Aurora 4x

New Players => The Academy => Topic started by: Rathos on January 16, 2010, 05:11:46 AM

Title: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 16, 2010, 05:11:46 AM
Alright, I hate that my first post is going to probably be a stupid one, but I need a bit o' help...

I'm trying to assign a gov'ner to my planets you see. Now, I know who I want to put in charge, but there is a little problem of execution. I've tried clicking them then assign...yes. I've tried just about everything I can think of from drag and dropping to clicking a million times on assign in a futile attempt to get the man in place. I've even gotten so desperate that i've tried ALL of the people I got on my list. Not luck at all, can't get it to go.

I hate to be daft, but could some kind soul explain EXACTLY what the process is to assign them? It'd be nice if you include pictures cause apparently I'm to stupid to figure it out...though I swear I've tried every single combination possible...well obviously not since I haven't figured it out. An hours worth of trying then.

Cheers...
Title: Re: Assigning A Govener To A Planet Woes
Post by: Kurt on January 16, 2010, 10:14:14 AM
Quote from: "Rathos"
Alright, I hate that my first post is going to probably be a stupid one, but I need a bit o' help...

I'm trying to assign a gov'ner to my planets you see. Now, I know who I want to put in charge, but there is a little problem of execution. I've tried clicking them then assign...yes. I've tried just about everything I can think of from drag and dropping to clicking a million times on assign in a futile attempt to get the man in place. I've even gotten so desperate that i've tried ALL of the people I got on my list. Not luck at all, can't get it to go.

I hate to be daft, but could some kind soul explain EXACTLY what the process is to assign them? It'd be nice if you include pictures cause apparently I'm to stupid to figure it out...though I swear I've tried every single combination possible...well obviously not since I haven't figured it out. An hours worth of trying then.

Cheers...

I'll take this from the start:
1.  Hit F4 to open the officers window;
2.  Select Civilian Administrators in the Leader Type selection area in the upper left hand corner of the display.  
3.  A list of civilian leaders will appear in the box below, ranked from highest to lowest.
4.  Next to the leaders will be a list of eligible commands (directly to the right of the leaders).  Unoocuppied commands will be grey, occuppied commands will be white.  
5.  Select the leader you want to assign to a command by clicking on them (left click);
6.  Select the command you want to assign the leader to by left clicking on it;
7.  Click the "assign" button in the lower left hand corner of the screen.
8.  If the officer doesn't have enough rank to occupy the command slot then Aurora will generate a popup box to tell you so, otherwise the leader will be assigned to the command you selected.  
9.  Both the leader and the command should now be displayed with a white background to indicate they are assigned.  

Try not to get too frustrated.  Some things in aurora are a little difficult to figure out, and almost everyone here, with the exception of Steve, has had to go through something like this at one time or another.  

Kurt
Title: Re: Assigning A Govener To A Planet Woes
Post by: Rathos on January 16, 2010, 12:18:39 PM
Thanks! That definitely worked, however I SWEAR I tried that first, third, fourth, sixth, and a tenth time. I guess it just didn't want to work until someone held my hand and walked me through it...

Sadly I have a new problem now! All the sudden my turns are limited to about 60 seconds. I didn't know what was going on but when I turned on SM and looked in the events it was spamming "Sub-pulse length adjusted due to potential fleet interception" and "Increment Adjust due to potential missile interception" as well as "Increment Adjusted due to ship being in firing range." All that has me pretty stumped however, because I don't see any enemy ships and, indeed no one seems to be shooting them at all. I've managed to get 5 days to pass, but it took forever and I had just gotten my game to work pretty well. I don't know how to fix it, but I rather just delete everyone else and continue playing because it took me forever to get things running smoothly and to build my first ships and mining colonies.
Title: Re: Assigning A Govener To A Planet Woes
Post by: Brian Neumann on January 16, 2010, 12:34:50 PM
Quote from: "Rathos"
Thanks! That definitely worked, however I SWEAR I tried that first, third, fourth, sixth, and a tenth time. I guess it just didn't want to work until someone held my hand and walked me through it...

