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Topic Summary

Posted by: Ziusudra
« on: April 15, 2011, 06:03:50 PM »

Low tech meson turret PDCs are my early go to. They provide good PPV/cost, can actually swat missiles, give starting officers something to do, can be refitted with new tech and automatically fleet train.
Posted by: Father Tim
« on: April 15, 2011, 05:36:47 PM »

As i understand it, they sure are.

My missile tech sucks, and so do my missile researchers.  I'm going to tech up in this area a lot quite soon.  I havn't put up missile PDC, and am considering beam PDC as earth defense, stationed on Luna.  

Good idea?  Bad idea?  Meh idea?


Civilians are pretty dumb.  They don't care how good your missiles are, just how big they are.  Build a couple of garbage-tech size 24 ICBMs and they'll be perfectly happy.

Note that this won't help in the slightest to actually protect your colony, just to make the people living there feel better about their safety.
Posted by: Yonder
« on: April 15, 2011, 10:19:05 AM »


My missile tech sucks, and so do my missile researchers.  I'm going to tech up in this area a lot quite soon.  I havn't put up missile PDC, and am considering beam PDC as earth defense, stationed on Luna.  

Good idea?  Bad idea?  Meh idea?

That's a decent enough idea if your tech is high enough. The moon is around 380,000 km away from the Earth. The beam warship in the tutorial (relatively early technology) only has a range of 180,000 km, so it wouldn't be able to cover Earth from all (or even most) angles. Once you got a range of 600,000 km or so then you would always be able to cover the Earth. One half of it would be significantly more exposed than the other half, but against the AI that's not likely to be too much of an issue, and the fluff value may be worth it. (As well as the cost benefits from PDCs).

What I would do instead is make large orbital defense stations. No engines, minimal maintenance, good armor and a lot of weapons. When a combat ship is in orbit around a colony it doesn't deteriorate (as long as there are enough Maintenance facilities for a ship of its size) so that's not an issue, and it's out of the atmosphere so beam weapons aren't hurt. It's not quite as cheap as a PDC, but the lack of engines helps a lot.

The best part is that you can move them around via tug when circumstances change. Pay attention to their expected lifetime when you do this though. If you penny-pinched enough it should be abysmal, so with a slow tug there is a danger of it breaking down before it reaches its destination. Make sure that you design a tug with enough extra maintenance that it can continuously restock the defense station during its journey.
Posted by: Beersatron
« on: April 13, 2011, 10:29:24 PM »

Yes but only Earth has the not actually needed bonus - i.e if you have a big colony on Mars and send the fleet off somewhere to kick butt the Martians will start complaining

To expand on that, I _think_ that the colony you designate as Capital does not need a protection level, so you could change the Capital to Mars .... and watch Earth explode from unrest :)
Posted by: Thiosk
« on: April 13, 2011, 10:26:05 PM »

PDCs are your friends :)

As i understand it, they sure are.

My missile tech sucks, and so do my missile researchers.  I'm going to tech up in this area a lot quite soon.  I havn't put up missile PDC, and am considering beam PDC as earth defense, stationed on Luna.  

Good idea?  Bad idea?  Meh idea?
Posted by: Erik L
« on: April 13, 2011, 10:11:24 PM »

PDCs are your friends :)
Posted by: Peter Rhodan
« on: April 13, 2011, 09:48:01 PM »

Yes but only Earth has the not actually needed bonus - i.e if you have a big colony on Mars and send the fleet off somewhere to kick butt the Martians will start complaining
Posted by: Erik L
« on: April 13, 2011, 03:29:42 PM »

I believe task groups/fleets provide their protection value to the system as a whole, rather than just the planet they are currently in orbit.
Posted by: Shoku
« on: April 13, 2011, 03:18:56 PM »

Once you have a 10 mil pop on Mars they will get cranky if you don't have any ships guarding the place so you should work out some design by then.
Seeing as there is a tutorial for making a laser ship that would be the easiest weapon system to put together but the other ones work about the same in ship design.  Missiles also require a magazine which can explode if your ship takes internal damage.

Lasers are comparably short range though so you'll probably need to be faster than your enemy to even shoot at them.

-

You need 218 infrastructure per million colonists.  You should probably build another thousand. 
After a point though, companies should start pumping infrastructure onto any rock you've colonized.

-

Starting NPRs start exploring systems really quick and if you left the NPR generation % alone that means they're going to make lotsa other aliens pop up.
Posted by: Rastaman
« on: April 12, 2011, 03:36:40 PM »

I've gone a good 50 1 minute turns without anything happening, is there any kind of way to make it stop? I did make the game start with 3 NPRs is that a bad idea?


Engage auto-turns and come back when you have 5000.
Posted by: Ygdrad
« on: April 12, 2011, 02:47:53 PM »

I've gone a good 50 1 minute turns without anything happening, is there any kind of way to make it stop? I did make the game start with 3 NPRs is that a bad idea?
Posted by: mckamx
« on: April 12, 2011, 02:42:08 PM »

Check the "Event Updates" window - time may be advancing by 5 seconds, but the System window only shows minutes.   5 second advances usually mean an NPR battle somewhere, or may mean that someone is in your system that you are almost close enough to detect.
Posted by: Ygdrad
« on: April 12, 2011, 02:37:24 PM »

well, I was about to go explore the last jump point in the sol system and my game seems to have bugged.   Turns don't happen anymore I can press any increment, time won't move forward.   Does anyone know what could be causing this or a way to fix it?

Edit: after zooming in real close on my ship, it seems that time is not stopped, but rather moving forwards in increments of 1 minute.  Is there a way to get it back to the increments I'm choosing?
Posted by: Thiosk
« on: April 12, 2011, 01:32:41 PM »

The way you learn this game early on is persistance.  When you figure out the basic systems-- how to mine out the Sol system and terraform mars-- you can restart your campaign and redo that part in 1\3 the ingame time.  Don't worry about it.  Explore til you find aliens.  Learn the logistics of starting an out-system colony.

Its super funtimes!
Posted by: jseah
« on: April 12, 2011, 11:11:19 AM »

After that crash, I decided to get some things done better/earlier and I thought that while I was at it i'd play with the starting settings.   Is the government type limited to what's in the list or is there some sort of way to make new ones or create combinations, like having a theocratic oligarchy.

Edit: Does the government type set the government for all my planets or just the main ruling body/first colony? Is it possible to have various types of governments for colonies while having your initial colony or main ruling body be a certain type?
You can have a different government type if you choose the create SM race starting option instead of the Sol start option. 

I'm not too sure what they do but I know the default starting shipyards, labs and techpoints change depending on which government you pick.  Beyond that, no idea. 

One government for all colonies, no indepedent colonies.