Posted by: Garfunkel
« on: November 25, 2021, 03:15:13 AM »Yes, exactly. They're not going to take you seriously if you claim an empty system but they will also not take you seriously if you have no stick to accompany your soft-spoken words.
I don't really understand the mechanics of diplomacy.The NPR doesn't know how long you've been in the system, and time is not considered a factor for claims.
Long ago founded a colony with 250 automated mines. She extracted resources for herself, there was nothing bad. And suddenly messages from NPR begin to come - they ask me to get out of their territory! How so?
I arrived at this colony 30 years before them.
How does it even work?
Is there some way to "delineate the boundaries" so that the AI doesn't start counting its territory with my colonies?
The thing is, you don't gain additional information from continuing to sense the enemy ships for a long time. If you see an enemy ship flying at 4,000 km/s with a thermal signature of 800, you gain all of this information in a single increment. Continuing to sense the same ship is not going to give you additional data, unless the ship's behavior changes in a way that gives you more information.I'm understood, thank you!
Thermal sensors will give you a C or M with the sensor reading to show if the engine type is military or commercial.Got it, in that case, everything becomes much easier!
If you are worried about building a defensive fleet with fairly low tech requirements and no worries about missile issues, take a look at this thread for some inspiration.Thanks, I'll take a look, but I would still like to play through the rockets. Moreover, I have already researched the engines.
http://aurora2.pentarch.org/index.php?topic=12818.0
It's just that this is my first game, and I wouldn't really want to lose 30+ hours because the enemy will fly to my home planet and destroy everything thereYou can admit that the game is a learning process and you'll do better next time.
Hmm ... so the heat sensor will show the motor type? Or can I just calculate it?
In terms of sizing based on thermal signature, that's a really great idea!
There is only one question left with them ... how small a reconnaissance station equipped with a thermal sensor will not be noticed by NPR?) 100 tons, at a distance of 1 million km from their planet - will it be normal?
just have your scout ship do a flyby and jump back out of the systemIf you do the flyby in a single construction period (~4.5 days unless you changed the settings) then you only get the diplomatic penalty once. Of course being detected in their home system will give the strongest relations penalty.
My suggestion is to just fly a ship up, get your intel, and fly away before the NPR gets too annoyed about you being there. Trying to put any kind of station in orbit of their home planet will probably go poorly.You can do that ... then, you can use a huge station with huge sensors for this.
There is only one question left with them ... how small a reconnaissance station equipped with a thermal sensor will not be noticed by NPR?) 100 tons, at a distance of 1 million km from their planet - will it be normal?
Somehow it turns out that there are too many "Ifs". All the same, to create missiles that can hit the enemy at a distance of 100 million km, and shoot from afar seems to me a much more winning idea. But I am concerned about error messages with two-stage missiles, and I still do not understand how they should work (in the sense of whether sensors are needed only for the first-stage missiles so that they can detect the enemy after the destruction of the first targets, or if in combat missiles the second stage will not have sensors, will they self-destruct?)
Use thermal sensors, because they can ell you if a ship has military or commercial engines. You can rate military ships based on their size, which you can get from active sensors or estimate from thermal sensors, since size (in HS) is (speed * 1000) / (thermal signature). Thermal sensors are very good for this kind of passive information gathering.Hmm ... so the heat sensor will show the motor type? Or can I just calculate it?
Yes, if they do a standard jump, in this case it's probably better to stand off and engage them in a battle at a distance from the jump point especially if you use missile fleets which can win without taking damage from long range.Somehow it turns out that there are too many "Ifs". All the same, to create missiles that can hit the enemy at a distance of 100 million km, and shoot from afar seems to me a much more winning idea. But I am concerned about error messages with two-stage missiles, and I still do not understand how they should work (in the sense of whether sensors are needed only for the first-stage missiles so that they can detect the enemy after the destruction of the first targets, or if in combat missiles the second stage will not have sensors, will they self-destruct?)
