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Topic Summary

Posted by: Steve Walmsley
« on: January 13, 2020, 06:56:50 AM »

The shipping lines are added to the general command?  Or am I mis-reading that?

They are shown as admin commands, so you can check on civilian ships. You can't give them orders though.
Posted by: mtm84
« on: January 12, 2020, 09:06:06 PM »

The shipping lines are added to the general command?  Or am I mis-reading that?
Posted by: Steve Walmsley
« on: January 12, 2020, 06:33:04 AM »

Hey Steve, any chance we can see the Imperium's Admin Command structure?

Here are the current admin commands. I've found them very useful for my own admin purposes in terms of organising fleets. I haven't yet spent any time organising them in terms of geographic distribution or building large command centres - mainly because this is a test game, so I am not being as detailed in some areas as I normally would.



Posted by: Steve Walmsley
« on: January 12, 2020, 06:27:26 AM »

Question:  I might have missed it earlier but are the Tyrranids and Necrons the stand-in names for the spoilers?  Are there other NPRs out there doing their thing?

Yes, the Tyranids are the Swarm and the Necrons are the Precursors. There are two active NPRs I haven't met yet.

There are 403 systems in the game at the moment and the Imperium has only found 192 of them.
Posted by: Akhillis
« on: January 12, 2020, 04:32:01 AM »

Hey Steve, any chance we can see the Imperium's Admin Command structure?
Posted by: Father Tim
« on: January 11, 2020, 08:05:38 PM »

Question:  I might have missed it earlier but are the Tyrranids and Necrons the stand-in names for the spoilers?  Are there other NPRs out there doing their thing?

They seem to be.

There might be.

Steve may wish to not tell us.
Posted by: Kristover
« on: January 11, 2020, 06:14:33 PM »

Question:  I might have missed it earlier but are the Tyrranids and Necrons the stand-in names for the spoilers?  Are there other NPRs out there doing their thing?
Posted by: Steve Walmsley
« on: January 11, 2020, 10:15:36 AM »

I am curious about the refitted OWP. What are you planning to use them for? Defending Terra?

I mean, they don't look bad or anything, but considering the high tech components you also had the opportunity of scrapping the ship for tech. Up to this point you did not have THAT much use for OWPs after all.  Did you determine that to be not worth it? 

Or was it also a roleplay thing? (Which I would TOTALLY approve of. In c# Aurora I'm going to be boarding like there's no tomorrow :) )

The Jackal class Destroyer Escort is a much more clearcut case. Its Gauss cannons would prove an immediate, significant boost to antimissiles capabilities of any imperial fleet, so I would never scrap it for components.

It was primarily role play, as I now have four former Necron ships in the Imperial Navy. However, there wasn't that much tech to gain from scrapping it, apart from faster missile launch tech, so I thought keeping the ship would help more. With a pair of these in Terra orbit, it frees up more mobile forces.
Posted by: Zincat
« on: January 11, 2020, 09:51:48 AM »

I am curious about the refitted OWP. What are you planning to use them for? Defending Terra?

I mean, they don't look bad or anything, but considering the high tech components you also had the opportunity of scrapping the ship for tech. Up to this point you did not have THAT much use for OWPs after all.  Did you determine that to be not worth it? 

Or was it also a roleplay thing? (Which I would TOTALLY approve of. In c# Aurora I'm going to be boarding like there's no tomorrow :) )

The Jackal class Destroyer Escort is a much more clearcut case. Its Gauss cannons would prove an immediate, significant boost to antimissiles capabilities of any imperial fleet, so I would never scrap it for components.
Posted by: Garfunkel
« on: January 09, 2020, 02:17:29 PM »

Might be easier to both code and for players to track/understand if they just automatically stack regardless of the owner.
Posted by: Steve Walmsley
« on: January 09, 2020, 11:25:47 AM »

How does this work with multiple empires all sitting on some pylons? Does the rate apply to rifts in that empires systems only? Best rate for any empire?

The most interesting option is probably for each Empire to decide whether to add its rate to an overall number. Still thinking through this :)
Posted by: Bughunter
« on: January 09, 2020, 10:59:25 AM »

How does this work with multiple empires all sitting on some pylons? Does the rate apply to rifts in that empires systems only? Best rate for any empire?
Posted by: Zincat
« on: January 09, 2020, 07:33:33 AM »

Honestly, I like the invaders as they are. I would be fine with this new end-game enemy if it was an additional enemy, compared to the galactic invaders.

About the mechanism in question of this "rift invasion", I don't like that you're completely relying on luck to find the pylons. I've seen games where I saw ONE ruin with in over 100 systems... I would not be averse to it if precursor ruins are either more common, or can be made more common.

I've hoped for a start-game box to choose how common spoilers are for a long time... Let me cranck it all up and have abundnt swarms and precursors! As said, I want a galaxy full of bad things...
Posted by: MarcAFK
« on: January 09, 2020, 06:29:12 AM »

I second that they should be inactivated rather than completely destroyed.
Posted by: Rabid_Cog
« on: January 09, 2020, 03:39:12 AM »

Perhaps make it so they can be destroyed/damaged in all the normal ways? Orbital bombardment and collateral damage from ground warfare, but with high toughness.

Also, make it so that the rifts don't completely vanish, they are just set to 'inactive' at a certain minimum size. If you ever drop below 100% bonus again, they start growing again. You can never "defeat" the rifts, you can just hold them back for a while...
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