Sadly I have a new problem now! All the sudden my turns are limited to about 60 seconds. I didn't know what was going on but when I turned on SM and looked in the events it was spamming "Sub-pulse length adjusted due to potential fleet interception" and "Increment Adjust due to potential missile interception" as well as "Increment Adjusted due to ship being in firing range." All that has me pretty stumped however, because I don't see any enemy ships and, indeed no one seems to be shooting them at all. I've managed to get 5 days to pass, but it took forever and I had just gotten my game to work pretty well. I don't know how to fix it, but I rather just delete everyone else and continue playing because it took me forever to get things running smoothly and to build my first ships and mining colonies.

This probably means that 2 NPR's are having a battle.  It will take a while for it to fight through the action, but after the battle you should go back to more normal time jumps.  Unfortunately for all of us the npr's have to fight thier battles out the same way we do which does cause a significant slowing for us as well.

Brian
Title: Re: Assigning A Govener To A Planet Woes
Post by: sloanjh on January 16, 2010, 12:47:19 PM
Quote from: "Rathos"
I've managed to get 5 days to pass, but it took forever and I had just gotten my game to work pretty well.

A few things:

1)  Do you have the automated turns button (in the upper right corner of the System Map (F3) screen) checked, and are you using the buttons on F3 (rather than F2) to advance time?  If not, you should - then Aurora will just keep going when it stops for NPR.

2)  You should read Steve's post at the top of the Bugs forum (something like "Read first before posting bugs") - this particular question is explicitly called out, and a link to a post about it is there.

3)  Have you found the tutorial thread?

4)  Once you're more familiar with the game, you might try looking at recent threads in Mechanics if you want to know how something works.  This is where Steve releases his explanations of major changes to the game.

Have fun!

John
Title: Re: Assigning A Govener To A Planet Woes
Post by: Rathos on January 16, 2010, 01:24:53 PM
Quote from: "sloanjh"
Quote from: "Rathos"
I've managed to get 5 days to pass, but it took forever and I had just gotten my game to work pretty well.

A few things:

1)  Do you have the automated turns button (in the upper right corner of the System Map (F3) screen) checked, and are you using the buttons on F3 (rather than F2) to advance time?  If not, you should - then Aurora will just keep going when it stops for NPR.

Thanks! I didn't know that...I was having to click the turn button for every increment. I've let it run automatic for a while and it did stop, but then it came back, and left again. I guess they are really going at it. Its just frustrating cause the first 12 years went by really fast each time I went through a 30 day turn.

In those 12 years I've managed to build eight ships. It is taking me a long time to build them because I have a thing for gianormous ships (Right now I'm working on 3 Gravitational survey ships with jump engines....that weigh 75 thousand tons!) I've started to send population to my first habital colony, which is one system away. My jump colonizers are taking population there 2 at a time while my 4 jump freighters are moving automated mines and mass drivers to mining colonies. One of the rocks in the new system has 28 million sorium at .4 and 4 million duranium at .5! I've been having problems with both of them so far, those jump engines take a lot of sorium!

My small grav and geo survey ships keep running out of fuel and I have to manually take out a freighter to fill them up. Hopefully when the new class gets done they will be able to last longer (They can go 1868 days it said without refueling) at 400 km/s which I realize is slow...but I hope as I get better technology I can build faster ones. I really love the game, it gives you just enough information to know what is going on but leaves enough to let you imagine the giant mile long ships as they ponder through space to get where they are going. I was thinking of maybe making a second empire (Rebels or something) and having them compete with the main empire. I'm not sure though if I can manage both impartially. I can just see the rebels trying to steal one of the giant slow jump freighters though =D
Title: Re: Assigning A Govener To A Planet Woes
Post by: sloanjh on January 16, 2010, 01:47:48 PM
Dang dude!!  That's one honking big survey ship.  Just to put it in perspective, in my last couple of games my survey ships have been ~750 tons, with one survey sensor, one engine or ~1kton with one survey sensor and two engines (once my armor is high enough - which reminds me: I need to go design a "Beagle II" geosurvey with 2 engines now that I've got better armor).

