Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: 0111narwhalz
« on: February 23, 2016, 02:13:08 PM »

So, I found a connecting path between a safe system and a system with enemies. My automated jumpgate builder crafts keep wanting to build a jumpgate there, but I don't want that. So, can I ban this system from automated travel?
Posted by: Steve Walmsley
« on: February 22, 2016, 01:37:09 PM »

So, I'm now facing enemies with ECM. They purport to possess an ECM level of 30. I have ECCM which yields an "ECM Offset" of 30. Does this completely nullify their ECM, or should I go for the ECM Offset of 40?

The ECCM 30 will completely offset ECM 30.
Posted by: 0111narwhalz
« on: February 22, 2016, 01:36:09 PM »

So, I'm now facing enemies with ECM. They purport to possess an ECM level of 30. I have ECCM which yields an "ECM Offset" of 30. Does this completely nullify their ECM, or should I go for the ECM Offset of 40?
Posted by: Iranon
« on: February 18, 2016, 03:14:07 PM »

Every time a lightbulb burns out, it's a failure. Lightbulb will be replaced from MSP and life goes on.
On a big ships, there are simply more lightbulbs to burn out so AFR goes up, but there's a correspondingly larger storage.
Posted by: 83athom
« on: February 18, 2016, 09:30:56 AM »

Is there some tech to increase the efficacy of Engineering Sections? For instance, a larger model of the section? I don't like adding several hundred of them to get my ships below 300% AFR. Or is AFR less important than I think? Do I just need to carry sufficient maintenance supplies?
No there are not larger/advanced versions. Engineering space is actually very important in a ship that flies through space for long periods of time, even today's navy ships are mostly 'empty' space for crew to work on the ship (and has been for a looooooooong time). And AFR is less important than you think. What you want to look at is maintenance life.
Also, how do I make morale on my fighters not go down? Is this what Flight Crew Berths are for on my carrier?
Yes.
Posted by: 0111narwhalz
« on: February 18, 2016, 08:50:23 AM »

Is there some tech to increase the efficacy of Engineering Sections? For instance, a larger model of the section? I don't like adding several hundred of them to get my ships below 300% AFR. Or is AFR less important than I think? Do I just need to carry sufficient maintenance supplies?

Also, how do I make morale on my fighters not go down? Is this what Flight Crew Berths are for on my carrier?
Posted by: TheDeadlyShoe
« on: February 17, 2016, 04:01:44 PM »

creating Squadrons in the Fighter Squadrons screen (f7), making them whatever size firegroup you want to use. You can then use the Launch function in the F7 tab to split out individual squadrons.

and/or

creating groups in the Naval Organization tab of the Task Groups screen (f12), and assigning groups of 6 (or w/e) fighters to a group.  IMO the easiest way to do this is actually to create squadrons, launch them, and then use the Assign All function to put every ship in a taskgroup into a org group.   But you can do it any way you like.  You can then use the Create Branch Only function to quickly split off a fire-group, and us the copy targets to TG to relatively quickly set it up so each individual TG is targeting an individual enemy.
Posted by: 0111narwhalz
« on: February 17, 2016, 03:19:56 PM »

You can have your fighters broken up into fire groups, say of 6 fighters, and assign each fire group to its own target.

How exactly does one achieve this?
Posted by: Havan_IronOak
« on: February 16, 2016, 01:47:55 AM »

Duranium (as with most of the compounds in this game) has appeared in Science fiction before. In fact there are both Star Trek and Star Wars references to it on the memory Alpha web-site http://memory-alpha.wikia.com/wiki/Duranium
As to the others
Uridium http://memory-alpha.wikia.com/wiki/Uridium
Neutronium http://memory-alpha.wikia.com/wiki/Neutronium
Corbomite As many will recall was "invented" by Captain James T. Kirk http://memory-alpha.wikia.com/wiki/Corbomite
Tritanium http://memory-alpha.wikia.com/wiki/Tritanium
Boronide is (I assume) a local spelling variant of Boronite http://memory-alpha.wikia.com/wiki/Boronite
Mercassium has different chemical properties in Aurora than what exists in other sci-fi mythos http://memory-alpha.wikia.com/wiki/Mercassium
Vendarite http://memory-alpha.wikia.com/wiki/Vendarite
Sorium http://memory-alpha.wikia.com/wiki/Sorium
Corundium http://memory-alpha.wikia.com/wiki/Corundium
Gallicite http://memory-alpha.wikia.com/wiki/Gallicite

So while their usages in Aurora may be new (And no chemical symbols have been created - as many are reputed to be alloys) it just goes to show that there's nothing new under the sun.
Posted by: TheDeadlyShoe
« on: February 15, 2016, 09:01:10 PM »

this is when squadrons or the naval organization tab is useful. You can have your fighters broken up into fire groups, say of 6 fighters, and assign each fire group to its own target.
Posted by: Gabethebaldandbold
« on: February 15, 2016, 06:21:41 PM »

So, I'm trying to kill a swarm of FACs with fighters. My fighters can kill one of their FACs in three hits. Their FACs take significantly longer to kill mine. But, I'm still losing because their FACs fire once at all my fighters, while my fighters fire all at one of their FACs. I've broken them up into separate fleets, clicked many-many buttons, and they just won't stop focusing. Is it to do with the Automated Fire checkbox?
I usually dont use fighters, the only ones I ever made were a 40 size VNB(Very Big Nuke, usually 64 dmg) box launcher and a escort to the box launcher
Posted by: Haji
« on: February 15, 2016, 06:14:34 PM »

I almost never use automated fire but from what I've seen if you use it it will override everything - missile assignments, fire control assignments, ECCM assignments and of course target assignments. If you use this option you can forget about doing anything with your fighters, they will have life of their own. Sad as it is even when faced with several hundred targets, you have have to fight by hand if you want reasonable results.
Posted by: 0111narwhalz
« on: February 15, 2016, 04:40:36 PM »

So, I'm trying to kill a swarm of FACs with fighters. My fighters can kill one of their FACs in three hits. Their FACs take significantly longer to kill mine. But, I'm still losing because their FACs fire once at all my fighters, while my fighters fire all at one of their FACs. I've broken them up into separate fleets, clicked many-many buttons, and they just won't stop focusing. Is it to do with the Automated Fire checkbox?
Posted by: Bryan Swartz
« on: January 15, 2016, 08:14:02 AM »

Good correct answers above. 

On the TN 'elements', maybe I'm alone in this but I've never considered them elements.  Raw 'ores' or 'minerals' is more how I conceive of them.  I.e., duranium is the combination of raw ores required to high-tensile construction materials, much as steel requires various processes and raw materials to make, etc. 
Posted by: AL
« on: January 14, 2016, 03:56:36 PM »

You do have lagrange points in systems with super-jovians - these are like mini jump points which let you teleport to other lagrange points around the same system.