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Posted by: Father Tim
« on: June 05, 2011, 02:48:14 AM »

Roughly, political reliability counts for four times as much as anything else and has no other benefit other than to increase the officer's promotion score.  It represents people who are good at making themselves look good.
Posted by: Hawkeye
« on: June 05, 2011, 02:22:04 AM »

Only increases the chance for an officer to be promoted (if you play with realistic promotions)

Don´t know the exact formula, but it should be floating around the formum somewhere.
Posted by: Thiosk
« on: June 05, 2011, 01:39:06 AM »

Heres another beginner question:

what the heck is political reliability?

Does a 5% increase constitute a boost to administration level?  I don't get it.
Posted by: Deoxy
« on: June 03, 2011, 12:05:15 PM »

4)No. You can intentionnaly ram an ennemy ship, but I have no idea how.

From what I've read, ramming is not a player option, only *spoilers* can use it... which I think is annoying, but I'm not the one making the game, eh?

I spoke German very well... 20 years ago.  Sorry, it's unbelievably rusty now.
Posted by: GeaXle
« on: May 28, 2011, 08:56:08 AM »

Hey!

Thanks a lot for all those answers.  It makes more sense now.

I am actually french :)

The weird thing for the combat is that my fighter could actually fire at the enemy ship, just not my big warship.  (I made my fighter go to a nearby waypoint and then fire).  And I think I also deactivate the crew experience thing when starting the game.  Is it the same thing as crew training?

For the combat windows, it gave me some nightmares also.  Especially to figure automated defense system :)

PS.  I kept it to English in case someone else wants to add someting :)
Posted by: Sheb
« on: May 28, 2011, 07:48:28 AM »

1) Yes, the limits is either your jump rating, or your jumpship's size, whichever is smaller.
2) It means your crew isn't trained enough, and has a delayed response. They just need some time to get to battle stations.
3)Beam fighter are nearly useless currently. But yeh, you would tell them to "go to" a contact and then use them to target said contact.
4)No. You can intentionnaly ram an ennemy ship, but I have no idea how.
5)No.
6) I'm not sure. It helps you repair damaged components, but I do not know the details.

Anyway, nice start, I couldn't even made head or tail of the combat windows at first.

P.S. And what is your mother tongue BTW? I'm a french-speaker and do speak some german if that can help.
Posted by: GeaXle
« on: May 28, 2011, 07:41:28 AM »

Hello,

I discovered this game a some months ago now.  I spent days reading forum and tutorial and I went through load of try to get the in and out of the game.  And I am loving it! Thanks a lot Steve!

But I do still have so many thing that I am not getting.
(please forgive my English as it is not my native language)

- In my last game, I had a commercial jump ship that is seating on the jump point of the systems I want to explore.  The ship was about 30k tons with a jump drive for a 50k ton maximum ship.  But my commercial salvager of 45k ton could not jump.  Does the ship size that has the jump engine limits the maximum jump size whatever the engine?

- Also in my last game.  I never managed to make my beam warship shoot at an alien immobile 125k ton ship at point blank distance.  I figured it was a jumpgate builder ship building a gate.

Here is my ship details:

Code: [Select]
Axethrower class Battlecruiser    16 250 tons     1664 Crew     2563.6 BP      TCS 325  TH 585  EM 600
3600 km/s     Armour 5-57     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 18     PPV 100
Annual Failure Rate: 264%    IFR: 3.7%    Maint Capacity 789 MSP    Max Repair 115 MSP    Est Time: 1.8 Years

Ion Engine E6.65 - ship (20)    Power 58.5    Fuel Use 66.5%    Signature 29.25    Armour 0    Exp 5%
Fuel Capacity 300 000 Litres    Range 50.0 billion km   (160 days at full power)
Gamma R300/14 Shields (10)   Total Fuel Cost  140 Litres per day

Particle Beam-3 (10)    Range 150 000km     TS: 4000 km/s     Power 7-3    ROF 15        3 3 3 3 3 3 3 3 3 3
Twin R4.5/C3 Meson Cannon Turret (2x2)    Range 45 000km     TS: 25000 km/s     Power 6-6     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Single Gauss Cannon R2-100 Turret (2x2)    Range 20 000km     TS: 25000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
CIWS-160 (2x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Fire Control S08 48-16000 (1)    Max Range: 96 000 km   TS: 16000 km/s     90 79 69 58 48 38 27 17 6 0
Fire Control S04 24-16000 (1)    Max Range: 48 000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Fire Control S06 96-6000 (2)    Max Range: 192 000 km   TS: 6000 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor Technology PB-1 AR-0 - ship (3)     Total Power Output 54    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.3m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

I have been trying to shoot my Particle Beam weapons using the FC S06 96-6000 at different ranges and then I tried different fire control but it never worked.  I am getting a message like this: "Axethrower 001 is preparing to fire but her weapons are not ready. "

Any idea why?

- I was also trying out some fighters for the first time.  I have a beam doctrine in that game so my fighters also had beam weapons.  How do you actually use fighters? Do you make them "follow" the enemy and shoot? Or do you use waypoints? Or other?

- Also if I make a ship "move to" another.  Is it going to collide with the other one?

- When jumping out of a jump point/gate all the ship are stacked together.  Is that why I could not engage the jumpgate construction ship? Is there a risk that if a ship blows up in that condition it will do damage to my other ship?

- And my final question.  How do Damage Control work.  Is one per ship enough?

Thanks,
Gea