For the first couple of years (when I played TN starts), my warp survey ships would be jump cruisers of 6kton; geo survey would be conventional and ~3ktons.  Once I started playing conventional starts, however (where it's hard to build so big early on), I realized that the smaller ships are a lot more efficient.

You might want to take a look in the Bureau of Ship Design form at other peoples designs - the authors also usually post their designs as part of the stories.

Sounds like you're really getting into the role-playing aspect of the game which is great.  One caution, though: it's generally better (more efficient) to build a special-purpose jump ship and sit it on the WP (or build a jump gate), rather than putting jump drives in all your shipping.  But it sounds like you're doing it for the role playing aspects, rather than efficiency, so go to town :-)

Have fun!!

John
Title: Re: Assigning A Govener To A Planet Woes
Post by: Rathos on January 16, 2010, 02:51:02 PM
Alright, I've continued on my way, however I found something I need help with. My 2nd planet is now experiencing unrest because it doesn't have any troops on it. I built a troop transport (It is large like all my other ships and can carry 5 battalions it says as well as jump capable) but now, when I try to load up some men into it they don't seem to want to go. In the fleet orders box I found the order and it shows a list of all the companies, but when I double click them nothing happens. I also went to the indiviudal ship and tried there but no ground units appeared in the place they are supposed to be, even after telling the ship to move to the planet. Am I doomed to have my colony revolt because of lack of troop transporation?  :(
Title: Re: Assigning A Govener To A Planet Woes
Post by: sloanjh on January 16, 2010, 03:11:31 PM
Quote from: "Rathos"
Alright, I've continued on my way, however I found something I need help with. My 2nd planet is now experiencing unrest because it doesn't have any troops on it. I built a troop transport (It is large like all my other ships and can carry 5 battalions it says as well as jump capable) but now, when I try to load up some men into it they don't seem to want to go. In the fleet orders box I found the order and it shows a list of all the companies, but when I double click them nothing happens. I also went to the indiviudal ship and tried there but no ground units appeared in the place they are supposed to be, even after telling the ship to move to the planet. Am I doomed to have my colony revolt because of lack of troop transporation?  :-)  (I made that mistake with the first Troop Transport I designed with the new rules.)  The first one speeds up load times by ~5x.  So the way to load troops on the transport is to give the TG a "(un)load troops" order.

2)  The reason your planet is suffering unrest is probably not because you don't have troops, but because it doesn't have infrastructure to support the population.  You can check this by looking at the summary tab on the F2 screen - it has a "supported population" field, which is how many people you have infrastructure for.  I just made a longer post about this within the last week or two - it's probably in this forum (I would recommend reading the last week or two's worth of backthreads in this form - it will probably save you from the next few standard goofs) - if not, you should be able to search for "infrastructure" and find a thread about these things with decent information.

John
Title: Re: Assigning A Govener To A Planet Woes
Post by: Rathos on January 16, 2010, 04:31:07 PM
I apparently got the troops to go to the planet without using a transport. I went to the population and production screen then the ground units and then selected all population view, then clicked on the battalion and hit assign and they were there... It didn't stop the unrest though now every time unrest showed up in events it said the troops quelled it. So I decided maybe it meant they wanted a navy warship for protection so I designed a small corvette ship and fast OBed one into existence. What do you know, they stopped complaining about militia! My poor troop transport is still sitting at the home world though trying to figure out how to load troops. I did put a cargo handler on it when I saw that it had a load time. It won't even try to load any troops is the problem, when I click on the unit in the list no new order is added and if I try to click on the order in the middle box it just says select the unit I want to load...even though I already did! I'm not sure whats going on there but hopefully I figure it out. My 2nd planet doesn't need infrastructure cause it is perfectly habitable right from the get go. Although the atmosphere is just barely breathable (just barely enough oxygen) it is breatheable, and I think that is all it counts, and the temperature is nice at 22c.

