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Starfire / Re: Pachidermal Patrimony Power Play
« Last post by Paul M on Today at 11:02:06 AM »
The Chantry of Light Month 40

Thedas System

Dawn on Lathandras was greeted by the Chant of Light and the Minders of the Faith like all other prelates of the Chantry raised their voices in joy as the sun broke the horizon.  Leaving the statues adorning the hall itself to the lesser members of their order they retired to a meeting room to look over the reports from their new colonies, the Shield of Light and Pathfinders.  Currently they were shipping undesirables, apostates and others to Blight to tame the wilderness their.  The other colonies were reporting nothing but good news and a heavy investment in planetary infrastructure was ongoing.

The Pathfinders were expanding to a third survey fleet, which was currently surveying to reduce the darkness around one of their earliest colony worlds Neo.  A Sustainer and 6 Seekers were shaking down in orbit while 6 more Seekers were making their way to join the fleet currently surveying.  The first of the new large battleriders, the Swiftsure, was still in orbit awaiting her sister ship and the Lord of Morning class carrier she needed to Fold the Fade.  This month saw them started as well as more communication buoys for use in tieing the worlds of the Chantry together via the new courier drone network.

Pathfinder Ships

SUSTAINER class FT4           30 Hull    TL 1
[3] SSAAH(BbL)H(BbL)X(BbL)H(BbL)HJc1QLhQJc1Jc1 [4]
30 RCP  270 MCP       Trg:1        Cost =  296/ 44.4
HTK 19   Sx2  Ax2 

Command ship of a survey fleet, optimised to speed up habitable world surveys and to function as a logistics ship.

SEEKER class ES            12 Hull    TL 1
[2] SSAXHLQsJc1 [4]
12 RCP  13 MCP       Trg:1        Cost =  140/ 21
HTK 8   Sx2  Ax1  Lx1 

Standard exploration vessel.  Equipped with Jump Hook engines to allow solo Folding.

Shield of Light Ships and Bases

The protective forces of the Chantry.  Current Dispositions are:
1st, 2nd and 3rd Squadrons moving in patrol near the home world.  4th and 5th Squadrons moving in patrol among the outer colony worlds.

LORD OF MORNING class CVE            30 Hull    TL 1
[2] Sx3HJc1Jc1@x9LhQJc1 [4]
30 RCP  20 MCP       Trg:1        Cost =  458/ 68.7
HTK 18   Sx3 

Standard jump carrier of the Shield.  Can carry one of four standard squadrons:  Two Swiftsure CLs, or 3 Fearless DDs (1st SQN), or 1 Fearless and 3 Peacekeeper FGs (2nd SQN), or 1 Fearless and 4 Grace Knife CTs (3rd SQN).  A patrol squadron consists of 2 Peacekeeper FGs and 3 Grace Knife CTs (4th/5th SQN).

GRACE KNIFE class CT            15 Hull    TL 1
[3] SSAAH(BbS)(J)(J)Qs(J)Kb+ [12]
15 RCP  10 MCP       Trg:1        Cost =  150.5/ 22.6
HTK 11   Sx2  Ax2  Kbx1 

The basic battlerider used for light combat or scouting duties is basically a thrust cluster added around the core of a spinal kinetic gun.

PEACEKEEPER class FG            20 Hull    TL 1
[3] SSAAH(BbS)(J)(J)(J)LQs(J)Kb+ [12]
20 RCP  5 MCP       Trg:1        Cost =  218/ 32.7
HTK 13   Sx2  Ax2  Lx1  Kbx1

Intended as a heavy escort or secondary command vessel for light patrol squadrons the ship adds a laser emitter bay to its spinal mounted kinetic weapon.

FEARLESS class DD            30 Hull    TL 1
[4] Sx4AAH(J)(J)(J)L(J)(BbM)LhQKb+(J)Kb+ [10]
30 RCP  20 MCP       Trg:1        Cost =  346/ 51.9
HTK 18   Sx4  Ax2  Lx1  Kbx2 

The current command vessel of all heavy squadons.  It has twin spinal mounted kinetic projectors and a single bay of laser emitters.

SWIFTSURE class CL            45 Hull    TL 1
[4] Sx5Ax4H(J)(BbM)(J)(J)(J)L(J)L(J)Kb+(J)Kb+LhQKb+(J) [10]
45 RCP  5 MCP       Trg:1        Cost =  541.5/ 81.2
HTK 26   Sx5  Ax4  Lx2  Kbx3

The latest battlerider to enter service.  It mounts a massive spinal array of 3 kinetic projectors backed by twin bay mounted laser emitters. 

