Post reply

Warning - while you were reading 65 new replies have been posted. You may wish to review your post.

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

Name:
Email:
Subject:
Message icon:

Verification:
Is Pluto a planet?:

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

Please read the rules before you post!


Topic Summary

Posted by: ExChairman
« on: March 04, 2019, 03:10:20 AM »

Hmmm... The Enemy seems to have some big ships in reserv, almost 50000 tons and 4 of them... Used most of my FACs missiles for the first heavy cruisers so 4 battleships might be a problem... So the last 14 FACs will launch their 6 missiles each at one target and see whats happening... Their Battlecruisers have been hard to kill, around 60-80 missiles of 8MT each... Might have to retreat back to SOL system. FAC group Mars is already going back to rearm their launchers and soon the Terra group also...
Posted by: ExChairman
« on: March 03, 2019, 11:32:56 AM »

Payback time! 4 Heavy cruisers of the County class, 16 Destroyers of the Napoleon MkIII class, 4 Destroyer escorts from the Shield MkII class, 72 FACs and 4 Scout FACs have entered the Enemy system... All over the human ships the Remember Earth and Mars! is being heard... Halfway to the Enemy homeworld of Alpha Centauri a lone Destroyer is sighted... 20 second later another ship is sighted, a lone battlecruiser...
Posted by: Andrew
« on: March 02, 2019, 01:52:57 AM »

I have had 2 experiences with Invaders one is in this thread somewhere where a huge Invader fleet built up next door to Sol but would not come in and eventually I built enough warships to kill them all, with so many gauss cannon that I could shoot down on average about 8-900 invader AMM's a turn and so could avoid damage unless 2 AMM salvo's hit in the same 5s impulse.

THe other one ended my Herchel Conventional start brits in space, I stupidly left earth before building a single warship and bam Invaders next door. I had the industry and economy to support a fleet which could have saved me but not even the first warship was finished when the bombardment began. Next time I start building warships before I have the 'perfect' tech combination
Posted by: ExChairman
« on: March 01, 2019, 01:57:12 AM »

The Enemy have destroyed our colony on Mars, 102 million dead... Several PDC have been taken intact when its defenders gave up... With some luck a human armored division was landing at the military spaceport so they are trying to engage and re-capture... FAC group Terra is going out again to strike the Enemy capital ships, the first strike killed only one heavy crusier but damaged all 11 heavy cruisers and 5 battlecrusisers. They still have some 15 destroyers and 5 survey ships in our solar system but those will be dealt with later...
Posted by: Garfunkel
« on: February 28, 2019, 11:15:48 AM »

Don't forget the benefit of monitors or battle stations, amram. If you know where the wormhole is, it's pretty simple to tug suitable units there. And with just one small engine to give them little dodging capability, or without any engines, more tonnage can be devoted to armour/shields/weapons. They don't have to be big either, because you can just keep a shipping line churning them out. Crew deployment is a problem but you can create a R&R ship with 2 entertainment modules and have it visit the location of the "forts" every 6 months. Granted, I haven't tried that method since Steve added crew morale/deployment in to the game, but before then, it worked as a tripwire, first line of defence. Or you can use mines of course.
Posted by: ExChairman
« on: February 28, 2019, 01:30:03 AM »

Using a short range gunboat as an offensive unit in another solar system gives you an problem with fuel... The standard fire control was also a shorter range than the missiles maximum range, this was fixed in the MkII class.

Code: [Select]
Rodney class Fast Attack Craft    1 000 tons     17 Crew     170 BP      TCS 20  TH 120  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.5
Maint Life 4.5 Years     MSP 53    AFR 16%    IFR 0.2%    1YR 4    5YR 63    Max Repair 50 MSP
Intended Deployment Time: 1 months    Spare Berths 3   
Magazine 30   

Evans International 80 EP Magneto-plasma Drive (2)    Power 80    Fuel Use 38%    Signature 60    Exp 10%
Fuel Capacity 5 000 Litres    Range 2.4 billion km   (3 days at full power)

Bradley Engineering Type 5 VLS  (6)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Richards Orbital Systems Missile Fire Control FC105-R100 (1)     Range 105.6m km    Resolution 100
ASM Shipwreck (8)  Speed: 24 000 km/s   End: 112.4m    Range: 161.8m km   WH: 5    Size: 5    TH: 144/86/43

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 Military Vessel for maintenance purposes

After a small attack into the Enemy system these ships have been recalled to Earth and upgraded to MkII class with alot more fuel. Still no active sensor but they are supposes to operate with naval units that will paint the enemy ship to attack.