PS. I figured out why I couldn't load the troops. You have to hit the add move button after selecting everything. I've just been double clicking the order.

EDIT:

The numbers are in! It took 18 years to build them, the four mighty survey ships.

Code: [Select]
Star Explorer Emperor Class class Survey Cruiser    75000 tons     6129 Crew     69085 BP      TCS 1500  TH 600  EM 0
400 km/s    JR 3-50     Armour 5-158     Shields 0-0     Sensors 1/1/10/10     Damage Control Rating 200     PPV 0
Annual Failure Rate: 225%    IFR: 3.1%    Maintenance Capacity 145142 MSP    Max Repair 62500 MSP
Flag Bridge    
Fuel Harvester: 2 modules producing 56000 litres per annum

J75000(3-50) Military Jump Drive     Max Ship Size 75000 tons    Distance 50k km     Squadron Size 3
Nuclear Thermal Engine E8 (24)    Power 25    Fuel Use 80%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 1,900,000 Litres    Range 57.0 billion km   (1649 days at full power)

Active Search Sensor S20-R2 (1)     GPS 40     Range 400k km    Resolution 2
Gravitational Survey Sensors (10)   10 Survey Points
Geological Survey Sensors (10)   10 Survey Points

This design is classed as a military vessel for maintenance purposes

They managed to survey an entire system, in a bit over a year. It only took 500 thousand litres of fuel. Each. Good news is I found a big gas giant with a lot of fuel in it. I've also been tooling up my industry trying to get more mines and things. My second system with my new colony has finally got at least one automated mine and mass driver on everything with minerals on it shooting the stuff to the colony. It looks really cool when you turn on mass driver packets. I'm kinda afraid they are going to miscalculate and slam the mass driver stuff into the planet...I don't know how much damage it could do, I'd think a lot at 1000-10000 km/s.

My orginal system isn't doing as well since it has soooo many different things in it and most of them don't have much. Still I want to get at least one automated mine on each thing and packet it off to home. I've abandoned my hopes of terraforming for now instead to concentrate on mining. I've researched enough to almost double my mines mining capacity, but i'm still tapped for resources. You know those giant ships took 50 thousand sorium each for just the engine alone? I hate to say this...but I gave in and SMed me enough sorium to make them =( I don't think I'll be building any more of them soon. Instead I think I have a good idea to make one giant ship that can carry a bunch of tiny survey ships. The old ones will keep going and working though, they are a monument to my people. Plus can't waste 18 years of construction of them.

I know it would probably be a good idea to invest in jump gates, but I've deicded not to build any at all. All ships will be jump capable or be carried by a mothership. Maybe some non-jump civilian ships will show up. Which, by the way how do you get civilians to show up? I see a list for civilian shipping lines but they are all empty. I would think they would start up by now since I have two inhabited planets and a bunch of mining ones.
Title: Re: Assigning A Govener To A Planet Woes
Post by: Steve Walmsley on January 16, 2010, 04:36:41 PM
That is an amazingly huge survey ship, especially with only nuclear thermal engines. It's about 20x larger than the grav survey ship I have just designed in my current campaign (I'll include the design below for reference). Designing and building it should have taught you a lot about the mechanics of ship design. It's worth checking out the Ship Design forum as well to give yourself some ideas for future designs

Code: [Select]
Draco class Gravitational Survey Vessel    3750 tons     358 Crew     677.6 BP      TCS 75  TH 300  EM 0
4000 km/s    JR 3-50     Armour 1-21     Shields 0-0     Sensors 12/12/2/0     Damage Control Rating 3     PPV 0
Annual Failure Rate: 37%    IFR: 0.5%    Maintenance Capacity 339 MSP    Max Repair 100 MSP

