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Posted by: Steve Walmsley
« on: February 28, 2010, 09:40:26 AM »

Quote from: "Balibar"
Based on your answer and looking at the formula given in the Create Research Project Window,
    it appears that the new factor is EM_Sensitivity / 10, so
I am guessing that EM Sensitivity of 10 would create the same relationship between Sensor Size and Strength that existed in 4.9.
Yes, that's right. Compared to v4.9, low tech sensors will have a little less range and high tech will have a little more. The alien sensor ranges shown on the galactic map assume an EM sensitivity of 10

Steve
Posted by: Balibar
« on: February 27, 2010, 09:49:32 AM »

Quote from: "sloanjh"
Yes.  No.
Thanks!

Quote from: "sloanjh"
I think the break-even vs. 4.9 is around strength-8 or so.
Based on your answer and looking at the formula given in the Create Research Project Window,
    it appears that the new factor is EM_Sensitivity / 10, so
I am guessing that EM Sensitivity of 10 would create the same relationship between Sensor Size and Strength that existed in 4.9.
Posted by: sloanjh
« on: February 26, 2010, 08:02:44 PM »

Quote from: "Balibar"
Were Sensors/Fire Controls Changed with the 5.0 Update?  It seems the names for designs are different and it seems I need twice as large a sensor as I did before.  Was the EM sensitivity in the range calculation before?

Yes.  No.

There was a thread where Steve wanted to get rid of the certainty associated with the distance at which an enemy active sensor would detect your ship - in 4.9 this was known exactly since both power and resolution were reported.  The original thought was to remove the resolution information entirely, but it was felt that that was a bit unrealistic/drastic, since one should be able to tell the difference between an anti-missile (resolution 1) and anti-ship (resolution ~100) sensor from its emissions.  What ended up getting implemented was to make the detection range depend on the EM sensitivity - this means that you know approximately what the range of an enemy sensor was by guessing the enemy's EM sensitivity, but would be off if your guess was off.  The technobabble is that an active sensor has to detect the signal that it bounces off the enemy ship, and so increased passive technology would allow one to build better active sensor suites.

I think the break-even vs. 4.9 is around strength-8 or so.

John

PS - thanks for bringing this up.  I'd forgotten about it and so haven't been focusing much on EM passives....
Posted by: Balibar
« on: February 26, 2010, 07:23:36 PM »

Were Sensors/Fire Controls Changed with the 5.0 Update?  It seems the names for designs are different and it seems I need twice as large a sensor as I did before.  Was the EM sensitivity in the range calculation before?
Posted by: Balibar
« on: February 21, 2010, 09:08:22 AM »

Quote from: "Hawkeye"
To my knowledge, yes

I don´t think so. Actually, I don´t think anything improves sensor operations.
Thanks!
Posted by: Hawkeye
« on: February 21, 2010, 08:15:19 AM »

Quote from: "Balibar"
A Queston about Task Forces and Command Staff.  Let's say I want to create a Survey Task Force.  The purpose of the Task Force is have a command staff coordinating survey efforts in one of those systems with a gazillion asteroids.  As I understand it:

1. I need a ship with a flag bridge to have a roving task force.  
2. Once I have such a ship, I create a Task Force, assign a Task Force Commander and transfer the location of the Task Force to my ship with the flag bridge.  
3. The new task force sub-command slots should appear in the Leader Window under Staff.  
4. The Survey Bonus of the Survey Officer is applied to all ships in the Task Force if they are in the same system.  
5. 1/8th of the Survey Bonus of the Task Force Commander is applied to all ships in the Task Force if they are in the same system.  

Are these correct?  

To my knowledge, yes

Quote from: "Balibar"
A secondary question: Once my survey of Sol has been completed, does my Survey officer in the Home Fleet Task Force do anything?  Does he somehow help Sensor operations in Sol?

I don´t think so. Actually, I don´t think anything improves sensor operations.
Posted by: Balibar
« on: February 21, 2010, 07:02:07 AM »

A Queston about Task Forces and Command Staff.  Let's say I want to create a Survey Task Force.  The purpose of the Task Force is have a command staff coordinating survey efforts in one of those systems with a gazillion asteroids.  As I understand it:

1. I need a ship with a flag bridge to have a roving task force.  
2. Once I have such a ship, I create a Task Force, assign a Task Force Commander and transfer the location of the Task Force to my ship with the flag bridge.  
3. The new task force sub-command slots should appear in the Leader Window under Staff.  
4. The Survey Bonus of the Survey Officer is applied to all ships in the Task Force if they are in the same system.  
5. 1/8th of the Survey Bonus of the Task Force Commander is applied to all ships in the Task Force if they are in the same system.  

Are these correct?  

A secondary question: Once my survey of Sol has been completed, does my Survey officer in the Home Fleet Task Force do anything?  Does he somehow help Sensor operations in Sol?
Posted by: Balibar
« on: February 20, 2010, 06:57:48 AM »

Quote from: "mikew"
Yes, you can scrap them.  Go to the industry tab of the economics form, and click on the stockpile button.  You can then select the items and scrap them (or disassemble them to attempt to gain info on the technology, which is not a factor in this case).  Using freighters you could ship the components in holds, or scrap them in place and then ship the minerals.

