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Messages - Michael Sandy

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For uncolonizing the Moon:
Botany Bay class Colony Ship    9 450 tons     155 Crew     465.85 BP      TCS 189  TH 125  EM 0
661 km/s     Armour 1-39     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 31    Max Repair 31.25 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cryogenic Berths 20000    Cargo Handling Multiplier 50   

Ingram Aero Engines NT 125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 250 000 Litres    Range 53.8 billion km   (942 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

10 Cargo handling systems.  I can load and unload in an hour, with a decent logistics officer.  It has way more range than it needs, but I wanted the flexibility.  My little colony ship can outpace the entire efforts of a colony fleet that can load 350,000 people at a time.  So I can keep profiting from them shipping people to the moon without it getting overcrowded.


Terra-Luna Shipping class Freighter    9 400 tons     137 Crew     272.85 BP      TCS 188  TH 125  EM 0
664 km/s     Armour 1-39     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 18    Max Repair 31.25 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 5000    Cargo Handling Multiplier 50   

Ingram Aero Engines NT 125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 250 000 Litres    Range 54.1 billion km   (942 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Designed to shuttle lots of stuff cheaply between Earth and Luna.  I also would use it once I get around to terraforming the Jovian moons, so larger ships could handle the bulk long distance shipping.  Also, it can just go around between the various mining colonies, saving me from having to build and ship mineral packet launchers.

Also used for quick things like "Ship the mats for Spaceport to the Moon, ship lots of construction factories to the Moon to build it".

One of my goals is to get ship to ship tractors, and once Luna is terraformed, move all my shipyards there, and put a dedicated Shipyard bonus commander on it, while Earth will have a wealth/factory/mining commander.  I would just keep a small freighter handy for shipping stuff back and forth when I needed to, and I could use it for other purposes as needed.

My theory about (spoilers) is to build a bunch of pinnace probes once you can build a jump engine.  It costs a lot less research points, and you don't need to retool, so building the probes with your fighter factories gets your probes done as much as a year sooner than they would otherwise.

I have one pinnace stay at the jump point, while the other advances with active sensors on.  The idea is to get as much information about a potential hostile as possible.  We don't want to switch to a war footing when we don't have to, and we definitely don't want to stay trapped in fear in our home system, afraid of things that might not be there.

But what I was also curious about was approximately how many shipyards, and of what type, would you have before probing another system.  I am trying to have one shipyard sized to produce jump gate constructors, another, larger, to produce terraforming ships, and a size 12,000 to produce commercial jump engine ships for my survey fleet.

And I want something that can build tugs as well.

But I am a bit lost as to a good strategy regarding Naval shipyards.  I want to avoid tooling it til the last minute, when I have a design I know I am going to churn out a lot of.

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: Yesterday at 10:10:43 PM »
Got an odd one.  I was refitting my survey ships, and for some reason, although I had two perfectly good survey ships in orbit, the shipyard was refusing to refit them.  Yes, one of them had 2 years on her crew clock, but I have refit ships that had crew time on them, and they even rested during construction.

I refit two ships of the exact same class, right before that, but it is refusing to refit two other ships of the same class, even though I have a slip available.

Starting over because I had to reinstall and it wiped my saves, had some weird stuff happen.

My new administrator starts with 20% wealth creation and a bunch of other stats.  6 months later, it goes to 30%.  A month later he dies in an accident.  I am thinking there was something hinky in how he generated wealth, and some organized crime group offed him for it.

A couple months later, get a new survey officer, that officer dies THAT MONTH in an accident.

A little worried about the RNG gods.  Started with a +30% C&P, worried he will die in an accident.

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: Yesterday at 04:39:54 PM »
Is there a way to backup saves? Because I just completely lost a game because I accidentally triple clicked instead of double clicking when started, and the game froze so bad I had to reinstall it.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 27, 2017, 12:50:45 AM »
So the pinnace Morituri, of the class, Expendable, equipped with a sensor named "What Killed Me?" has successfully visited the terraformable moons and the 5 wrecks in the system.

The Morituri was NOT expected to survive.  It was expected to return useful data, about anything scary in the system.  If I had bothered to give the Morituri a ship commander, that commander would have gotten a medal for it.  In the future, I may create the Morituri medal for a ship commander that does something particularly self-sacrificing.

Needless to say, when they get back to Sol, markets are going to be in turmoil.  The speculation bubble in missiles and launcher tech is going to crash for a while, and the colonization related markets will soar.  A lot of people won't think anything has really changed since before the wreck discovery, but the shipyard expansions have already happened.  The shipyards had been largely idle after the first surge supporting the Geo survey effort for Sol, but now there are so many new systems to survey.  All the old geo survey ships are being updated in a civilian shipyard dedicated to them.

One of my logistics guys just hit 40%, and we just finished ship to ship tractors and hangars, so life is good. :)

In my latest campaign, I build some pinnaces to scout, in order to plan which jump point would get attention first when my jump ships came on line.  I discovered a system with 8 terraformable moons and several large wrecks.