Code: [Select]
Rodney MkII class Fast Attack Craft    1 000 tons     17 Crew     190 BP      TCS 20  TH 120  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.5
Maint Life 4.8 Years     MSP 59    AFR 16%    IFR 0.2%    1YR 4    5YR 63    Max Repair 50 MSP
Intended Deployment Time: 1 months    Spare Berths 3   
Magazine 30   

Evans International 80 EP Magneto-plasma Drive (2)    Power 80    Fuel Use 38%    Signature 60    Exp 10%
Fuel Capacity 55 000 Litres    Range 26.1 billion km   (37 days at full power)

Bradley Engineering Type 5 VLS  (6)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Collins Electronics Missile Fire Control FC176-R100 (1)     Range 176.4m km    Resolution 100
ASM Shipwreck (6)  Speed: 24 000 km/s   End: 112.4m    Range: 161.8m km   WH: 5    Size: 5    TH: 144/86/43

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 Military Vessel for maintenance purposes

Posted by: joeclark77
« on: February 27, 2019, 08:04:57 PM »

If you want to fight them in a non-cheat way, I recommend equipping to spam them with flocks of size 1 or 2 missiles -- thousands per volley if possible.  And if you can do it from a billion kilometers away, even better.  The fighter swarm idea works except against their anti-missile ships.
Posted by: amram
« on: February 27, 2019, 02:22:59 PM »

I'm actually about to do exactly that, a 2.5b pop start, invaders on from the get go.  The increased labs and production should make me sustainable against what I faced, and potentially against their larger ships.  5 times the industrial base, and change government type to meritocracy, so it leans more heavily into labs.  I won't be all that much more productive, maybe double, but definitely much more technological, which is the biggest failing of a young empire against invaders.

Not sure if I want to lay on the fighters from the beginning, and go full blast towards mimicking the swarm with microwaves and perhaps also mesons.  Or make skip fielding my combat destroyers and go straight into cruisers at 16kt that field microwaves, and spend much of the 8kton increase on just armor to survive the coming onslaught long enough to poke their eyes out.   Or both....

I usually only advance in size when I can't increase the efficacy of the smaller hull significantly anymore.
Posted by: Garfunkel
« on: February 27, 2019, 11:59:27 AM »

80k rp, 500m start is maybe not quite enough with invaders on from the start, lol.
I've tried having them on from start with much bigger starting Earth population and it wasn't fun. You might sink twenty hours into a successful game and then get stomped in 30 minutes. It'll work as a special challenge, ie you dedicate the whole game to just dealing with them from the start, but as a general game, where you also have other spoilers and NPRs, it just means that you might face instant death at any moment.
Posted by: joeclark77
« on: February 27, 2019, 10:09:48 AM »

The increment boarding tactic still requires the boarding to be successful, and if the enemy is too fast to board, your troops will splatter and not be successful in boarding.

True, but it works great against those immobile AMM platforms they sometimes push through wormholes.  Capture and disassemble a couple of those and you'll have maxed-out missile reloading and sensor tech.  Also you get to keep the AMMs.  Tens of thousands of them.
Posted by: ExChairman
« on: February 27, 2019, 03:42:48 AM »

Humans have for the first time in history visited another star system, using wormhole travel we are now visiting Alpha Centauri. Is this the system the Enemy come from, the same enemy that terrorised earth  from 1973 to the late 1987. On the other hand the war we fought against the enemy united our species under one rule for the first time in history, but we lost over 3 billion and great parts of Earth was devastated by nuclear fallout. But we won, first on Earth then taking the fight in early 2010 to Mars were we defeated the last remnant. We had to pull back for almost 40 years to heal Earth and its people. Then in 2050 we returned to Mars and Luna and for the next 30 years we reclaimed the enemy Mars colony and with that help we began to colonize our solar system, and today 2080 at midnight our first jump capable ship jumped to a new system, finding one small habitable planet and several standard planets that might be terraformed. Now we have a small fleet of 8 destroyers and 12 FACs to defend the human race, but more will come...
Posted by: amram
« on: February 27, 2019, 01:48:40 AM »

I am aware of the 5ls limitation

I'm not!  What's that?

no FC can exceed a bit over 1.4mkm in aurora,its a hardcoded limitation regarded as being the distance light travels in 5 seconds, one increment, and taken as the limit for beam weapons range, by limiting the FC.  Not an issue with stock FC's capping out at 175kkm, you come up just short.  With doubled FC ranges I'll certainly hit it.

Its amusing to muck about in the DB and re-spec an FC to that you wanted, but its rather unfair, the NPR's and spoilers could never compete with it, as they suffer the limit unless you watch for their components in the database too.
Posted by: Michael Sandy
« on: February 26, 2019, 08:28:40 PM »

The increment boarding tactic still requires the boarding to be successful, and if the enemy is too fast to board, your troops will splatter and not be successful in boarding.
Posted by: joeclark77
« on: February 26, 2019, 07:31:55 PM »

It was very much rimworld/dwarf fortress in how it ended.

I always play with Invaders on, because the game is too easy without them, but I can't beat them if I play the game "straight", as intended.  I cheat bigtime.  I use the fact that you can tell when enemy ships are firing missiles, to trick them into emptying their magazines at a jump point, jump through, jump back.  Then I mop their missile ships up with beam fighters (meson and microwave mostly).  I board their ships by using "30 day" increments (guaranteeing a 6 hour window for the boarding ships to approach without being fired on).  The boarding ships unload their marines, then get detected and destroyed.  I send lots of ships on suicide missions because it works.

If you had as little dignity as me, I'd have recommended camping on the JP in the adjacent system to make them waste all their missiles before entering Sol.
Posted by: joeclark77
« on: February 26, 2019, 07:18:25 PM »

I am aware of the 5ls limitation

I'm not!  What's that?
Sitemap 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54