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Posted by: UnLimiTeD
« on: April 27, 2010, 08:48:38 AM »

Materials Required: 4050000x Duranium  16200000x Sorium

Development Cost for Project: 202500000RP


Well, it depletes a Planet on it's own, and then you need to build a ship around it....
It's probably cheaper to just install a Jump Gate construction Module^^
Posted by: The Shadow
« on: April 22, 2010, 09:08:35 PM »

Quote from: "waresky"
Pretty USELESS.
Non-sense and absolutely TOO crazy mineral wastage
:)
Posted by: Erik L
« on: April 22, 2010, 07:47:31 PM »

Spam posts deleted.
Posted by: waresky
« on: April 22, 2010, 02:51:52 PM »

Quote from: "Poojawa"
No... it's really the max I have,
Code: [Select]
J1250000(12-4000) Military Jump Drive

Max Ship Size: 25000 (1250000 tons)     Max Squadron Size: 12     Max Dist: 4000
Jump Engine Size: 9000 HS    Efficiency: 25    Jump Engine HTK: 1800
Cost: 20250000    Crew: 45000
Materials Required: 4050000x Duranium  16200000x Sorium

Development Cost for Project: 202500000RP


I only have up to 1,000 for max size :/
Pretty USELESS.
Non-sense and absolutely TOO crazy mineral wastage
Posted by: UnLimiTeD
« on: April 22, 2010, 02:13:37 PM »

You seem to be right about that...^^
Posted by: StratPlayer
« on: April 21, 2010, 10:38:16 AM »

Evidently, another byproduct of Rathos' gigantic ships is that they're spam magnets...
Posted by: UnLimiTeD
« on: April 21, 2010, 10:35:00 AM »

I'm not even quite sure what they are supposed to be advertising?
And how can they post here anyways?
Posted by: Beersatron
« on: April 20, 2010, 09:57:54 AM »

Report Post isn't working! gah ...
Posted by: Poojawa
« on: January 24, 2010, 05:48:45 AM »

No... it's really the max I have,
Code: [Select]
J1250000(12-4000) Military Jump Drive

Max Ship Size: 25000 (1250000 tons)     Max Squadron Size: 12     Max Dist: 4000
Jump Engine Size: 9000 HS    Efficiency: 25    Jump Engine HTK: 1800
Cost: 20250000    Crew: 45000
Materials Required: 4050000x Duranium  16200000x Sorium

Development Cost for Project: 202500000RP


I only have up to 1,000 for max size :/
Posted by: Rathos
« on: January 24, 2010, 05:13:40 AM »

You can get a military ship with a larger jump drive than 1.25 million in your version I'm pretty sure.

Commercial jumpdrives work on military ships as long as the military ship also uses commercial engines.  :wink:

It makes the military ship heavier though which can run up maintenance costs.
Posted by: Poojawa
« on: January 24, 2010, 02:32:26 AM »

I'm running the 4.7.8, so maximum possible jump drive  ability is 1,250,000 tons.

and this is my (hopeful) fighter, which doesn't show up.

Code: [Select]
Pulsar class Attack Craft    350 tons     18 Crew     730 BP      TCS 7  TH 4.5  EM 0
64285 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 9%    IFR: 0.1%    Maintenance Capacity 130 MSP    Max Repair 495 MSP
Magazine 20    

FTR Photonic Drive E200 ARM-1 (1)    Power 450    Fuel Use 2000%    Signature 4.5    Armour 1    Exp 175%    Hyper Capable
Fuel Capacity 10,000 Litres    Range 2.6 billion km   (11 hours at full power)

Size 5 Box Launcher (4)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours

Active Search Sensor S59.4-R1 (1)     GPS 59.4     Range 594k km    Resolution 1

Small Craft ECCM-5 (1)         This design is classed as a military vessel for maintenance purposes
Posted by: metalax
« on: January 23, 2010, 07:05:38 AM »

Quote from: "Poojawa"
*cracks fingers* I'll leave a few of my own works in here, running 4.7.8

Code: [Select]
Mothership class Mothership    1249200 tons     65478 Crew     20437960.5 BP      TCS 24984  TH 250  EM 90000
1000 km/s    JR 12-4000     Armour 2-1033     Shields 3000-300     Sensors 1500/1500/25/25     Damage Control Rating 1566     PPV 0
Annual Failure Rate: 18744%    IFR: 260.3%    Maintenance Capacity 6993383 MSP    Max Repair 20250000 MSP
Flag Bridge    Magazine 29700    Colonists 1000000    Cargo Handling Multiplier 400    
Fuel Harvester: 5 modules producing 700000 litres per annum
Terraformer: 10 module(s) producing 0.08 atm per annum
Asteroid Miner: 5 module(s) producing 350 tons per mineral per annum