Apollo XV Military Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Neptune-60 Ion Engine (5)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 460,000 Litres    Range 276.0 billion km   (798 days at full power)

SPS-II Active Search Sensor (1)     GPS 6300     Range 63.0m km    Resolution 100
SQR-IX Thermal Sensor (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
SLR-VII EM Detection Sensor (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Steve
Title: Re: Assigning A Govener To A Planet Woes
Post by: sloanjh on January 16, 2010, 04:45:37 PM
Quote from: "Rathos"
PS. I figured out why I couldn't load the troops. You have to hit the add move button after selecting everything. I've just been double clicking the order.
Yep.  I realized from your post that the convience of double-clicking can fool new users into not understanding that it's a shortcut for "add move".
Quote
You know those giant ships took 50 thousand sorium each for just the engine alone?
LOL
Quote
The old ones will keep going and working though, they are a monument to my people. Plus can't waste 18 years of construction of them.
Hmmmm - sounds like a government project :-)
Quote
All ships will be jump capable or be carried by a mothership. Maybe some non-jump civilian ships will show up.
Ummm, you do know that jump ships can escort other ships of equal or lower mass through a WP, right?  The only reason I can think of to use motherships (other than role playing) is if the parasites are less fuel efficient, typically because they have gunboat or fighter engines.
Quote
Which, by the way how do you get civilians to show up? I see a list for civilian shipping lines but they are all empty. I would think they would start up by now since I have two inhabited planets and a bunch of mining ones.
It's possible that generating the first line is bugged - I've seen a lot of reports in 4.77 and 4.8 of people waiting a long time for one to show up.  On the other hand, Steve said the probability is one every several (~7 IIRC) years, so you might just need to wait longer.  In any event, there's a SM-only button on the civie page (the one with all the shipping lines) that you can use to force a line to be created.

John
Title: Re: Assigning A Govener To A Planet Woes
Post by: Rathos on January 16, 2010, 05:56:41 PM
So I've been surveying a lot so far, as well as working on my mining. I've found some pretty rich looking planets so far. Since this is my first game I was wondering if finding these is the norm or if I just got really lucky. Both systems are connected to my second system (My home system only has one Jump point to Washington and then Washington has 5 connected to it)

Code: [Select]
Rocky Planets: 3   Surveyed: 3
Gas Giants: 1   Surveyed: 1
Moons: 16   Surveyed: 16
Asteroids: 10   Surveyed: 10

Chicago-A I
Duranium 242,880,800  Acc: 0.1
Neutronium 5,382,400  Acc: 0.1
Corbomite 91,584,900  Acc: 0.1
Tritanium 127,916,100  Acc: 0.6
Boronide 24,304,900  Acc: 0.1
Mercassium 50,481,020  Acc: 0.1
Vendarite 6,076,225  Acc: 0.1
Sorium 4,120,900  Acc: 0.1
Uridium 52,562,500  Acc: 0.1
Corundium 162,817,600  Acc: 0.1
Gallicite 108,993,600  Acc: 0.1

Chicago-A III
Duranium 10,082  Acc: 0.1
Tritanium 8,473,921  Acc: 0.7
Mercassium 20,164  Acc: 0.1
Sorium 46,457,860  Acc: 0.1
Uridium 1,290,496  Acc: 0.8
Corundium 1,134,225  Acc: 0.9
Gallicite 9,759,376  Acc: 0.1

Rocky Planets: 6   Surveyed: 6
Gas Giants: 1   Surveyed: 0
Moons: 42   Surveyed: 7
Asteroids: 0   Surveyed: 0

San Francisco-A I
Duranium 691,488  Acc: 0.1
Corbomite 1,587,600  Acc: 0.1
Mercassium 451,584  Acc: 0.1
Uridium 26,255,380  Acc: 0.1
Corundium 70,560,000  Acc: 0.1
Gallicite 63,504  Acc: 0.1