SENTRY class BS1            25 Hull    TL 1
[1] Sx5AAHLKbQs(BbM)Kb [ 0 ]
25 RCP       Trg:1        Cost =  220/ 11
HTK 13   Sx5  Ax2  Lx1  Kbx2 

The Sentry is intended to protect either Fold point location or planetary orbitals.
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Starfire / Pachidermal Patrimony Power Play
« Last post by Starslayer_D on Today at 10:04:03 AM »
Pachidermal Patrimony Power Play

Hello everyone, it's been a while, and thus Paul and I got twitchy about doing some more starfire after the last campaign bogged down in the usual 'things got to big to be easely resolved' around turn 269.. wich admitedly is far longer than a norma campaign runs.
At least the big bad had allmost reached TL 12 and resolving double-blind without several rooms and tables you could elave alone for a month or three... well.
Anyway, we decided to try a new things.
We kept the 10 turn growth intervall with reduced overall population growth, havled reseach and build rate as that had worked out beautyfully.

But... some database edit later, we had adopted the Alkeda Dawn tech tree from SM#2, and put AD flags on all aliance tech and debuted a new campaign while I visited Paul for easter holi8days. So now, three days in our empires reached TL2 and the campaign reached turn 40.

So far a few things have been learned. Survey was a slow start for both of us, and survey luck was very, very different for erach of us. Paul found 17 warp point in two systems, and is bogged down  suveying around them, leaving his othe two warp chains terra incognito, while I'm now pushing five systems out in very linear arangements.

Cost ways, AD saves on magazines and TL2 only hs 4 systems, but on the otehr hand the jump carriers are eating maintenancem being by far the most expensive ship type.

RNG gifted me with an elephant as racial picture, snd so I ran with it. Sure peopele will need a thick skin for heavy puns if I keep running with the theme. *grins*.


Anyway, CLs are beinmg prototyped, and Mx and CC are stillbeing developped, so no TL2 designs yet.

Fleet Rooster:
10*DD, 3*FG, 54*ES, 6*EX, 10*CVEm 4*BS1, 2*SS and various noncompabatnts

CVE CON DOIN class CVE            30 Hull    TL 1
[2] Sx5HJc1Qs@x9QsJc1 [3]
30 RCP  20 MCP       Trg:1        Cost =  461/ 69.2
HTK 19   Sx5 
(one size fits all CVE)
   
DDC TOMAS class DD            30 Hull    TL 1
[4] Sx4Ax4HQs(J)(J)(J)Kb(J)(CIC)QsKb(J) [10]
30 RCP  20 MCP       Trg:1        Cost =  360/ 54
HTK 19   Sx4  Ax4  Kbx2 
(Fleet command vessel)

DD MILAMBER class DD            30 Hull    TL 1
[4] Sx3Ax4HQs(J)(J)Kb(J)Kb(J)QsKb(J) [10]
30 RCP  20 MCP       Trg:1        Cost =  336/ 50.4
HTK 18   Sx3  Ax4  Kbx3
(Main battle line)

FG NAKOR class FG            20 Hull    TL 1
[3] SSAAH(J)(J)Kb(J)QsKb(J) [12]
20 RCP  5 MCP       Trg:1        Cost =  208/ 31.2
HTK 12   Sx2  Ax2  Kbx2 
(auxiliary combatant)

ESX CALIN class ES            10 Hull    TL 1
[3] HX(J)L(J)Qs(J) [15]
10 RCP  15 MCP       Trg:1        Cost =  161/ 24.2
HTK 7   Lx1 
(survey vessel, and highly mobile Idew-L in a pinch) 

ESX-SH ASHEN SHUGAR class ES            10 Hull    TL 1
[3] H(J)(BbM)X(BbM)(J)Qs(J) [15]
10 RCP  15 MCP       Trg:1        Cost =  161/ 24.2
HTK 8   
(habitable world survey vessel, 3 per exploration fleet))

WP PROBE DRAKEN KORIN class EX            7 Hull    TL 1
[2] AAHXQsJc1 [4]
7 RCP  18 MCP       Trg:1        Cost =  87/ 13.1
HTK 6   Ax2 
(survey command is so happy with this ship class....)