J1250000(12-4000) Military Jump Drive     Max Ship Size 1250000 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (50)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 9,050,000 Litres    Range 130.3 billion km   (1508 days at full power)
Omega R300/15 Shields (200)   Total Fuel Cost  3,000 Litres per day

CIWS-1000 (50x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Vacuum Energy Power Plant Technology PB-1 AR-5 (1)     Total Power Output 600    Armour 5    Exp 5%
Active Search Sensor S2700-R1 (5)     GPS 2700     Range 27.0m km    Resolution 1
Thermal Sensor TH20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
EM Detection Sensor EM20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
Phased Gravitational Sensors (5)   25 Survey Points Per Hour
Phased Geological Sensors (5)   25 Survey Points Per Hour

Compact ECCM-10 (10)         ECM 100

This design is classed as a military vessel for maintenance purposes

Inspired by the Homeworld Mothership

You've missed the hangars for the fighter swarms to dock before jumping. I think you need a lot more engineering spaces as well as thinker armour.

Quote from: "Poojawa"
Still trying to figure out how to have "fighters" that are able to be built on the ground, because I know it's anything under 500 tons... but I have ships that are like, 350 tons o.o

For it to be a fighter it needs to have a fighter engine. Research fighter engine under power and propulsion, then when designing an engine in the drop down that lets you pick military/civilian there will be a new option, fighter.
Posted by: Poojawa
« on: January 23, 2010, 03:26:25 AM »

*cracks fingers* I'll leave a few of my own works in here, running 4.7.8

Code: [Select]
Mothership class Mothership    1249200 tons     65478 Crew     20437960.5 BP      TCS 24984  TH 250  EM 90000
1000 km/s    JR 12-4000     Armour 2-1033     Shields 3000-300     Sensors 1500/1500/25/25     Damage Control Rating 1566     PPV 0
Annual Failure Rate: 18744%    IFR: 260.3%    Maintenance Capacity 6993383 MSP    Max Repair 20250000 MSP
Flag Bridge    Magazine 29700    Colonists 1000000    Cargo Handling Multiplier 400    
Fuel Harvester: 5 modules producing 700000 litres per annum
Terraformer: 10 module(s) producing 0.08 atm per annum
Asteroid Miner: 5 module(s) producing 350 tons per mineral per annum

J1250000(12-4000) Military Jump Drive     Max Ship Size 1250000 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (50)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 9,050,000 Litres    Range 130.3 billion km   (1508 days at full power)
Omega R300/15 Shields (200)   Total Fuel Cost  3,000 Litres per day

CIWS-1000 (50x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Vacuum Energy Power Plant Technology PB-1 AR-5 (1)     Total Power Output 600    Armour 5    Exp 5%
Active Search Sensor S2700-R1 (5)     GPS 2700     Range 27.0m km    Resolution 1
Thermal Sensor TH20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
EM Detection Sensor EM20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
Phased Gravitational Sensors (5)   25 Survey Points Per Hour
Phased Geological Sensors (5)   25 Survey Points Per Hour

Compact ECCM-10 (10)         ECM 100

This design is classed as a military vessel for maintenance purposes

Inspired by the Homeworld Mothership

and

Code: [Select]
Ironsides class Battleship    338900 tons     35964 Crew     2673282 BP      TCS 6778  TH 20  EM 45000
295 km/s    JR 12-4000     Armour 26-433     Shields 1500-300     Sensors 1125/1125/0/0     Damage Control Rating 1426     PPV 1670
Annual Failure Rate: 4065%    IFR: 56.5%    Maintenance Capacity 1163239 MSP    Max Repair 2480625 MSP
Flag Bridge    Magazine 3564    
Fuel Harvester: 3 modules producing 420000 litres per annum

J437500(12-4000) Military Jump Drive     Max Ship Size 437500 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (4)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 2,040,000 Litres    Range 108.3 billion km   (4250 days at full power)
Omega R300/15 Shields (100)   Total Fuel Cost  1,500 Litres per day

