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Posted by: theonlystd
« on: March 18, 2010, 06:05:35 PM »

Quote from: "Steve Walmsley"
Quote from: "theonlystd"
Quote from: "Venec"
Maybe this is a stupid answer, but it depends  :P If you want more competition from the start, set NPR to 3-4 and pump local npr chance to 50-100%.

Normally for my games (150 star galaxy) I set NPR to 6 and local to 15%.
what difficulty modifier ?
It is on the Basic Parameters section of the Create New Game window

Steve
Aye

I was meaning what other people put the difficulty modifier at. And such since trying to find a sweet spot where the AI puts up more of a fight..
Posted by: ShadoCat
« on: March 18, 2010, 05:02:26 PM »

Quote from: "waresky"
Code: [Select]
HMS Vanguard class Raider    1000 tons     127 Crew     972.5 BP      TCS 20  TH 56  EM 0

20cm C6 Plasma Carronade (1)    Range 100,000km     TS: 17500 km/s     Power 10-6     RM 1    ROF 10        10 5 3 2 2 1 1 1 1 1
Fire Control S04 240-8000 H25 (1)    Max Range: 480,000 km   TS: 8000 km/s     98 96 94 92 90 88 85 83 81 79
Inertial Confinement Fusion Reactor Technology PB-1.4 AR-0 (2)     Total Power Output 6.72    Armour 0    Exp 30%


Waresky,

You might want to drop the capacitor on the weapon to 5.  With  10 power rating, it will give you the same 1o second recharge time.  It also allows you to drop your reactors to 5 total points.
Posted by: Steve Walmsley
« on: March 18, 2010, 07:06:04 AM »

Quote from: "theonlystd"
Quote from: "Venec"
Maybe this is a stupid answer, but it depends  :P If you want more competition from the start, set NPR to 3-4 and pump local npr chance to 50-100%.

Normally for my games (150 star galaxy) I set NPR to 6 and local to 15%.
what difficulty modifier ?
It is on the Basic Parameters section of the Create New Game window

Steve
Posted by: Venec
« on: March 16, 2010, 02:46:28 AM »

Default, that is 100%.
Posted by: theonlystd
« on: March 16, 2010, 02:35:26 AM »

Quote from: "Venec"
Maybe this is a stupid answer, but it depends  :P If you want more competition from the start, set NPR to 3-4 and pump local npr chance to 50-100%.

Normally for my games (150 star galaxy) I set NPR to 6 and local to 15%.
what difficulty modifier ?
Posted by: Venec
« on: March 15, 2010, 09:14:15 PM »

Maybe this is a stupid answer, but it depends  :P If you want more competition from the start, set NPR to 3-4 and pump local npr chance to 50-100%.

Normally for my games (150 star galaxy) I set NPR to 6 and local to 15%.
Posted by: theonlystd
« on: March 15, 2010, 08:51:48 PM »

Quote from: "theonlystd"





On another note how do you guys set up the difficulty modifier and how many Npr's do you spawn in the default 1000 system galaxy?


Over 50 systems found encountered 2 ai's.. And the first hardly put up a fight.. And cant seem to locate the others home world ....
no one?
Posted by: theonlystd
« on: March 13, 2010, 08:42:45 PM »

Quote from: "Brian"
Quote from: "theonlystd"
lol didnt think about that.. Might just write that system off as a loss then.. Im assuming the swarm cant use jumppoints ?

They can at a minimum use a jump gate.  They chased me through one once.  I don't know if it requires the mothership to go through for a regular wp, but from some other after action reports it sounds like they can jump into a new system.  It might actually work out in your favor.  If you can lure it back to the jump point with a lot of mines already emplaced.  If you have regular missiles with a decent loiter time, and their own tracking you can also do the same thing.  As they will come through and have their sensors off line it should work even better than normal.

Brian
Ah well was mostly worried about a rampaging fleet of 200 or more Facs showing up in my home system a few jumps away haha...






On another note how do you guys set up the difficulty modifier and how many Npr's do you spawn in the default 1000 system galaxy?


Over 50 systems found encountered 2 ai's.. And the first hardly put up a fight.. And cant seem to locate the others home world ....
Posted by: Brian Neumann
« on: March 13, 2010, 06:52:05 PM »

Quote from: "theonlystd"
lol didnt think about that.. Might just write that system off as a loss then.. Im assuming the swarm cant use jumppoints ?

