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Topic Summary

Posted by: Rawb
« on: November 13, 2011, 04:53:54 AM »

Exact same thing happened to me Zazu. Check if they're star swarm or not, I wasted a lot of time trying to be friendly with them until I found it was them  :-[.
Posted by: zazu
« on: November 12, 2011, 04:44:00 PM »

Thanks, got it

--Woah, attacked by some aliens.

They're close, too close... :s
Posted by: TheDeadlyShoe
« on: November 12, 2011, 03:34:06 PM »

You need to give the 'standard transit' order to the jump destroyer, on the jump point. 

Posted by: zazu
« on: November 12, 2011, 11:58:10 AM »

I made a new game where all the jump points are already found but not yet explored

How do I explore them? I tried sending in survey ships of both kinds but there wasn't an option

I sent a jump destroyer there to see if I could jump but I couldn't...

How do I make this work?
Posted by: Hawkeye
« on: November 12, 2011, 01:06:23 AM »

The psuedo code is as follows:

Code: [Select]
    Bonus = 1 - (Int(Sqr(GradePoints) - 10) / 100)
   
    If Squadron Transit then
        Delay = (10 + Random Number(20)) * Bonus
    Else
        Delay = (120 + Random Number(60)) * Bonus
    End
Which means that a squadron transit will cause blindness for 11-30 seconds and a regular or jump gate transit will cause blindness for 121-180 seconds. This affects both fire control and active sensors. The delay is reduced by the grade bonus of each ship.

Steve
Posted by: HaliRyan
« on: November 11, 2011, 04:51:32 PM »

The actual formula is posted in the Mechanics section I think. It's something like 10-30 seconds for a squadron transit, and 30 seconds-2 minutes for a standard transit.
Posted by: blue emu
« on: November 11, 2011, 04:23:12 PM »

In my experience, several minutes. Shorter if you Squadron Jump, longer if your Task Force Training is low. Not sure where you would find actual numbers.
Posted by: Atlantia
« on: November 11, 2011, 04:15:35 PM »

Back to jump points and combat.

How long are ships sensor-blind for, and where can I find this information in-game?
Posted by: metalax
« on: November 07, 2011, 03:26:28 AM »

4000-6000 would be a good speed, yes. I tend to not aim for a particular speed and instead aim for a certain percentage of the ship tonnage to be dedicated to engines. Usually 25% on most ships, 50% on fast beam ships and 75% on very fast/boarding ships. This does result in needing to use fairly big ships to get sufficient mission space for weapons on the faster designs.
Posted by: blue emu
« on: November 06, 2011, 12:15:52 PM »

Blue Emu, that post was ridiculously helpful.  I reckon it should be a tutorial sticky.  Thank you so much I actually understand it all now :) 

Glad to help. Just post (or PM me) if you need another walk-through on a different topic.
Posted by: Yonder
« on: November 06, 2011, 08:55:54 AM »

Blue Emu, that post was ridiculously helpful.  I reckon it should be a tutorial sticky.  Thank you so much I actually understand it all now :) 

Metalax, So basically, remove the Thermal and EM, quadruple sensor size, Mess about with the FC and get more engines.  What speed do you recommend?

I would aim for 4000 to 6000 km/s. You also may want to consider scrapping the shields entirely, as in the early game they really aren't able to compete with armor. That said you are starting to get into the area where they start to be reasonable, depending on your enemy, and of course you may want them from a RP standpoint, which is always the most important consideration.
Posted by: Rawb
« on: November 06, 2011, 07:56:32 AM »

Blue Emu, that post was ridiculously helpful.  I reckon it should be a tutorial sticky.  Thank you so much I actually understand it all now :) 

Metalax, So basically, remove the Thermal and EM, quadruple sensor size, Mess about with the FC and get more engines.  What speed do you recommend?
Posted by: HaliRyan
« on: November 05, 2011, 08:29:14 PM »

Depends heavily on the particular NPR. Some will be perfectly happy waving hello and signing a trade agreement, others will declare you a blight on the galaxy.

One thing to keep in mind if you're looking to have cordial relations is that NPRs regard being lit up by active sensors an aggressive act (although I think this changes if you achieve allied status). So if you spend a month sitting next to one of their ships with your actives on, don't be surprised if they shoot you.
Posted by: Person012345
« on: November 05, 2011, 07:49:22 PM »

I have a semi-related question. Are the NPR's usually very aggressive? Upon contact, are they more likely to blow you into space debris, or try to say hi?
Posted by: Thiosk
« on: November 05, 2011, 06:31:08 PM »

You really should get this put into the tutorials, it's an excellent explanation.

--Mav

Agreed.  these sorts of annotated screenshots are EXACTLY the sort of thing that helps bring the eyes to one box or another-- until you get a feel for the interface, aurora is just a series of boxes with numbers in them.