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Topics - boggo2300

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Game/Book Reviews / Stellaris coming soon
« on: April 19, 2016, 02:26:04 AM »
so excited had to post damn the 9th of May, damn it with great damnation!!

woot and I'm half way to r-adm!!

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Rules / Engine Tech
« on: February 04, 2016, 06:58:09 PM »
Erik,

Question about the Engine Tech tree,  I would expect the higher tiers of this to have pre-req's of some of the Energy tech trees;  for example Engine Tech V (Plasma Torch) you can develop these as N-space engines even without beginning on the Plasma Tech tree.  Engine Tech VII is the same not requiring knowledge of Fusion Tech.

Admittedly it will make the tech tree a little trickier and will make things like,  Fusion Tech pretty much requires Plasma tech as a pre-req if you want to develop the Engines.  gameplay wise it's not going to be any advantage to do what I'm talking about,  it just seems weird to me that I could theoretically have Anti-Matter Pulse engines,  but have never researched Antimatter Tech.

Actually another way of doing it, the names Nuclear Pulse, Plasma Torch etc are really just flavour,  so maybe making the engine names more generic,  or using different names not tied in so closely with the reactor tech's would be a thing.

3
After Action Reports / Teaser for Unification of Earth campaign
« on: December 04, 2015, 01:04:26 AM »
Some teasers for my Unification of Earth campaign,  otherwise known as jamming 11 BIG empires on a single planet in a game that at the time had no rules for multi-empires on a single planet!

a quick list of the factions;

Commonwealth of Nations (COM) Pretty much the entire commonwealth, less India, Canada and Pakistan
Confederation of African States (C.A.S.) Most of Africa, less the Commonwealth countries, but including Libya
Empire of Japan (JAP) Japan
European Union (E.U.) Mostly the current EU, without the UK but including Ukraine
Islamic Caliphate (I.C.) Most of the Middle East, excluding Israel, Palestine and Libya, but including Indonesia and Pakistan
North American Union (N.A.U.) the US, Canada and Mexico
Reborn Empire of China  (CHN) China
Republic of India  (R.I.) India
Russian Federation (R.F.) Russian Federation
South American Confederation (Confederación Sudamericana) (C.S.) Brazil, Peru, Argentina
Unified Republic of Korea (KOR) all of Korea as a single entity

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Forum Issues / My Messages [1]
« on: November 13, 2015, 05:03:59 PM »
I've had this stuck there for the last three days, I read the message in question within about 10 minutes, and even replied to it. I've since deleted the message, though I have a few pages of older messages still there.  and it still showing like that in the menu.

5
Rules / Working out Incomes
« on: November 10, 2015, 05:56:42 PM »
Just want to run this past you to make sure I'm calculating monthly incomes even remotely correctly :)

The Commonwealth has a Core population on Earth, with a base Tax rate of 65% and a +10% Capitalist Bonus from a trait, their Industrial Index is the default 1, they have an Economic Health of 5

Earth has an MI from Planetary type and atmosphere of 5
and the following mineral deposits
LevelMIRating
Heavy MetalsNormal112
RadioactivesAbundant1.517
Non-MetallicsNormal110
Industrial MetalsMotherlode228

for a total MI of 10.5 and a rating of 120+170+100+280=670
MI * rating gives an exploitation index of 7035

So Income works out at
Exploitation Index * industrial Index (7035*1) of 7035
I assume the Capitalist Bonus is added here so 7035+703.5 = 7739

So,  Nominal Income is 7739
65% of that for base tax is  5030
75% of that for population adjustment is 3773
100% of that for EH level of 5 leaves a monthly tax income of 3773

Hopefully I haven't gone too wrong here (I have 10 factions to rework income for if I'm wrong!)

