surveying systems. House Fellshard, having not heard from either crew for a while elects to construct another Viral class vessel: the Akhiok.

In-universe, this is a rather amusing decision-making process. Having not heard from their ships, most races would worry that their crews have run into danger and consider sending a scout to find out what has happened, or perhaps assume the worst and postpone further explorations indefinitely until hearing from their crews. The Fellshard response to this possible danger is to immediately build more ships to send more people into the same danger. Truly an admirable lack of ethics is on display, albeit admirable mainly by super villains and mad megalomaniacs.

The construction of a 4,000-ton naval warship with two quite small guns is certainly an accomplishment in a field of naval shipbuilding. The question is which field this is, certainly it is not any of the fields traditionally considered essential for budding naval powers.

Looking forward to this promised new format and assuredly the dramatic developments its introduction must herald. I remain mildly distressed that not only has a faction been eliminated, reducing the potential for intrigue and infighting, but even more that it was clearly the best and most flavorful faction which perished, and I must insist that the author work extra hard to make up for this grievous offense.
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New Cold War / Re: Cold War Comments Thread
« Last post by Kurt on Today at 01:08:39 PM »
sounds ta ME like the death snots caught some luck.  stead of having to blow up two fleets, they only have to deal with the remaining fraction of one.  and one of their new pets probably has good loot.

 ;D
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New Cold War / Re: Cold War Comments Thread
« Last post by Kurt on Today at 01:07:52 PM »
An interesting series of events. From the ending explanation it sounds like there is a distinct possibility that the Doraz end up in a war assisting the Norn, since the Aurarii are not interested in alien contact so there will be little choice of a faction to "work with" if the Doraz wish to expand the Alliance.

Interesting tactic by the Aurarii in using military speed to pursue a faster force, even if they could not catch the Doraz force the possibility to induce breakdowns and eliminate the stragglers is a useful tactic. Maybe Starfire veterans are unsurprised but I found this clever. I have wished many times that Aurora had a similar mechanic, instead of commercial/military engines having strategic/full-speed movement would I think add an interesting mechanic and this encounter shows one reason why.

That could be done in Aurora, I think.  Perhaps if Aurora ships had a "maximum safe speed", instead of just a maximum speed.  Say you could push a task group up to ten to twenty percent over their maximum speed, but you run the risk of damaging your engines the faster you go.  I'd think that'd be doable, within the programming constraints, but only Steve would know that for sure. 

Kurt
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New Cold War / Re: Cold War Comments Thread
« Last post by Paul M on Today at 12:49:20 PM »
Good one Kurt, though the mental image of the slugs on their hover chariots with their eyestalks poking over the rim of the chariot side makes me laugh.  This is a very real case of first contact going side ways.  I'm not sure we have had such in our campaign though I think there was a few very odd ones.
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Hevereyn / Re: Hevereyn: Dark Elven Campaign - Comments
« Last post by doodle_sm on Today at 11:56:43 AM »
Early post so that I can experiment with a new style in the next chapter.
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Hevereyn / Hevereyn: Chapter 4
« Last post by doodle_sm on Today at 11:54:56 AM »
Chapter 4: Into the Unknown
Years 1030 through 1034

February 1030
House Indrett finishes the Andrii class Survey Craft in orbit of Falldara. She immediately begins her voyage into space.

April 1030
The Nadar and Seid are scrapped for parts.

October 1030
House Indrett discovers the Accatran Jump Point. House Captain Actaeus of the Andrii is ordered to survey the system. Actaeus receives the signal stating that Sharic and the neighboring worlds are controlled by House Fellshard. Actaeus remarks to his crew that it won't be that way forever. House Fellshard starts work on a new Viral class Survey Ship, the Brivoki.

December 1030
House Fellshard trains the 1st Infantry Cadre compromising of 4 Infantry Phalanxes. These troops have far superior training, weaponry, and equipment to their militia predecessors.

April 1031
House Fellshard ship designers contract Shantakojolt Armament Guild to prototype and develop a "Shardcannon" for use in future Fellshard Navy ships. The Shantakojolt Armament Guild craft a prototype Shardcannon with a range of 10,000 KM and with only a single barrel. It's cheap and shortranged. House Fellshard also creates a Jump Point Stabilization class known as the Guidance class. The Guidance is designed for constructing jump gates around secure routes. Aristocrats in the upper echelons of House Fellshard become weary that the other houses may use the jump points. The House Head of Fellshard calls for a summit Hevereyn to be scheduled. The other House Heads and the Dahanii tribes ignore the call.

July 1031
The Brivoki finishes construction in orbit. She is immediately sent to survey the remaining grav survey locations. House Fellshard and House Indrett make an alliance to destroy the Witches of House Indrias once and for all.

May 29th 1032
Two Hallic class Freighters enter production under authorization of the Mining Guild. The Hallic class is an improved hull of the old Malek class Freighters. She comes with a better engine and enhanced loading bays.