I had  CT class planned, but discovering that FG are kusta s fast with tactical engines nixed the class so far. I guess I'll go with a L-armed frigate to compliment the line-up instead).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on Today at 09:44:32 AM »
It sounds like you are using EM, and Thermal passives, these will never give any information other than the Thermal/EM signature of the population and ships present. Many spopilers will have no planatery EM or Thermal signature or only one of around 10. IF you have a large EM/Thermal singature in the thousands or more you have a real NPR population. To get passive intelligence gathering you need ELINT Modules with a long enough detection range against the EM Signature.
With active sensors you can get the tonnage of ships and ground forces (the ground forces tends to be an understimate if they are dug in) however it is almost certain your long range active sensors are useless. You need to be able to detect very small targets, long range sensors with high resolutions do not detect resolution 1 contacts except at point blank range. You probably do not have a Res 1 sensor with a 100 million km range if you do , please tell me how big it is and what techs you have for active sensors as I want to be impressed!
So to get the ground forces signature you have to be close.  A missile with an active sensor could spot them but I doubt it would get close enough without being shot down.
Once  you have the ground forces on Actives you will not be able to identify the amount of STO weapons until they open fire.
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C# Mechanics / Re: Planatery Invasions
« Last post by Zap0 on Today at 08:53:12 AM »
My newest drop transports have 20 layers of armor. One of my player races is quite mad

STO is just OP unfortunately, not much to be done about that. There was a reason it wasn't a thing in VB6
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C# Mechanics / Re: Planatery Invasions
« Last post by Andrew on Today at 03:48:15 AM »
All of my troop transports are drop capable and have at least 5 layers of armour. The problem being that only a single salvo of the heavy STO's can kill one or more of them at close range. Unfortunately speed just minimises the number of attacks they take, usually one is enough. Even the light STO are going to be a problem on multiple drops which are needed to land a multi-million ton ground force. Fitting shields would help but that makes the transports military ships and 100,000 ton military shipyards are rare
Bombardment with beam ships is what I do to eliminate the STO. Missile bombardment gives radiation and dust , which is even worse also its expensive as the STO's will shoot down some of the missiles. My warships stand off at a range where their shields can handle the damage from the STO's and I pull them back if they start to take armour damage so its only the transports at risk
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C# Mechanics / Re: Planatery Invasions
« Last post by vorpal+5 on Today at 01:44:59 AM »
Dust are generated by bombardments but what if you attack with fast armored beam ships?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 11:52:43 PM »
You should be getting updates in less than 12 months. But as Nuclearslurpee said, spoilers might not give you anything and even a normal NPR with a really high xenophobia will not reveal much. So wait a little longer if you're not in a hurry, otherwise invade.
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Ah that may explain it

Close my eyes and invade?
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I’m currently standing 95m km off an alien occupied planet which is in range of my passive, active and thermal scanners which can see 100m km - I’m trying to avoid his 90m km range missiles

I’ve been there 6 months now - at what point should I be receiving intel on the planet and population or do I need to get closer?

It is possible - especially if the aliens are spoilers - that you cannot gain passive intel if the alien race is sufficiently xenophobic.
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C# Mechanics / Re: Planatery Invasions
« Last post by Xkill on Yesterday at 09:05:07 PM »
I have not yet managed to get to that point, I only invaded a particularly spoilery stellar body. But I read many of the discussions that go about this topic. I see two main ways you can handle this: Siege or Rush.

By sieging you do much of what you're already doing. Shoot at the STOs from afar with missiles or beams until the incoming fire is low enough that you cannot lose significant portions of your ground forces on the approach.

By rushing you aim either to put the troops on the planet as quickly as possible or as intact as possible. This means your transports go very fast or are very tough. Doing both at the same time is possible - theoretically - but very expensive.

The way I understand, the game kind of favors the rushing approach. If you want to invade rather than bomb, it means there is something of value on the planet that warrants capture. Long-range orbital bombardment is inaccurate and results in plenty of collateral damage, destroying precisely what you want to capture. Or it makes the place utterly uninhabitable. Rushing your troops in quickly avoids this and nets the greatest possible loot if you can dodge or tank the incoming. You might notice that speed is of the essence during any sort of contested landing. Using drop-capable components is a must. Even a one hour long unloading time is certain death in any situation that makes you wonder whether you should siege or rush.

This is of course, assuming that you do not want to exploit the game. I guess you could just make a big box of armor, shields and PD that masses 100k tons, park it on the planet and then rush your ships in after it.
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