6
Rules / Ground Unit Support
« on: November 08, 2015, 03:35:37 PM »
Another question!

the Ground Unit Support table (table 136) gives the value in troop points that various populations can support based on NPC Tech Level,  the question I have is what TL does a PC Empire count as? and what changes to that are made for various levels of the Troop tech?

does an empire with Troop Tech II count as TL4 and have an allowance of 10 troop points per PP?  what about a player empire without troop tech? is it still TL4?

also doesn't the reduction of Capital's as the TL rises actually make it easier to force a planet to surrender? the number of Capital's definitely reduces pretty quickly.

this also raises the question about NPR's what happens to them after TL4? when they start developing TL's of their own?

AAAAND finally
with Armour ground units requiring Troops Tech II (which I can understand due to atk 8, def 4)
how would you simulate actual Armour units that have been around since 1916 (though obviously the WWI vintage stuff really wasn't effective enough to rate any unit upgrade, WWII and later Armour has been quite impactful)

7
Rules / Smallcraft Modification
« on: October 30, 2015, 10:08:56 PM »
since several of my starting civs are starting off with the small craft tech, and not enough other techs to build ships, I thought this may be useful

Science Instruments      Cost:500 LP:20 Effect: 1 survey point per day per generation per hour.

ps the note saying fighter engines don't apply on shuttles should probably include cargo shuttles in the list

8
Rules / Max Pop
« on: October 29, 2015, 03:41:26 PM »
Ok,  so the max pop of a planet is calculated from it HI, what happens when the HI is negative? ie for moons or non life supporting balls of rock,  I know you are then limited to non-habitable colonisation in domes up to I think it's large colony? size,  I've been putting the max pop size as zero in those cases as I'm pretty sure you only need to worry about max pop on habitable bodies, and a negative max population looks kinda silly!

Am I right?

9
Rules / Orbital and Ground Slots
« on: October 26, 2015, 04:17:37 PM »
Erik,
still working on the setup for my multi faction game, and looking at the idea we discussed before on using the maximum population as the cap for slots available to all factions, well the slots run out pretty quickly.

Just looking at the way you seem to be addressing it, and the fact that the available slots are tied to populations rather than the size of the system bodies,  I'm assuming that the slot limits more represent what the population can support rather than what the planet can support?

If so,  I'm thinking I may just let each population have the orbital and ground slots their population gives them, however if and when populations merge due to diplomacy of gunboat diplomacy, the slot levels for the new population must adhere to the limits of the new population size, and excess facilities cannot be supported (ooh that might be a new rule that needs implementing, what happens to facilities higher than the pop can support? might come up due to population decreases as well as this)

so for example if the EU (pop 565, Core, ground: 6, orbital: 8; Research, Defence, Scanning, Intelligence, Orbital Shipyard) conquers Russia (pop 200, Small Core, ground: 4, orbital: 4; Research, Defence, Scanning, Orbital Shipyard)  the resulting population would be still a core, so the EU would not have any additional slots, and would have to abandon 3 ground facility slots, though could keep the two shipyards)

I could see similar issues arising when an empire sets up a colony on someone elses colony (like the US in Steves current Aurora game)

what do you think?

10
Rules / Rules options suggestion
« on: October 23, 2014, 03:51:49 PM »
Erik, 

something I've been thinking about for quite awhile is an additional level of specialisation for ground forces,  specifically I'm thinking something like Naval and Aerospace for ground units (the main reason this keeps sitting in the back of my mind is near future multi-faction starts)  Something like a bunch of low tech Naval and Air-force support units,  since you already have ground forces split by size and role,  maybe adding a few new roles to cover air support and naval roles could be something? 

for example;
Ground Attack (GAT)  training points +25 Cost +30 Attack 4 Defense 4 Size +0 Movement 4

kind of thing

Matt

11
Sematary's Community Game / Promethean Embassy
« on: April 28, 2014, 08:59:58 PM »
The Pacific Federation of Prometheus lays claim to Saturn and all her moons,  We welcome trade with our neighbours, however the Promethean Defence Forces will descend like the Divine Wind of old on those who invade our territories.