1032
House Indrias is eradicated from the face of Falldara. The vast technological superiority of House Fellshard and House Indrett outmatched the witches of House Indrias. The alliance between House Indrett and House Fellshard shatters after a disagreement of what to do with the refugees of the war. House Fellshard demands that they take the citizenry and bring them into Fellshard's fold, while House Indrett mandates that the aristocratic families are massacred; keeping the lower class serfs as thralls. Hevereyn is called by House Fellshard for two purposes: the establishment of new legal codes to prevent House Indrett from benefitting from the Indrias Conflict. House Indrett vows to destroy every witch and sorcerer they come across, regardless of what laws the Fellshard dark elves create.

March 3rd 1033
House Captain Drowzeethoa discovers a secondary jump point in the Falldaris system. Her surveying components are damaged and she's sent home to repair.

March 5th 1033
Dahanii Tribes create rudimentary mass drivers and automines and place them on Felmar. House Fellshard on Falldara receive word of the secondary jump point. They send orders for the Viral to travel through once repairs are made.

March 12th 1033
Drowzeethoa travels through the newly named Adrantis Jump Point. The Adrantis system has five planets and three moons. One planet is near habitable for Dundari settlers. Aboard the Viral, Drowzeethoa orders the crew to survey the larger terrestrial bodies then to return to the Falldaris system to resupply/refuel.


August 1033
Drowzeethoa finishes surveying the terrestrial bodies in the Adrantis system. Similar to the Accatran system the sensors detected low accessible mineral deposits. However, more planets have minerals at least:

Adrantis-A I
     Duranium 20,072,448   Acc 0.1
     Neutronium 7,225,344   Acc 0.1
     Corbomite 15,116,544   Acc 0.6
     Tritanium 746,496   Acc 0.1
     Mercassium 13,660,416   Acc 1
     Uridium 831,744   Acc 0.1
     Corundium 2,073,600   Acc 0.1

Adrantis-A II
     Duranium 211,768,200   Acc 0.1
     Tritanium 38,378,025   Acc 0.1
     Boronide 74,132,100   Acc 0.7
     Mercassium 87,329,025   Acc 0.1
     Vendarite 19,448,100   Acc 0.1
     Corundium 540,225   Acc 0.1
     Gallicite 68,807,025   Acc 0.1

Adrantis-A III
     Duranium 50,000,000   Acc 0.1
     Tritanium 60,062,500   Acc 0.1
     Vendarite 18,062,500   Acc 0.1
     Uridium 52,562,500   Acc 0.1

Adrantis-A IV
     Mercassium 24,285,184   Acc 0.1
     Vendarite 3,013,696   Acc 0.1
     Sorium 1,806,336   Acc 0.1

House Captain Teddighroth discovers a new jump point in the Accatran system. He orders the crew to continue for another few months before returning to Falldaris. Teddighroth notes in his logs: "Drowzeethoa is getting too popular." The Brivoki and the Viral continue surveying systems. House Fellshard, having not heard from either crew for a while elects to construct another Viral class vessel: the Akhiok.


House Fellshard finishes the research of the first ever Dundari military vessel: the Jackal class Corvette. It immediately goes into construction. House Fellshard navy designers are confident it will do its job.
Code: [Select]
Jackal class Corvette      4,000 tons       71 Crew       321.5 BP       TCS 80    TH 240    EM 0
3000 km/s      Armour 4-22       Shields 0-0       HTK 17      Sensors 0/0/0/0      DCR 2      PPV 1.95
Maint Life 2.70 Years     MSP 125    AFR 64%    IFR 0.9%    1YR 25    5YR 368    Max Repair 60 MSP
Baron    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

At'umr Guild Improved Nuclear Thermal Engine  EP120.00 (2)    Power 240    Fuel Use 65.73%    Signature 120    Explosion 10%
Fuel Capacity 384,000 Litres    Range 26.3 billion km (101 days at full power)

Shantakojolt Armament Guild 10cm Single Shardcannon (2)    Range 10,000km     TS: 3,000 km/s     Power 0-1     RM 10,000 km    ROF 5       
MK1 Shardcannon Fire Control (1)     Max Range: 40,000 km   TS: 3,000 km/s     56 38 19 0 0 0 0 0 0 0
MK1 Pressurized Crystal Reactor (1)     Total Power Output 2    Exp 5%

May 7th 1034
The Jackal class vessel is constructed in orbit of Falldara. Her hull looms over the desert wastelands of the Dahanii Tribes and House Indrett.
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C# Mechanics / Re: SpaceMaster mod
« Last post by ArcWolf on Today at 11:33:28 AM »
Yes there are, although not everyone might be comfortable editing the DB, hence why i added an SM only workaround.
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C# Mechanics / Re: SpaceMaster mod
« Last post by Droll on Today at 11:15:09 AM »
One more question, is it possible to increase the maintenance supplies available?

there is a trick you can do, make a ship with a lot of maintenance supply modules, say 100,000 MSP worth. Instant build it and order the ship to unload it at your homeworld. You can then delete the ship.

same trick can be done with fuel too.

You could also potentially hop into the DB and find the relevant colony on FCT_Populations, IIRC there are fields for fuel and MSP stockpiles.
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