They can at a minimum use a jump gate.  They chased me through one once.  I don't know if it requires the mothership to go through for a regular wp, but from some other after action reports it sounds like they can jump into a new system.  It might actually work out in your favor.  If you can lure it back to the jump point with a lot of mines already emplaced.  If you have regular missiles with a decent loiter time, and their own tracking you can also do the same thing.  As they will come through and have their sensors off line it should work even better than normal.

Brian
Posted by: theonlystd
« on: March 13, 2010, 06:22:57 PM »

Quote from: "Hawkeye"
Waiting for a long time before engaging them might not be all too wise, though.
I encountered a swarm of some 60 or 80 of them, pulled back to build up a fleet, and when the fleet was ready after a few years, went in again, only to encounter 200+. So I do belive, they reproduce over time. If you take 10 years after you encountered your 200+ to build your fleet, there might be 400+ then.

Just something to consider ;)
lol didnt think about that.. Might just write that system off as a loss then.. Im assuming the swarm cant use jumppoints ?
Posted by: Charlie Beeler
« on: March 13, 2010, 12:45:02 PM »

Quote from: "MoonDragon"
Would X-ray warheads be a good solution for the starswarm?

That will function if you have them.  Thier armor isn't segnificantly thick though.

The main problem most run into is the ability to see them from far enough away to engage them before they can close to beam range.  

For myself,  I tend to have my scout configured to see smaller ships at good range since I start most games with fighters in my order of battle.
Posted by: MoonDragon
« on: March 13, 2010, 10:08:36 AM »

Would X-ray warheads be a good solution for the starswarm?
Posted by: Shadow
« on: March 13, 2010, 08:00:14 AM »

Quote from: "Charlie Beeler"
There is a benefit to having the fire control out range the beams in this case.  It improves to to-hit numbers for the range bands that the carronades use.  It have to enter the swarms engagement range though.
As the saying goes, you learn something new every day. :)
Posted by: Charlie Beeler
« on: March 13, 2010, 07:48:51 AM »

Quote from: "Shadow"
Quote from: "waresky"
then this follow my personel Naval Doctrine:

Code: [Select]
HMS Vanguard class Raider    1000 tons     127 Crew     972.5 BP      TCS 20  TH 56  EM 0
17500 km/s     Armour 5-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Annual Failure Rate: 10%    IFR: 0.1%    Maint Capacity 456 MSP    Max Repair 648 MSP    Est Time: 3.15 Years

GB Magnetic Confinement Fusion Drive E54 (1)    Power 350    Fuel Use 540%    Signature 56    Armour 0    Exp 90%
Fuel Capacity 10,000 Litres    Range 3.3 billion km   (52 hours at full power)

20cm C6 Plasma Carronade (1)    Range 100,000km     TS: 17500 km/s     Power 10-6     RM 1    ROF 10        10 5 3 2 2 1 1 1 1 1
Fire Control S04 240-8000 H25 (1)    Max Range: 480,000 km   TS: 8000 km/s     98 96 94 92 90 88 85 83 81 79
Inertial Confinement Fusion Reactor Technology PB-1.4 AR-0 (2)     Total Power Output 6.72    Armour 0    Exp 30%

This design is classed as a military vessel for maintenance purposes
The lower tracking speed of the fire control system may not be bad if your targets are capital ships, but things could be tricky if you ever intend to engage missiles or small craft*. Another problem with the FC is that it's range is vastly longer than the carronade's, which is a pointless waste of resources. The FC's range tech could be purposefully reduced so to cut size, costs and therefore build time.

*If you're going against Star Spawn FACs, as the topic of the thread implies, you're going to need a TS of 10000 km/s on your FC. 8000 km/s is close, but you'll want every advantage you can get.

There is a benefit to having the fire control out range the beams in this case.  It improves to to-hit numbers for the range bands that the carronades use.  It have to enter the swarms engagement range though.
Posted by: Hawkeye
« on: March 13, 2010, 07:31:08 AM »

Waiting for a long time before engaging them might not be all too wise, though.
I encountered a swarm of some 60 or 80 of them, pulled back to build up a fleet, and when the fleet was ready after a few years, went in again, only to encounter 200+. So I do belive, they reproduce over time. If you take 10 years after you encountered your 200+ to build your fleet, there might be 400+ then.

Just something to consider ;)