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Posted by: Kytuzian
« on: July 20, 2014, 06:32:53 PM »

I believe they are randomly generated as well, because IIRC, in an Aurora fiction (I believe the NATO/Soviet Union one), the Invaders were armed with plasma beams.

I don't know whether the battlecruisers are really good enough though, because they have at least 20 32000 ton ships, several of which have 36 strength 42 lasers which fire every five seconds (assuming that's what Rate of Fire: 1 means). Even if not, those volleys are pretty devastating and the main reason for the high amount of shields.
Posted by: JacenHan
« on: July 20, 2014, 06:19:03 PM »

I'm pretty sure invaders are randomly generated, just like NPRs and Precursors.
Posted by: Barkhorn
« on: July 20, 2014, 05:49:45 PM »

If you want to know for sure if they're invaders or not, read this:

Invaders use 64WH missiles.
Posted by: Theodidactus
« on: July 20, 2014, 02:17:17 PM »

These ships are INSANELY powerful proportionate to other things I've seen on the forum, by the way. I don't think you need as many battlecruisers as you think you might, one of these things could steamroll an entire enemy fleet.
Posted by: Kytuzian
« on: July 20, 2014, 06:22:55 AM »

That's supposed to say twenty, don't know what happened there.

Sadly, the problem is that these are the invaders, at least as far as I can tell. Also, it currently seems like I'm going to have to rethink some of my plan due to mineral shortages.
Posted by: Vandermeer
« on: July 20, 2014, 12:48:09 AM »

Wow, with that Battlecruiser you won't have any competition anymore. I remember becoming basically invincible against any non-invader and non-NPR encounter after having a ship with 1600 shields flying.

Only thing I saw: The last fighter only has 2 missiles for 4 launchers. Those are on top of that no box launchers, so maybe you want even more than 4 (or do you plan custom loadout every time depending on situation?).
Posted by: Kytuzian
« on: July 19, 2014, 10:22:34 PM »

Right now, my planned strike force includes:

15 Caesar V class Destroyers:

Code: [Select]
Caesar V class Destroyer    6 000 tons     211 Crew     4920.5 BP      TCS 120  TH 230.4  EM 150
8000 km/s     Armour 3-29     Shields 5-375     Sensors 1/1/0/0     Damage Control Rating 2     PPV 50.68
Maint Life 1.18 Years     MSP 1025    AFR 144%    IFR 2%    1YR 757    5YR 11348    Max Repair 2100 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

Lentullus & Pius 320 EP Inertial Fusion Drive (3)    Power 320    Fuel Use 22.5%    Signature 76.8    Exp 10%
Fuel Capacity 500 000 Litres    Range 66.7 billion km   (96 days at full power)
Tutor Techsystems Xi R375/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Twin U & C 35cm C12 Far Ultraviolet Laser Turret (2x2)    Range 800 000km     TS: 20000 km/s     Power 64-24     RM 5    ROF 15        32 32 32 32 32 26 22 20 17 16
Uticensis & Spurius Fire Control S08 400-20000 H40 (1)    Max Range: 800 000 km   TS: 20000 km/s     99 98 96 95 94 92 91 90 89 88
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%
Catulus Solid-core Anti-matter Power Plant PB-1.3 (2)     Total Power Output 41.6    Armour 0    Exp 25%

Sisinnius-Africanus Active Search Sensor MR28-R100 (1)     GPS 3600     Range 28.8m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

These are pretty small ships, but mostly I'm hoping their numbers will make up for their relative ineptitude. I included a single shield on them to absorb a single laser shot, as the enemy does have strength 42 lasers which are devastating at close range.

10 Maximus II class Battlecruisers:

This ship I do plan on increasing the number of weapons and shields on it, so it can take more than a single volley of enemy laser fire on its shields, and then destroy them as quickly as possible.

