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Posted by: jseah
« on: May 11, 2011, 09:49:09 PM »

If I have to fill it all up with military classed ships, I might as well just not use the tonnage, or stick them on expendable grav survey vessels and simply scuttle them when they run out of maintenance.  (or better still, make a military classed maintenance storage bay + fuel storage carrier + cargo hold carrier that serve as temporary fuel and maintenance carriers until they break.  Just don't maintain them.  )

Leaving stuff behind does kinda fit right?  =P


Brian:
I aim to not need CIWS.  That's why I have a size 50 thermal sensor. 
With no weapons, no armour and no shields, if they shoot, that ship dies. 
Posted by: ardem
« on: May 11, 2011, 08:28:59 PM »

The rules are a guide but if you spend military tonnage on civvie tonnage then you have no issues around overhauls, or maintenance which in itself it apart of the challenge, if not the major part. I would say as long as it is a military classed ship then what you load on that ship is up to you.

But again this challenge is about enjoyment so you play how you wish.
Posted by: Brian Neumann
« on: May 11, 2011, 08:17:06 PM »

Meh, even if I do "win", winning in 2 jumps feels like cheating.  
Amazing what kind of RP you can spare if you have no weapons.  
You might want to spend the points for tracking speed, range, and gauss cannon rate of fire so you can make ciws systems.  This way even if somebody gets their warships in missile range you are not without some defenses.

Brian
Posted by: jseah
« on: May 11, 2011, 08:10:23 PM »

Meh, even if I do "win", winning in 2 jumps feels like cheating.  

I'll rather try the no-military version.  
Currently, I'm leaning towards:
Inertial Confinement
Power increase 50%
Fuel Efficiency 6
Hyper Multiplier 1.3

Which gives me a hypercapable fleet with a civilian speed of ~11-12kkm/s, with my scout going 14kkm/s.  
Grav survey I chose to use commercial engines to save fuel and so they go at 13 kkm/s.  

Amazing what kind of RP you can spare if you have no weapons.  

I intend to deal with enemies by simply running past them or drawing them to the outer system where I can hyper my way around them (in the case of swarm or wormhole aliens).  
I strongly doubt anything can catch me.  Wormhole aliens have 10kkm/s speed on warships and no hyper right?  Coz if that's right, I can simply ignore them totally.  


A rules question:
I can spend military tonnage on civilian ships right?  =P
Yes, I have spare military tonnage... ^^
Posted by: Thiosk
« on: May 11, 2011, 07:58:08 PM »

Its so funny you found a home so close-- yet so far away.

Bittersweet.

I'd send the colonists and the civvies to the planet, and just leave the military to scavenge and explore as the planet starts to come together.

Could be fun!
Posted by: Brian Neumann
« on: May 11, 2011, 07:24:22 PM »

Well, I've done the calculations.  My colony ships can reach there if I bring my sorium harvestors along.  But nothing else gets there, most especially not military ships. 

I've checked the star system by giving myself tracking stations on one of the moons, it's empty, so that's not a problem either. 
I'm not about to go press next turn for 4 years in-game time for a formality. 

I'd rather try my no military version.  XD

Getting freighters to go zoom at 10kkm/s will be a pain. 
Figure out how long it will take your freighters to reach there and use the auto turns with min increment filled in so you press it once and let it run.  Come back in the morning and see how you have done.

Brian
Posted by: jseah
« on: May 11, 2011, 07:01:06 PM »

Well, I've done the calculations.  My colony ships can reach there if I bring my sorium harvestors along.  But nothing else gets there, most especially not military ships. 

I've checked the star system by giving myself tracking stations on one of the moons, it's empty, so that's not a problem either. 
I'm not about to go press next turn for 4 years in-game time for a formality. 

I'd rather try my no military version.  XD

Getting freighters to go zoom at 10kkm/s will be a pain. 
Posted by: Brian Neumann
« on: May 11, 2011, 06:45:47 PM »

Well I lost I ran out of Fuel.

Had a couple of minor precursor battles that I won, but in the end 10 jumps without one sorium gas giant, what are the odds at that.

Well done Brian, so far you are the only one to accomplish it. I wonder if anyone will do better the 3 jumps.

Jseah: You complete it if you are able to setup a colony and equipment from your freighters. You have to complete that to complete the challenge, you have to make that long trip first <grin>. If there is precursors on the other side you may be in trouble.
If you want to try to complete it save a copy of the database before you head out there.  If it doesn't work you can restore and go a different route.  I meant to save my game after doing all the prep work but before actually starting, but it got corrupted somehow so if I want to try again I have to go back to the beginning.

Brian
Posted by: ardem
« on: May 11, 2011, 06:27:11 PM »

Well I lost I ran out of Fuel.

Had a couple of minor precursor battles that I won, but in the end 10 jumps without one sorium gas giant, what are the odds at that.

Well done Brian, so far you are the only one to accomplish it. I wonder if anyone will do better the 3 jumps.