Mike
Thanks!
Posted by: mikew
« on: February 19, 2010, 08:31:44 PM »

Quote from: "Balibar"
My XenoArcheology Team Deciphered a Ruins.  I have Engineers working on recovering artifacts.  One of my Engineer Brigades recoverd 22 x Nuclear Pulse Engine 0.9.  This is obsolete tech for me.  Can these be scrapped as I could use the Gallicite?  Are they transported with Cargo Holds or is there a special transport device needed for parts?

Yes, you can scrap them.  Go to the industry tab of the economics form, and click on the stockpile button.  You can then select the items and scrap them (or disassemble them to attempt to gain info on the technology, which is not a factor in this case).  Using freighters you could ship the components in holds, or scrap them in place and then ship the minerals.

Mike
Posted by: Balibar
« on: February 19, 2010, 08:14:50 PM »

My XenoArcheology Team Deciphered a Ruins.  I have Engineers working on recovering artifacts.  One of my Engineer Brigades recoverd 22 x Nuclear Pulse Engine 0.9.  This is obsolete tech for me.  Can these be scrapped as I could use the Gallicite?  Are they transported with Cargo Holds or is there a special transport device needed for parts?
Posted by: Nabobalis
« on: February 16, 2010, 04:49:16 PM »

Quote from: "Steve Walmsley"
Quote from: "Nabobalis"
What does racial wealth do in the game? I can't seem to find anything about it on the forum, I must be blind.
Everything you build, you have to pay for using wealth. Also research costs 1 wealth per research point. If you look at the Wealth tab on the F2 window, it shows what you are spending and where your wealth is coming from.

Steve

I see, I can't believe I never went onto that screen. Thanks.
Posted by: Steve Walmsley
« on: February 16, 2010, 04:46:10 PM »

Quote from: "Nabobalis"
What does racial wealth do in the game? I can't seem to find anything about it on the forum, I must be blind.
Everything you build, you have to pay for using wealth. Also research costs 1 wealth per research point. If you look at the Wealth tab on the F2 window, it shows what you are spending and where your wealth is coming from.

Steve
Posted by: Nabobalis
« on: February 16, 2010, 04:41:36 PM »

What does racial wealth do in the game? I can't seem to find anything about it on the forum, I must be blind.
Posted by: Steve Walmsley
« on: February 16, 2010, 04:36:06 PM »

Quote from: "Balibar"
I have been going from one bottleneck to another in this game.  I started out not knowing I was burning through wealth faster than the US Congress, so I had to fix my wealth generation.  Then I was making ships too fast so I ended up with a -10 grade crew.  So, I am trying to increase the military academy and I have several slipways on pause.  I should have been pumping out freighters, as you said, but that is just one boo boo out of many for me in this game.  
Everyone does this :). Aurora is all about managing shortages and bottlenecks. It does reduce the 'rich get richer' problem that you find in many 4x games. You have to manage your economy or it can crash and it can take some time to recover.

Steve
Posted by: Balibar
« on: February 15, 2010, 08:11:59 PM »

Quote from: "sloanjh"

Note that the dilemma that you're in is standard, and is at the heart of the game.  Also note that neither of the two mining options you've found look good to me - I always try to find mineral sources that have duranium at 0.5 or more in addition to the secondary mineral that I'm looking for.  
The first Sol Asteroid has at this point:
   Dur 112,564 (1)
   Ven 13,524 (1)
   Gal 9,055 (1)
I have 33 automines on it.  

The second Sol Asteroid started out with Dur (1), Sor (1), Corun (1) and Gal (1).  The Duranium has been exhausted and the Sorium is down to (.65).  I am switching my Asteroid Mining TG which has 5 ships x 10 mining modules per ship from this asteroid to a new one with this:
   Dur 9,031 (1)
   Bor 2,919 (1)
   Ven 523 (1)
   Sor 5,559 (1)
   Uri 2,742 (1)

The Kruger asteroid has:
   Neu 102,392 (.9)
   Corbo 176391 (1)
   Tri 172,216 (1)
   Bor 36,092 (.9)
   Mer 159,992 (.9)
   Ven 60,017 (.9)
   Sor 105,616 (1)
   Gal 159,953 (.8)

I agree with your point about the Duranium, but I thought the other deposits were worth it.  And Earth had a decent Duranium deposit to start with plus my geology team found another 100,000.  At this time Earth has Dur 252,740 (1) so Duranium is a low priority for me at this time.  

Quote from: "sloanjh"
   
Otherwise (as you point out) you have to build multiple mines per factory to keep your industry going, which is a bad (from the economic growth perspective) situation to be in.  Finally, this is why it's a good idea to start cranking out freighters from day one - you're going to be in these sorts of situations a lot, and it helps to have your own shipping capacity to move things around.

John
I have been going from one bottleneck to another in this game.  I started out not knowing I was burning through wealth faster than the US Congress, so I had to fix my wealth generation.  Then I was making ships too fast so I ended up with a -10 grade crew.  So, I am trying to increase the military academy and I have several slipways on pause.  I should have been pumping out freighters, as you said, but that is just one boo boo out of many for me in this game.  

Thanks for the pointers.