Code: [Select]
Maximus II class Battlecruiser    76 250 tons     1957 Crew     38909.5 BP      TCS 1525  TH 2688  EM 54000
7344 km/s     Armour 10-160     Shields 1800-360     Sensors 1/1/0/0     Damage Control Rating 87     PPV 320.08
Maint Life 2.97 Years     MSP 18179    AFR 816%    IFR 11.3%    1YR 3074    5YR 46104    Max Repair 2100 MSP
Intended Deployment Time: 36 months    Spare Berths 0    
Flag Bridge    

Lentullus & Pius 320 EP Inertial Fusion Drive (35)    Power 320    Fuel Use 22.5%    Signature 76.8    Exp 10%
Fuel Capacity 11 000 000 Litres    Range 115.4 billion km   (181 days at full power)
Tutor Techsystems Omicron R360/360 Shields (300)   Total Fuel Cost  4 500 Litres per hour  (108 000 per day)

Valerianus Armaments 52cm C12 Far Ultraviolet Laser (1)    Range 800 000km     TS: 7344 km/s     Power 71-12     RM 5    ROF 30        71 71 71 71 71 59 50 44 39 35
Twin U & C 35cm C12 Far Ultraviolet Laser Turret (12x2)    Range 800 000km     TS: 20000 km/s     Power 64-24     RM 5    ROF 15        32 32 32 32 32 26 22 20 17 16
Genialis-Siculus CIWS-200 (4x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Uticensis & Spurius Fire Control S08 400-20000 H40 (3)    Max Range: 800 000 km   TS: 20000 km/s     99 98 96 95 94 92 91 90 89 88
Catulus Solid-core Anti-matter Power Plant PB-1.3 (11)     Total Power Output 228.8    Armour 0    Exp 25%

Faustillus-Gratian Active Search Sensor MR5-R1 (40%) (1)     GPS 48     Range 5.3m km    MCR 575k km    Resolution 1
Iovinianus-Felix Active Search Sensor MR528-R100 (40%) (1)     GPS 48000     Range 528.0m km    Resolution 100

ECCM-2 (1)         This design is classed as a Military Vessel for maintenance purposes

5 Trajan class Missile Bases:

These Missile Bases carry a rather large (MS 50) missile that has a range of 3 billion kilometers with a warhead strength of 36. It's part of System Defense line of missiles, and the basic idea is provide coverage for an entire star system with planetary defense centers.

Code: [Select]
Trajan class Missile Base    27 700 tons     1000 Crew     10469 BP      TCS 554  TH 0  EM 0
Armour 20-81     Sensors 1/2400     Damage Control Rating 0     PPV 250
Intended Deployment Time: 3 months    Spare Berths 5    
Magazine 2170    

Genialis-Siculus CIWS-200 (3x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Pelagius-Clodian PDC Size 50 Missile Launcher (5)    Missile Size 50    Rate of Fire 375
Aemulius Missile Fire Control FC5068-R100 (40%) (1)     Range 5 068.8m km    Resolution 100
SD Aemulius II (43)  Speed: 15 400 km/s   End: 2.3d    Range: 3023.3m km   WH: 36    Size: 50    TH: 51/30/15

Aemulius Active Search Sensor MR3010-R130 (40%) (1)     GPS 312000     Range 3 010.1m km    Resolution 130

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 12 sections

As many Crassus II fighters as can be built:

These aren't especially good, but they can be cannon fodder and pepper the armor of the enemy ships with small plasma blasts. Ideally, they will simply take shots for the main fleet.