Jseah: You complete it if you are able to setup a colony and equipment from your freighters. You have to complete that to complete the challenge, you have to make that long trip first <grin>. If there is precursors on the other side you may be in trouble.
Posted by: jseah
« on: May 11, 2011, 11:21:36 AM »

Going to try this challenge.  

Combat ships will be a uniform 10ktons, to ease maintenance and provide uniform design templates.  
14 inertial confinement engines on 10ktons, with -50% eff, give 14kkm/s.  
 - Spent just under half my RP getting this.  
Pure laser fleet, no missiles.  Resolution class Destroyers with 5 dual-role 15cm lasers each

Military OOB

Invincible x2 (res 1 size 20 active, size 50 thermal, 14 kkm/s speed)
Broadsword x1 (res 120 size 50 active sensor, 19kkm/s speed)
Resolution x35 (5x dual role single 15cm laser turret, 25kkm/s tracking; 102-300 shields, 4 layers armour, 14 kkm/s speed)
ResolutionF x1 (As Resolution but -1 laser, flag bridge)
Illustrious x10 (grav survey, 10kkm/s speed)

Tonnage = 395 000

Civilian OOB

Agincourt x10 = 324 500 (Maintenance)
Ark Royal x1 = 37 500 (jumpship)
King George x2 = 20 000 (military jumpship)
IllustriousGeo x6 = 12 300 (geo survey)
Tribal x6 = 217 200 (freighter)
Victory x3 = 31 800 (colonyship - goal is for this to reach a 0.00 colony cost planet - I also forgot to load colonists before abandoning >.<)
Trafalgar x10 = 355 000 (sorium harvesters)

Tonnage = 998 300

------------------------------------------------------------

And I run into a colony cost 0.00 moon 2 jumps into the game.  =(
But it's on a secondary star system that's 800 billion km away!  Even the Broadsword has a 512 days one-way trip.  
I wish I bought hyperdrives now.  >.<

I can get my colony ships there if I escort them with my sorium harvesters though.  I didn't bother to actually try sending them, but SMing in 10 tracking stations on a nearby moon tells me there's nothing in the secondary star system.  (I've left this there in the database)
Does this mean I win?  =P

DB: http://dl.dropbox.com/u/10120644/Stevefire%20%282%29.mdb
Details: http://i253.photobucket.com/albums/hh47/jon_seah/Battlestar1.jpg


Now that that's done, I've a radically different idea of how I might try to win this.  

No military.  

Just giant sensor scouts and tons of grav survey ships.  Might even get away with jump efficiency 3.  
Even more interesting is that you don't need EM or Active sensor tech.  

Saving all that RP that went into weapons?  Unfortunately you still can't get SCAM drives (you can but that leaves you with a bare 35k RP left and still no jumppoint theory) but you can get inertial confinement with insane power boost and fuel efficiency.  
Screw shields and armour, just speed your way past everything.  Might even be able to afford decent thermal reduction.  

Grav survey everything, probe points like you're going mad, and hope, just hope.  
Knowledge of star types would be useful as well, since you can try to predict which systems have more jumppoints.  
Posted by: Brian Neumann
« on: May 11, 2011, 09:35:00 AM »

I just played one game where I won.  I only had to go 3 jumps from my home system to find a perfect world, and 1 of the inbetween systems had nothing at all habitable, and no precursors either.  The second system had a couple of habitable planets, but they were on the other part of the binary and the primary star had no gas giants.  I never even went out to see if anybody lived there.  It would have taken about 2 years to fly there straight.  I explored a bunch of other systems minimally, ie poked my head in to see if anything drew my attention, but in this case the new home popped up pretty quickly.

Brian
Posted by: dooots
« on: May 11, 2011, 05:52:39 AM »

Well after grav surveying 8 systems I lost.  I was forced into a system with an open wormhole and they spotted me.
Posted by: dooots
« on: April 29, 2011, 11:03:51 PM »

No luck for me although I'm only a few jumps out.  My precursors are about 200 km/s faster then me so its slow to clean them out of systems, but if there are none I can scan a system in less then a month and move on.  A few things I've learned for my strategy is to take 30+ gravsurvey ships and something with a large heat/em signature to draw out the precursors.
Posted by: ardem
« on: April 29, 2011, 07:33:42 PM »

Any success by anyone I gone 8 jumps, and fuel is very short not found one sorium planet, to refuel from. If I don't find it in another 2 jumps I am afraid my fleet with run out of fuel.
Posted by: dooots
« on: April 17, 2011, 06:24:41 AM »

Well here is my military ships.