Scouts and geo survey missiles and active sensor probe missiles coming up.  Plus, we will be switching to a wartime research priority just as soon as our scout ship gets eaten.  Unless it gets eaten by something so scary that nothing we have available soon can beat it, in which case, focus on the economy and hope it doesn't probe jump points. ;)

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 26, 2017, 05:19:30 AM »
So, first system I probe, lots of rocks and moons, nothing below 8 habitability.  Second system, nothing below 8 habitability.  Third system... EIGHT 2-2.4 habitability... and a crap ton of wrecks.

As a bonus, the wrecks and the potential colony sites are within 300 million km of the jump point, just inside of Saturn's orbit, so the potential and risk are huge.

So I am making a fighter pinnace with an active sensor.  The sensor is named the "What Killed Me?" sensor.  Basically, I am going to make a pass at the wrecks and the habitable moons with teensy ships that will be lucky if they see what kills them.

Salvage module got bumped up the priority list pretty hugely.  I probably won't shift out of economic expansion techs to war techs until the scout is done.  Most of my shipyards were either building or refitting survey ships, or expanding yards, so my immediate response is limited to purpose built fighters.  The internal debate may revolve around what prospects the other jump points offer, and how overwhelming the threat seems.

Complicating matters is we finally got a decent Bio scientist, to augment our 40 terraforming installations.  The moon is going to be habitable in something like 3 years or so, and the plan was then to terraform Mars and the Jovian moons, to generate internal trade.

RP wise, the idle survey units had created a lobby to get exploration back on.  We have two shipping lines with lots of shipping, which they seem to spend a lot of time competing to see how many colonists they can kill.  Still, as much as I would be amused to see some of the civilian ships get munched, they are a resource I need.

One of the ideas that has to be considered is refitting the missile bases with modern firecontrols, and designing armored missiles for them to deal with whatever is discovered in Procyon.  But given our crappy engine tech, whatever we meet will likely be faster than us, how much faster, we dunno.  We can't get started on really expensive measures until we have some idea of whether those measures would even be likely to work.

Telegraph class Recon Fighter    345 tons     10 Crew     44.12 BP      TCS 6.9  TH 13  EM 0
1884 km/s    JR 1-50     Armour 1-4     Shields 0-0     Sensors 1/8/0/0     Damage Control Rating 0     PPV 0
Maint Life 34.26 Years     MSP 40    AFR 1%    IFR 0%    1YR 0    5YR 1    Max Repair 10 MSP
Intended Deployment Time: 3 months    Spare Berths 0   

Pinnace Jump Drive J400(1-50) Military Jump Drive     Max Ship Size 400 tons    Distance 50k km     Squadron Size 1
NP fighter engine 12.8 EP Nuclear Pulse Engine (1)    Power 12.8    Fuel Use 44.88%    Signature 12.8    Exp 8%
Fuel Capacity 30 000 Litres    Range 34.9 billion km   (214 days at full power)

EM 8x1 EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
This design is classed as a Fighter for production, combat and maintenance purposes

On getting Jump Drive tech, I quickly researched a pinnace drive and a small sensor.  In retrospect, I should have gone with a size 2 sensor, it would have fit well with the size 400 Jump Drive.

Basically, the idea is to use fighter factories to be the first to exploit a new technology, and hopefully they would give information that informs the followup missions, prioritizing which systems will get surveyed first.

Also, the pinnaces will serve as communications relays.  I suppose I should have given them more crew endurance, mostly to avoid getting pinged with messages about crew whining.

Just kind of curious, especially for those starting from a conventional start, what systems and ships do you develop before popping into another system?

My incomplete list:

Sensors capable of detecting a populated planet from pretty far out.  This can mean large sensors, or it can mean long ranged sensor probe missiles.  Which means a ship to launch them, and all the missile technology that means.  Of course, you don't need a very big missile to detect a civilization, once it gets close.

Getting your missile shot down counts as a successful 'detection'.

My planets must have SOME missile defense.  Maybe meson PDCs if I had a good EW scientist, but more likely it will be PDCs with AMM launchers.  And again, I feel I need anti-missile sensor systems developed before I probe another system.

I figure I absolutely have to have a jump drive capable of getting my survey ships through, and possibly my small freighter/colony ship, the ones under 12k or so.  I definitely want a tanker of some kind, to set up a forward fuel base, although I generally survey with such efficient drives that my survey forces will complete the survey before they run low on fuel, at least for small to average systems within a jump of my home system.

I also want the capability of building a fleet in a hurry.  And while I really like missiles, it is kind of difficult to build up both ships and missiles at the same time.  If I am building a fleet in a hurry, I would be doing things like mass producing lasers, power plants, and engines with planetary industry, in order to turn out ships as fast as possible.

The next issue has to do with economic exploitation.  What distance do you exploit at what engine tech level?  Do you build jump gates so your civilians can get in on the exploitation, or just build a civilian jump ship to escort convoys?

If you started with missile bases, do you build real missile fire controls for them, and build some size 24 missiles to shoot from them, or do you go with smaller, easier to research missiles?