Code: [Select]
Crassus II class Fighter    480 tons     3 Crew     289.3 BP      TCS 9.6  TH 30.72  EM 0
13333 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 3.14 Years     MSP 38    AFR 18%    IFR 0.3%    1YR 6    5YR 87    Max Repair 64 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7    

Postumianus Engineering 64 EP Inertial Fusion Drive (2)    Power 64    Fuel Use 140.01%    Signature 15.36    Exp 20%
Fuel Capacity 50 000 Litres    Range 13.4 billion km   (11 days at full power)

Proculus-Ferentinus Precision Arms 15cm C6 Plasma Carronade (1)    Range 60 000km     TS: 13333 km/s     Power 6-6     RM 1    ROF 5        6 3 2 1 1 1 0 0 0 0
Panthera & Naevius Fire Control S00.5 100-4000 (FTR) (1)    Max Range: 200 000 km   TS: 16000 km/s     95 90 85 80 75 70 65 60 55 50
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

Sisinnius-Africanus Active Search Sensor MR28-R100 (1)     GPS 3600     Range 28.8m km    Resolution 100

This design is classed as a Fighter for production, combat and maintenance purposes

However, I have also designed another class of Fighter than carries AMMs (that could maybe be used as ASMs), but I don't know that I even want to build them. Their main advantage is that they will have a much longer range than the enemy ships, so will probably be able to fire several salvos before the enemy even reaches laser range.

Code: [Select]
Sparrow II class Fighter    485 tons     4 Crew     247.3 BP      TCS 9.7  TH 30.72  EM 0
13195 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 3.13 Years     MSP 32    AFR 18%    IFR 0.3%    1YR 5    5YR 74    Max Repair 77 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6    
Magazine 20    

Postumianus Engineering 64 EP Inertial Fusion Drive (2)    Power 64    Fuel Use 140.01%    Signature 15.36    Exp 20%
Fuel Capacity 30 000 Litres    Range 8.0 billion km   (6 days at full power)

Nertomarus Engineering Company Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 15
Sparrow Missile Fire Control FC25-R1 (1)     Range 25.3m km    Resolution 1
Nightingale FTR Missile (2)  Speed: 51 200 km/s   End: 8.1m    Range: 24.9m km   WH: 3    Size: 1    TH: 170/102/51

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes

Any advice about the fleet or plan are appreciated.
Posted by: Kytuzian
« on: July 15, 2014, 10:33:42 PM »

Last time, as I was building fighters, they came over and instantly destroyed them. I suspect my only way out will be to launch many ships simultaneously.

Unlike last time, they have a couple ships stationed in Sol, rather than coming to check up on me everything year or so, which limit my ability to build more fighters, sadly.

Currently in the process of designing a suitable battleship, as well as increasing the number of slipways on my shipyard.

Here is the preliminary design, although I do plan to have better, faster recharging lasers soon, as well as better engines and longer range active sensors.

Code: [Select]
Maximus II class Battlecruiser    53 700 tons     1356 Crew     17774.15 BP      TCS 1074  TH 2712.5  EM 7500
7216 km/s    JR 4-250     Armour 7-126     Shields 250-375     Sensors 1/1/0/0     Damage Control Rating 53     PPV 125.9
Maint Life 3.05 Years     MSP 10964    AFR 435%    IFR 6%    1YR 1773    5YR 26598    Max Repair 1663 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Flag Bridge   

Isatis-Allobrogicus J55000(4-250) Military Jump Drive     Max Ship Size 55000 tons    Distance 250k km     Squadron Size 4
Minicianus Engines Limited 250 EP Magnetic Fusion Drive (31)    Power 250    Fuel Use 27%    Signature 87.5    Exp 10%
Fuel Capacity 10 000 000 Litres    Range 124.1 billion km   (199 days at full power)
Tutor Techsystems Xi R375/360 Shields (50)   Total Fuel Cost  750 Litres per hour  (18 000 per day)

Valerianus Armaments 45cm C6 Far Ultraviolet Laser (1)    Range 800 000km     TS: 7216 km/s     Power 53-6     RM 5    ROF 45        53 53 53 53 53 44 37 33 29 26
Twin Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (5x2)    Range 800 000km     TS: 16000 km/s     Power 48-12     RM 5    ROF 20        24 24 24 24 24 20 17 15 13 12
Genialis-Siculus CIWS-160 (4x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Saunio Aeronautical Fire Control S08 400-16000 H50 (2)    Max Range: 800 000 km   TS: 16000 km/s     99 98 96 95 94 92 91 90 89 88
Merula Magnetic Confinement Fusion Reactor Technology PB-1.1 (6)     Total Power Output 66    Armour 0    Exp 10%

Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1)     GPS 180     Range 10.8m km    MCR 1.2m km    Resolution 1
Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1)     GPS 18000     Range 108.0m km    Resolution 100

ECCM-1 (1)         This design is classed as a Military Vessel for maintenance purposes
Posted by: DuraniumCowboy
« on: July 15, 2014, 06:16:12 PM »

Maybe try building mine laying fighters.  Add minimal propulsion and the biggest single shot missile launcher you can fit with enough range to get to the jump gate and back.  Build a mine sized to the launchers and then continually build mine ordnance and fighters and lay a massive mine field.

In conjunction, build out a ton of slipways on your military shipyard and set it so all your ships launch at once.  Between the mines and the large number of ships getting crewed all at once, maybe you will have a chance.
Posted by: drmzsz7
« on: July 15, 2014, 04:35:40 PM »

How the movie Independence Day would have really ended lol don't worry bro, plenty of planets out their
Posted by: Kytuzian
« on: July 14, 2014, 09:31:40 PM »

Ah, thanks. I'd do that, but I came up with a much crazier plan for survival.

So the aliens came back, and completely destroyed all my ships and shipbuilding capacity. They seem to do this whenever I build a ship, but they don't destroy any of my actual industry. Therefore, my plan is to build a shipyard, expand it to the necessary size, and then design and construct a giant behemoth of a ship that contains everything necessary to start a colony on another world, far, far away.

Advice on building such a ship? Is this even possible (don't care about practical)?
Posted by: Barkhorn
« on: July 14, 2014, 06:23:20 PM »

Your carrier needs flight crew berths, otherwise the fighter pilots will bunk in their fighters and get pretty upset.  Mark the "Keep excess Q" box in the top-right of the class design screen, this'll allow you to add extra crew quarters.
Posted by: Kytuzian
« on: July 13, 2014, 02:12:13 PM »

At the moment, the fighters are the only spacecraft I have, so if I want them to go somewhere else, they have to go alone, thus the reason for their range/maintenance time/intended deployment time. I'm also concerned about how much damage they do, because I know my enemy's ships have at least 12 layers of armor. My best lasers can easily pierce that, but there's no way I can fit a 45cm laser onto a fighter, or even a 30cm laser. As for the lack of active sensor, I am planning on building some fighters that just carry sensors around. While they're in range of Earth, I have a PDC with an active sensor they can use.

Sensor Fighter:
Code: [Select]
Nero class Fighter Sensor    448 tons     16 Crew     341.7 BP      TCS 8.95  TH 100  EM 0
11173 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 5.11 Years     MSP 119    AFR 6%    IFR 0.1%    1YR 8    5YR 114    Max Repair 270 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

Severlinus Aerospace Industries 50 EP Magnetic Fusion Drive (2)    Power 50    Fuel Use 168.01%    Signature 50    Exp 20%
Fuel Capacity 50 000 Litres    Range 12.0 billion km   (12 days at full power)

Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1)     GPS 18000     Range 108.0m km    Resolution 100

This design is classed as a Fighter for production, combat and maintenance purposes

PDC:
Code: [Select]
Marcus Brutus II class Laser Base    3 850 tons     155 Crew     2710.4 BP      TCS 77  TH 0  EM 0
Armour 14-21     Sensors 1/180     Damage Control Rating 0     PPV 44.76
Intended Deployment Time: 3 months    Spare Berths 1   

Twin Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (2x2)    Range 800 000km     TS: 16000 km/s     Power 48-12     RM 5    ROF 20        24 24 24 24 24 20 17 15 13 12
Saunio Aeronautical Fire Control S08 400-16000 H50 (1)    Max Range: 800 000 km   TS: 16000 km/s     99 98 96 95 94 92 91 90 89 88
Merula Magnetic Confinement Fusion Reactor Technology PB-1.1 (3)     Total Power Output 33    Armour 0    Exp 10%

Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1)     GPS 18000     Range 108.0m km    Resolution 100


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 2 sections

I designed a light carrier, but it'll be quite a while before I can actually construct it, because my shipyard only has slipways of 1200 tons, and it is about as minimal as I'm willing to make it. Also, I'm not sure, but I believe the aliens I'm currently fighting are Invaders (or whatever they're called).

