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Posted by: Starkiller
« on: April 19, 2009, 05:59:28 PM »

Current Imperial expansion. 19 unexplored warp points! I have six survey squadrons going flat out, and I'm still finding them faster than I can explore
them. :) I think I better stop and do some more colonizing.



Eric
Posted by: SteveAlt
« on: April 13, 2009, 01:25:16 PM »

Quote from: "sloanjh"
Quote from: "Erik Luken"
Quote from: "Starkiller"
Scratch that last. I just looked on the completed list, and it was there. So, more centers should expand the radius. What is the general rule
for the number of systems in a sector before starting another sector?

Eric

Each level adds one to the radius. I try to stay with 3-4 jumps, and then build another sector for further expansion. Usually in some nodal system with lots of jp or habitable planets.

I thought it went roughly like the square root of the number of levels, i.e. 1 level = radius 1, 4 = radius 2, 9 = radius 3, but I also think I remember something a little weird with the counting - I think that you just need to get to level 2 to get radius 2.
You have to double the size of the sector command for each increase in radius. So Level 1 = Radius 1, Level 2 = Radius 2, Level 4 = Radius 3, Level 8 = Radius 4, etc.

Steve
Posted by: Starkiller
« on: April 13, 2009, 10:41:34 AM »

Centaurus has 7 warp points. SIGH. Sol must be in a major warp nexus in my game. My poor survey crews are getting run ragged. :)

Eric
Posted by: Starkiller
« on: April 12, 2009, 05:12:05 PM »

The first two stars are in the center, both with an impressive array of planets and asteroids. One of the planets orbiting Eridani C has over 20 moons!
The second two, I had to REALLY zoom out far, just to see them. Fortunately, there are LPs that jump out to the second pair. It's a good thing, as I imagine
it would take YEARS to go from Eridani A or C to Eridani B or D. What an awesome headache...er...I mean, system! :)



Eric
Posted by: Starkiller
« on: April 12, 2009, 04:44:41 PM »

Just sent Deep Survey Alpha into Tau Ceti's last unexplored jump point, 9 more to go in other systems. Um..after the Proxima trinary system, I thought
I could no longer be surprised. I was wrong, VERY wrong. Epsilon Eridani is a Quadrinary and will likely take a LONG time to survey, even for my second
generation survey ships. The distances are mind boggling. If there are aliens in this massive system, I'm going home, pull the blanket over my head, and
hope the bogeyman won't get me. Heh.

Eric
Posted by: Starkiller
« on: April 12, 2009, 12:42:01 PM »

Heh. 4 warp points in the Shaka system. SIGH. That makes 10 unexplored WPs in three systems so far. I wonder if I can rent some survey ships
from Steve's Rigelians. :)

Eric
Posted by: waresky
« on: April 12, 2009, 11:19:30 AM »

In first "years" of various Campaigns,ive lost some ships in stupid battles.."Warship" without Guns:)..or without power..or without MAGAZINES..:D
Posted by: Starkiller
« on: April 11, 2009, 11:20:29 PM »

Thanks for the info. That could definitely be useful. One thing I'd like to see is a combat simulator associated with the ship design section.
It would be nice if you could test your designs against a computer generated opponent of a selected teck level. This way, you could find weaknesses
in your design before actual combat shows them to you, in a lethal fashion. "QUICK! To the escape pods, Crew!" "Um...WHAT escape pods?" "Oh-oh.."
:)

Eric
Posted by: Brian Neumann
« on: April 11, 2009, 03:36:09 PM »

For those that haven't been explained.

Financial Centres generate extra wealth

Maintenance Facilities generate the mainenance to put on ships, and if there are enough they keep ships in orbit from running up time on the clock.  (200 tons times the number of facilities for the largest size ship maintained.)

Commercial Freight Facilities let you put in the order que for freighters, colonizers etc the order of freighter maintenance check.  This automatically resets the freighters clock to zero and refills the maintenance on the freighter.  It basically allows you to not have to wory about your freighters falling apart if you can swing them by one of these every couple of years.

Spaceports are being phased out in 4.1, currently if you have a spaceport on two planets not in the same system and the systems are linked by jump gates you can create a trade route.   This is another way to gain wealth.

If you have any other questions I would be happy to help

Brian
Posted by: Starkiller
« on: April 11, 2009, 02:23:40 PM »

Is there anywhere in the game, or elsewhere, that tells you what some of the planetary installations do?
I see things like spaceport, financial institution, and Commercial Freight, but have no idea what these
things do.

Eric
Posted by: sloanjh
« on: April 10, 2009, 09:35:17 PM »

Quote from: "Erik Luken"
Quote from: "Starkiller"
Scratch that last. I just looked on the completed list, and it was there. So, more centers should expand the radius. What is the general rule
for the number of systems in a sector before starting another sector?

Eric

Each level adds one to the radius. I try to stay with 3-4 jumps, and then build another sector for further expansion. Usually in some nodal system with lots of jp or habitable planets.

I thought it went roughly like the square root of the number of levels, i.e. 1 level = radius 1, 4 = radius 2, 9 = radius 3, but I also think I remember something a little weird with the counting - I think that you just need to get to level 2 to get radius 2.

John
Posted by: Starkiller
« on: April 10, 2009, 09:33:44 PM »

That makes sense. I don't need to worry about another sector for a while then. I'm currently three jumps out, with Tau Ceti (one transit from Sol) and
Sigma Draconis (2 transits out from Sol) being major warp nexii, with six and five JPs respectively. My surveyors will be busy for a time. :)

Eric
Posted by: Erik L
« on: April 10, 2009, 09:18:31 PM »

Quote from: "Starkiller"
Scratch that last. I just looked on the completed list, and it was there. So, more centers should expand the radius. What is the general rule
for the number of systems in a sector before starting another sector?

Eric

Each level adds one to the radius. I try to stay with 3-4 jumps, and then build another sector for further expansion. Usually in some nodal system with lots of jp or habitable planets.
Posted by: Starkiller
« on: April 10, 2009, 08:14:03 PM »

Ah! The Mass Drivers on the planets of Proxima A are sending a nice steady stream of mineral packets to the colony on the moon of planet 4 of
Proxima C. Steve, I don't know how you did it, but I tip my hat to your programming skills. :) Just need more automated mines on the 3 planets
of Proxima A, and setup mines on the others, to increase the mineral flow. Strangely, Proxima C is the only one of the three stars in this trinary
system that has developed habitable, or terraformable, worlds. ^_-



Eric
Posted by: Starkiller
« on: April 10, 2009, 08:04:37 PM »

Scratch that last. I just looked on the completed list, and it was there. So, more centers should expand the radius. What is the general rule
for the number of systems in a sector before starting another sector?

Eric