What kind of shortages prompt you to head out early?  What kind of resources would prompt you to significantly delay?

For example, I am contemplating a serious mercassium shortage.  Venus has lots at .2, along with duranium at .6 and some other stuff, so it is economically mineable, sort of.  But there isn't another deposit larger than 10k in the solar system.  Teching up in the solar system isn't possible without more mercassium, or without building a crap ton of automated mines for a .2 accessibility resource.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 24, 2017, 04:59:21 PM »
True, it will supply Luna with security from the point of the colonists, but I was looking at strategies for speeding PDC construction in general.  See, if I am waiting on a particular tech for my PDC, like sensors, I could still build the launchers for the PDC, and then build the thing when I get my sensor tech finished.  But they don't assemble from ship components.

Probably because they already build from industry, so normally there wouldn't be much point.  Its just, I might get a good PDC AMM launcher pretty early, you only need reload 3 to get PDC launchers every 5 seconds, so I thought I would be clever and just stock up a bunch of them, and then ship them where I would build PDCs and assemble that way, but it doesn't seem to work that way.

So good thing I found out with a small scale PDC project.  I figure I will want SOME AMM bases on every planet of importance to me.  Of course, I can build the AMM launchers long before I can even DESIGN missiles for them, let alone build them.  I figure the colonists can look at the bases as a sign of commitment that those launchers will have missiles eventually.  Bit of a Quaker Cannon thing though.

I am building a 500 ton collier with 5 magazines, so I will be able to ship missiles to my colonies without tying down a shipyard with retooling.  I am likewise building a 500 ton 'tanker', again, so I can shuttle fuel or rescue a stranded ship, without tying down major resources.  One thing I need to do in the future is plan my early shipyard tooling a bit better.  I want my first shipyard tooling to be able to handle geo and grav survey, small tankers and small colliers.  So about 15 HS beyond the commercial engine, or so.  I recall difficulties with getting a shipyard tooled to make 1 engineering space geo survey ships to build ships within its costs and size range that had more engineering spaces was a problem.

Hopefully a yard designed for a slightly oversized ship with 3 engineering spaces can also build geosurvey ships that have 1.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 23, 2017, 05:50:23 PM »
It was odd, do PDCs not build from components if you have them, like ships do?  Or do you need to specifically order them built from available components?

It is annoying that dinky little components don't fit in a small hold, when I can fit 5000 units of minerals, WAY more than needed to build those components.

Minerals take up much less space than the facilities built from them.

Oh well, from an RP perspective, I am not going to mind having built a few point defense missile launchers as PDCs.  Although I wish I could have waited for reload 3 instead of reload 2, and gotten my PDC launchers all the way down to 5 second reload.  Still, 10 second reload should be fine for an early PDC.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 23, 2017, 02:16:43 AM »
So I didn't get a PP scientist for quite some time, but I had a decent C&P and several logistics guys.  So I figured I would get cargo handling and cryo while waiting for a PP.  And I had a good sensor scientist, so surveying early was easy.

I finally get a PP scientist, and get a nuclear thermal commercial engine designed and a commercial shipyard, and that prompted a shipping line to create a colony ship.

Suddenly, colonizing Luna looked MUCH more attractive, as they were paying ME for the privilege.  So I switched to about 25% industry for infrastructure, and built a dedicated Terra-Luna freighter with a small cargo hold.  And 10 cargo handling systems.

Loading a small cargo hold in an hour for a really short jaunt meant that dinky little ship could ship as many installations as I wanted to the moon pretty quickly.  More infrastructure than I wanted to build at that time, so I started on Terraforming Installations.  I watched a couple of videos, and they mentioned that colonies start to want protection at 10 million, so I started planning ahead.

Or so I thought.  I figured I would build the components on Earth and just ship them, but they either don't fit in a small cargo hold, so it won't give the option of shipping them, or I was just looking in the wrong place.  But I could ship the minerals just fine, and shuttling a couple construction factories over, even if they weren't going to stay, was a better option than stopping colonization while I waited for either my large freighter to be built or otherwise diverted construction to Luna.

As a strategy, I do recommend shipping a couple hundred infrastructure to Luna the moment you get Cryogenics and a commercial engine.  That seemed to be the prompt for shipping lines to build colony ships.  Just have a plan for building SOME kind of PDC on the moon, as population growth can be pretty quick with the short travel time.

The Academy / Re: What exactly do officers do?
« on: April 19, 2017, 07:23:31 PM »
So, probably a good idea to put my best diplomats in Communications officer spots, and train a couple of guys for operations and intelligence, but not really a high priority if I have a good crew trainer to get the fleet trained.  I suppose if you have to have an inexperienced fleet, getting good comms and ops task force officers could help.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 19, 2017, 05:52:11 PM »
A bit of an update, I sent xeno and diplomatic teams to the moons that had POWs on them.  I also noticed there seemed to be an option to put the POWs on a ship.   Can you put alien POWs in cryo, or should I just make a 'hospital/prisoner transport' craft to retrieve them?

The POWs are in several groups, does that matter?  combined the numbers are about 2,000, but no group is more than 600.

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