Code: [Select]
Caligula class Light Carrier    10 650 tons     199 Crew     3723.45 BP      TCS 213  TH 262.5  EM 0
3521 km/s     Armour 5-43     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 11.3
Maint Life 4.14 Years     MSP 4093    AFR 181%    IFR 2.5%    1YR 382    5YR 5733    Max Repair 1440 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 0   
Hangar Deck Capacity 3000 tons     

Minicianus Engines Limited 250 EP Magnetic Fusion Drive (3)    Power 250    Fuel Use 27%    Signature 87.5    Exp 10%
Fuel Capacity 2 000 000 Litres    Range 125.2 billion km   (411 days at full power)

Single Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (1x1)    Range 800 000km     TS: 16000 km/s     Power 24-6     RM 5    ROF 20        24 24 24 24 24 20 17 15 13 12
Genialis-Siculus CIWS-160 (1x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Saunio Aeronautical Fire Control S08 400-16000 H50 (1)    Max Range: 800 000 km   TS: 16000 km/s     99 98 96 95 94 92 91 90 89 88
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1)     GPS 18000     Range 108.0m km    Resolution 100
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1)     GPS 180     Range 10.8m km    MCR 1.2m km    Resolution 1

Strike Group
6x Crassus Fighter   Speed: 11049 km/s    Size: 9.05

This design is classed as a Military Vessel for maintenance purposes

Posted by: DuraniumCowboy
« on: July 13, 2014, 01:26:02 PM »

A few ideas:

1)  You can change the deployment time to 0.1 month and save some space
2)  You don't have any active sensors, which may be a problem if you don't have any other ships to get active tracking for these fighters

I build some cheap PDC's with just hangar space and some self defense turrets as "airfields" if you have the chance, that may be a good option to help reduce maintenance as you build up your squadrons.
Posted by: Kytuzian
« on: July 13, 2014, 11:25:19 AM »

So, some aliens came by and slaughtered all my ships, PDCs and civilian ships, then left. Currently I am rebuilding, but don't really have the facilities for a whole lot. Therefore, I am building fighters, but had some issues producing the technology to shrink weapons/stuff small enough. This was the fastest design I could produce, but now that they seem to have left (for good or for now), I want to start revising it. They have maintenance life and such because I don't have hangars or facilities to launch them from, so they have to be minimally self sustaining.

Code: [Select]
Crassus class Fighter    453 tons     17 Crew     178.7 BP      TCS 9.05  TH 100  EM 0
11049 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 9.07 Years     MSP 62    AFR 6%    IFR 0.1%    1YR 1    5YR 20    Max Repair 60 MSP
Intended Deployment Time: 3 months    Spare Berths 0   

Severlinus Aerospace Industries 50 EP Magnetic Fusion Drive (2)    Power 50    Fuel Use 168.01%    Signature 50    Exp 20%
Fuel Capacity 50 000 Litres    Range 11.8 billion km   (12 days at full power)

Proculus-Ferentinus Precision Arms 15cm C6 Plasma Carronade (1)    Range 60 000km     TS: 11049 km/s     Power 6-6     RM 1    ROF 5        6 3 2 1 1 1 0 0 0 0
Panthera & Naevius Fire Control S00.5 100-4000 (FTR) (1)    Max Range: 200 000 km   TS: 16000 km/s     95 90 85 80 75 70 65 60 55 50
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

Thoughts?