If the NPR does a squadron jump, they will be offset from the jump point and you will get the opportunity to fire on them.
The best solution is probably to pursue diplomacy. As a player race you can out-tech the NPR pretty easily given enough time and diplomacy can probably give you that time.I will try. Thank you very much!
Hmm . . . How can I rate the types of ships? Let's say I install small stations with passive sensors in their system. But how can I distinguish between cargo ships and military ships?
Does this apply to diplomatic ships? Or do they not annoy them?
Those. Can NPR jump back in 5 seconds after jumping?
The problem is, I'm too far behind.
You say sad, I say fun. . . challenging NPRs are good for a fun game and sadly the AI is not up to snuff so a tech lead is about the best we can expect from an NPR. To gather information about a NPR's capabilities, you can assess the number and kinds of ships that you detect, the speed at which they are moving (implies engine tech, which in turn suggests what general tech level they are at), and the sensor information you gather which can be analyzed to yield useful tech information as well.It's just that this is my first game, and I wouldn't really want to lose 30+ hours because the enemy will fly to my home planet and destroy everything there
Generally if they feel that you are maintaining a presence in a system that belongs to them they will get annoyed. Usually you will get many messages indicating this, if you do not get such messages and they attack you then they were planning to do so anyways.Does this apply to diplomatic ships? Or do they not annoy them?
The time will vary, but for squadron jumps you typically expect to see 10-30 seconds delay per ship, and it can vary per ship. If the NPR does a standard jump you get more like a minute or two, but often they will just jump back out in 5 sec because NPRs don't have to re-spin up their jump drives for balance reasons. It is annoying but it is what it is.Those. Can NPR jump back in 5 seconds after jumping?
Both of these are valid approaches. However, I would suggest that maybe you are overthinking it a little bit, any well-built fleet can handle a NPR just fine if you are not too badly out-teched (and if you are out-teched, fighting is rarely in your best interest regardless of your strategy), so I would focus on doing simpler designs until you are used to the game and have more confidence about what can work and what might not. A basic fleet with fairly standard missile designs and a few different ship classes to use them is good enough to learn the game with. As long as you focus on defense at first you will probably be okay, and if you feel like the NPR outmatches you technologically you can buy time by agreeing to their demands to leave a system they claim and using diplomatic ships/stations to build trust and good relations.The problem is, I'm too far behind. I started as a traditional empire, and although I tried to develop as efficiently as possible, at the time when I had only my own planet with 700-800 million people, and 3 geo-prospectors, the NPR (who already knows where I live) had a fleet of more than 30 ships. And I don't even know what kind of ships they are.
1. Got it . . it's sad. How, in principle (without engaging in combat), can I assess the power of NPR? Place an inconspicuous sensor station near their planet?
What sensors should it have in order for NPR to notice them with the minimum probability?
2. Hmm . . . what could provoke them other than finding my warships in their system?
4. I do not quite understand exactly how to effectively use missiles to protect the jump point.
How much time bonus will I have? Does NPR use a construction that can reduce the shock time to 11-30s, or a standard jump? These are two huge differences . . .
I only see two potentially effective options:
1) Create missiles, with a range of 2 million km, but very fast, invest in missile reload speed technology, and eventually meet the enemy, firing every 10-15 seconds with many fast and powerful missiles.
On the other hand . . . I can do almost the same thing with two-stage rockets . . . Can't you?
The question here is how many shots I have. If 1-2, then there is no special sense, probably, but if 10-15 after a normal jump, then it is very powerful . . .
Hmm . . . You can also create fast enough ships that can overtake the enemy, being constantly at a distance of 2 million km, out of the reach of enemy beam weapons, while I can shoot these fast and powerful missiles for a long time!
Or, conversely, build stations, saving on engines.
2) Create fighters with rocket launchers, and place an aircraft carrier, or a station with hangars at the jump point.
But here the question arises . . .
How long does it take for fighters to leave an aircraft carrier and how long does it take for them to reload?