Decided to go with shields. I don't think it was worth 60,000 RP to add 30,000 km to the mesons.
Code: [Select]
Essex class Destroyer    7,100 tons     668 Crew     2308 BP      TCS 142  TH 240  EM 1800
7042 km/s     Armour 5-32     Shields 60-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 27
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1219 MSP    Max Repair 230 MSP    Est Time: 3.47 Years

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (20)   Total Fuel Cost  360 Litres per day

Quad 15cm Meson Cannon Turret (1x4)    Range 210,000km     TS: 32000 km/s     Power 24-24     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Small Active Search Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

An escort, it drops a meson cannon for larger active sensors.  Hopefully it will give me enough time to get the full tracking speed bonus.
Code: [Select]
Lexington class Destroyer Escort    7,100 tons     663 Crew     2425 BP      TCS 142  TH 240  EM 1800
7042 km/s     Armour 5-32     Shields 60-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 20
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1281 MSP    Max Repair 230 MSP    Est Time: 3.57 Years

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (20)   Total Fuel Cost  360 Litres per day

Triple 15cm Meson Cannon Turret (1x3)    Range 210,000km     TS: 32000 km/s     Power 18-18     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor (1)     GPS 168     Range 18.5m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

My command ship.
Code: [Select]
Lexington - C class Destroyer Leader    7,100 tons     659 Crew     2452 BP      TCS 142  TH 240  EM 1980
7042 km/s     Armour 5-32     Shields 66-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 20
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1295 MSP    Max Repair 230 MSP    Est Time: 3.59 Years
Flag Bridge    

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (22)   Total Fuel Cost  396 Litres per day

Triple 15cm Meson Cannon Turret (1x3)    Range 210,000km     TS: 32000 km/s     Power 18-18     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Small Active Search Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

The carrier for my drop ships.
Code: [Select]
Spruance class Light Carrier    7,100 tons     434 Crew     1655 BP      TCS 142  TH 240  EM 0
7042 km/s     Armour 5-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 0
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 1020 MSP    Max Repair 100 MSP    Est Time: 5.45 Years
Hangar Deck Capacity 3000 tons    

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 169.0 billion km   (277 days at full power)

This design is classed as a Military Vessel for maintenance purposes

My drop ship in case I need to take a defended planet, hopefully the armor will hold out if it gets hit.
Code: [Select]
Portland class Dropship    1,000 tons     39 Crew     182 BP      TCS 20  TH 200  EM 0
10000 km/s     Armour 6-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 114 MSP    Max Repair 60 MSP    Est Time: 6.39 Years
Drop Capacity: 1 Battalion    

Military ICF Drive (FAC) (1)    Power 200    Fuel Use 600%    Signature 200    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 3.0 billion km   (3 days at full power)

This design is classed as a Military Vessel for maintenance purposes

My scout / jump ship.  I think the passives are too small but I couldn't think of anything better to fill the space and I'm tight on tonnage as it is.  It has thick armor in case I have to force a jump point but its not really meant for combat.
Code: [Select]
Fletcher class Jump Scout    7,100 tons     620 Crew     2067.5 BP      TCS 142  TH 240  EM 0
7042 km/s    JR 3-50     Armour 10-32     Shields 0-0     Sensors 182/182/0/0     Damage Control Rating 6     PPV 0
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1092 MSP    Max Repair 210 MSP    Est Time: 3.43 Years

J7250(3-50) Military Jump Drive     Max Ship Size 7250 tons    Distance 50k km     Squadron Size 3
Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 105.6 billion km   (173 days at full power)

Thermal Sensor (1)     Sensitivity 182     Detect Sig Strength 1000:  182m km
EM Detection Sensor (1)     Sensitivity 182     Detect Sig Strength 1000:  182m km

This design is classed as a Military Vessel for maintenance purposes

My Gravsurvey ship.  The passive sensors are probably useless but maybe I'll get lucky and it will give them a chance to run if something goes wrong.
Code: [Select]
Discovery class Gravsurvey Ship    2,000 tons     199 Crew     610.5 BP      TCS 40  TH 72  EM 0
7500 km/s    JR 1-50     Armour 1-14     Shields 0-0     Sensors 28/28/2/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 16%    IFR: 0.2%    Maint Capacity 382 MSP    Max Repair 150 MSP    Est Time: 5.15 Years

J2000(1-50) Military Jump Drive     Max Ship Size 2000 tons    Distance 50k km     Squadron Size 1
Military ICF Drive (3)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 225.0 billion km   (347 days at full power)

Small Thermal Sensor (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
Small EM Detection Sensor (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
Improved Gravitational Sensors (1)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

5 x Spruance 35500 tons
15 x Portland 15000 tons
6 x Fletcher 42600 tons
25 x Discovery 50000 tons
28 x Essex 198800 tons
6 x Lexington 42600 tons
2 x Lexington - C 14200 tons

398700 tons total, that 400000 tons seems like a lot more when you start.

All of my civ ships are 40,000 tons.  I have a colony ship, jump ship / tanker, maintenance ship, geosurvey (only 2000 tons), cargo ship, fuel harvester, troop transport, and maintenance supply.

3 x jump ships - 44,100,000 Liters of fuel
9 x maintenance ships - maintain ships up to 7200 tons
2 x maintenance supply ships - 200,000 maintenance supplies
15 x cargo ships - enough minerals for about 20 years, 5 construction factories, 5 auto mines
5 x colony ships - 500,000 colonists
5 x fuel harvesters - 700,000 Liters per year
10 x troop transports - 20 x brigade headquarters, 80 x Heavy Assault Battalion
20 x geosurvey

I decided to go with a large ground force so I could take an NPR planet for resources if I survive long enough for it to matter.