Quad 10cm C25 Far Gamma Ray Laser Turret (4x4)    Range 350,000km     TS: 25000 km/s     Power 12-100     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Quad 50cm C25 Far Gamma Ray Laser Turret (2x4)    Range 350,000km     TS: 25000 km/s     Power 256-100     RM 12    ROF 15        64 64 64 64 64 64 64 64 64 64
Quad 80cm C25 Far Gamma Ray Laser Turret (4x4)    Range 350,000km     TS: 25000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Particle Torpedo-50 (3)    Range 350,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Quad R1008/C25 Meson Cannon Turret (6x4)    Range 350,000km     TS: 25000 km/s     Power 672-100     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
R1008/C25 High Power Microwave (2)    Range 350,000km     TS: 25000 km/s     Power 168-25     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
CIWS-1000 (23x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
30cm C25 Plasma Carronade (10)    Range 240,000km     TS: 25000 km/s     Power 24-25     RM 1    ROF 5        24 12 8 6 4 4 3 3 2 2
Fire Control S01 175-25000 (3)    Max Range: 350,000 km   TS: 25000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-5 (2)     Total Power Output 2400    Armour 5    Exp 5%

Active Search Sensor S1800-R1 (1)     GPS 1800     Range 18.0m km    Resolution 1
Thermal Sensor TH15-1125 (1)     Sensitivity 1125     Detect Sig Strength 1000:  1125m km
EM Detection Sensor EM15-1125 (1)     Sensitivity 1125     Detect Sig Strength 1000:  1125m km

ECCM-10 (2)         ECM 100

This design is classed as a military vessel for maintenance purposes

Still trying to figure out how to have "fighters" that are able to be built on the ground, because I know it's anything under 500 tons... but I have ships that are like, 350 tons o.o
Posted by: Rathos
« on: January 22, 2010, 06:20:49 AM »

I posted a list of the sizes of what I consider different tonnages and hull naming. Now that I look back on it I think that's a bit off. I tend to name my first warships patrolships/corvettes/frigates. Once I get a bigger yard ~100k-500k tons I start making one or two "cruisers" indeed I had a 750 thousand ton missile cruiser, which I'm sure many of you would of considered a super dreadnought.

The reason I only considered it a "cruiser" was because it was only the third warship I had designed and they were a patrol ship (Those usually are the first ship I build and only have one gun) and a corvette (these usually range from small 7000-15000 designs though as you noticed this once is ~19k)

So instead of actually having a set list of hulls and tonnages its more of a feeling I have in that particular game and how I preceive the military and government and their progress. So far its been mostly the "starter" designs that tend to be uniform, then they move on to a "early stage corvette" then "large warship" the last is the farthest I've gotten, I'm hoping to get past that stage and to the "Capital ship" (1-10 million ton warships) stage.

This corvette is somewhere between the early stage and getting to the technology level a large warship becomes possible. (A 750 ton warship with nuclear thermal engines doesn't work so well)

I've noticed the game has problems processing large ships, such as maintenance on the 50 million monitor causes and overflow error every 5 days and suffers no maintenance failures due to it. Also sensors with extreme range and thermal/em signatures that are extremely high.

Oh, and that gas giant is .4 but the nearly limitless reserves make up for that I think.

As soon as I get a large enough shipyard these will be mining it:

Code: [Select]
Belknap class Fuel Harvester    6174150 tons     94420 Crew     193733 BP      TCS 123483  TH 100000  EM 0
809 km/s     Armour 1-2997     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 20 MSP    Max Repair 60 MSP
Fuel Harvester: 1000 modules producing 50000000 litres per annum

Magneto-plasma Drive E0.9 (500)    Power 200    Fuel Use 9%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 500,000,000 Litres    Range 1618.0 billion km   (23148 days at full power)

This design is classed as a commercial vessel for maintenance purposes

They aren't even that expensive to build once you get things going.

Forays into the alien held system have met with disaster. Three teams have went in and two were destroyed, the third managed to destroy the aliens and survey ships were sent in and had explored half the system when more aliens showed up and blasted half the survey ships and then the security team.

The problem is while my AMMs and ASMs work, they require more than the Coontz IIs have on them. At first I had 2 AMMs per each enemy missile, but most got through and wrecked the first team. The second time they had 3 and did better, being able to maintan targeting and firing back until the 3rd salvo hit them. Unforunately missiles self destruct if the firing ship loses lock unless the missile has its own sensors. The third team won with 5 AMMs per missile, but I had 6 ships in that team and they just barely destroyed the aliens before running out of missiles.

I'm planning on making a frigate vessel larget than the Coontz that will have enough AMM launchers and ASM launchers to be 100% effective in destroying incoming missiles and the enemy ships. The Coontz will still be uses however as a patrol ship and to quell unrest on colonies. Mars/Venus/Mercury/Titan are up to 5-20 million people now.

Mineral surveys showed a planet in the alien system as having 131 million duranium at .2 which I think is pretty good. Hopefully a geo team can improve the yield.
Posted by: Canaris
« on: January 22, 2010, 05:32:50 AM »

A 19000 ton corvette! That's awesome.

Also, what's the accessibility on that sorium? I'm curious because every sorium gas giant I've found has accessibility of 0.8+.