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Bureau of Ship Design / Ships of my current Survey method
« on: December 16, 2009, 05:27:41 AM »
Still pretty low tech, as I'm only 19 years in to the game.  Unfortunately since hangar decks are a military only system, my jump tender has to be military, and therefore I've spent a huge amount of time/resources getting a 65000 ton military shipyard, but I just  like the  concept....

Code: [Select]
Outreach class Survey Tender    63050 tons     1486 Crew     3025.4 BP      TCS 1261  TH 2000  EM 0
1586 km/s    JR 2-50(C)     Armour 2-141     Shields 0-0     Sensors 5/5/0/0     Damage Control Rating 70     PPV 4
Annual Failure Rate: 1590%    IFR: 22.1%    Maintenance Capacity 600 MSP    Max Repair 576 MSP
Hangar Deck Capacity 5000 tons     Magazine 324    

Norton JC66K Commercial Jump Drive     Max Ship Size 66000 tons    Distance 50k km     Squadron Size 2
Cummins Nuclear Pulse Engine E0.9 (20)    Power 100    Fuel Use 9%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 1,500,000 Litres    Range 475.8 billion km   (3472 days at full power)

CIWS-120 (4x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Type 1 Size 1 Anti-Missile Launcher (4)    Missile Size 1    Rate of Fire 10
SMA-1 Anti-Missile Fire Control FC42-R1 (4)     Range 1.3m km    Resolution 1
AMM-1a Axe Size 1 Anti-missile Missile (324)  Speed: 6,600 km/s   End: 2.5m    Range: 1m km   WH: 1    Size: 1    TH: 44 / 26 / 13

SAS-1 Active Search Sensor S10-R40 (1)     GPS 400     Range 4.0m km    Resolution 40
STS-1 Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
SES-1 EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

Carrying either 5 Vosper Ia or 5 Vosper Ib depending on mission

Code: [Select]
Vosper Ia Survey Craft class Geological Survey Vessel    1000 tons     86 Crew     229.8 BP      TCS 20  TH 80  EM 0
4000 km/s     Armour 1-8     Shields 0-0     Sensors 5/6/0/1     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 144 MSP    Max Repair 100 MSP

Pratt & Whitney GB Nuclear Pulse Engine E90 (1)    Power 80    Fuel Use 900%    Signature 80    Armour 0    Exp 15%
Fuel Capacity 300,000 Litres    Range 60.0 billion km   (173 days at full power)

GAS-1 Active Search Sensor S10.5-R20 (1)     GPS 210     Range 2.1m km    Resolution 20
GTS-1 Thermal Sensor TH0.5-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
GES-1 EM Detection Sensor EM0.5-5.5 (1)     Sensitivity 5.5     Detect Sig Strength 1000:  5.5m km
Geological Survey Sensors (1)   1 Survey Points

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Vosper Ib Survey Craft class Gravitational Survey Vessel    1000 tons     86 Crew     229.8 BP      TCS 20  TH 80  EM 0
4000 km/s     Armour 1-8     Shields 0-0     Sensors 5/6/1/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 144 MSP    Max Repair 100 MSP

Pratt & Whitney GB Nuclear Pulse Engine E90 (1)    Power 80    Fuel Use 900%    Signature 80    Armour 0    Exp 15%
Fuel Capacity 300,000 Litres    Range 60.0 billion km   (173 days at full power)

GAS-1 Active Search Sensor S10.5-R20 (1)     GPS 210     Range 2.1m km    Resolution 20
GTS-1 Thermal Sensor TH0.5-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
GES-1 EM Detection Sensor EM0.5-5.5 (1)     Sensitivity 5.5     Detect Sig Strength 1000:  5.5m km
Gravitational Survey Sensors (1)   1 Survey Points

This design is classed as a military vessel for maintenance purposes

Thoughts? critique? guidance?

Maybe the Damage Control on the Outreach isn't such a good idea?

Matt

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