San Francisco-A II
Duranium 1,051,250  Acc: 0.1
Corbomite 86,118,400  Acc: 0.1
Boronide 16,483,600  Acc: 0.1
Vendarite 12,110,400  Acc: 0.1
Sorium 94,381,220  Acc: 0.1
Corundium 4,120,900  Acc: 0.1


At least it looks like I won't run out of minerals nearby. Those two NPRs annoy me the heck though. That is why i'm here so much posting, I do it when they start jabbing each other and making it take forever. I'm kind of hoping I might find them so I can go in and blow them up...though I'd probably die if I did since I haven't researched any military technology yet. Maybe my 10cm laser unrest quelling corvette could do some good...not.

I looked for the create shipping line button in SM but couldn't find it. I looked on the civ creen in population and production and the Ctrl-L one. I don't really mind not having them that much, although it would probably be neat. Probably shouldn't let any civies get control of my government controlled shipping anyway =P They might *gasp* introduce efficiency!

I know that I don't need a jump drive for every ship, but I just feel that each one should have it. Also I don't like the idea of jump gates. I'm not sure how hyper-drive works, and I haven't messed with it at all. I've stopped construction of any more ships and my shipyards and have begun to put everything into making more mines. I'm really feeling the pinch on resource generation since I've been upgrading my industry. As it is my jump freighters are ferrying the automated mines out as fast as they can make them.

I've also had this idea to design a giant super ark transport ship. I was thinking it would be so big it could carry grav and geo survery ships, enough fuel to go forever, and cargo bays to carry enough infrastructure and population/mines etc to build a small colony if needed to resupply itself, then pick it all back up and continue exploring. I'm not sure how feasible that would be but I think I'm going to make that an important long term goal. I looked at the biggest jump-drive possible, but it said it could only warp a 150 thousand ton ship tops. I'm afraid that won't be enough if this ship gets as big as I think it might be...

You might think I'm crazy for even thinking of attempting something like that, but I've played dwarf fortress for a long time, and I've found that one of the things that makes things so fun it so set yourself huge goals to try to work towards. And I can't get the idea that my poor empire is plagued by bureaucrats and red tape. I think eventually I'll try and make another empire and give it a single troop transport full of troops and have them "rebel" and take over a planet owned by the main empire. Or maybe if the ark ship gets done, it will do that. Oh...Thats a good idea the ark ship should have several battalions of soldiers on it.

I've read all the tutorials on the wiki and I followed them on a newbie game. When they ran out though I started a new game with different settings and started from scratch. Alright back to trying to watching the mass driver packets...and plotting ways to make things more inefficient =P

PS: By surveying a lot I mean I've been in 6 systems so far with three fully mapped.
Title: Re: Assigning A Govener To A Planet Woes
Post by: sloanjh on January 16, 2010, 06:20:38 PM
A few comments:

1)  Sorry to break it to you, but I didn't see any planets in your list that looked all that great.  The problem is the accessibility = 0.1 - that means that a mine only produces 10% of what it would on a 1.0 planet.  This is turn means you've got to build 10x as many mines to get the same mining rate as you would on a 1.0 planet.  I've posted about mining strategy several times - if you search for "acessibility" and "duranium" and "neutronium" in my posts you'll probably find some of them - or you can just look through some of the other forums for threads asking about mining - I'm sure they're there....  Also, if you saw a post from me go by in the last day or two about efficiencies being central to Aurora, this is another example of that principle - you really want to look for good duranium-accessibility planets.

2)  Don't apologize about how you play the game - as Steve has said, one of the intents behind Aurora is to give people a vehicle to write fiction around.  It seems like you like the role playing, which is intimately related to that.  You might read the intro from Kurt's most recent campaign to read about a civil war (which I don't think he gamed out in Aurora, but I could be wrong).

3)  If you hit ctrl-l (I found this by looking in the "Empires" pulldown in the main menu bar) while in SM mode, you should see 4 buttons in the upper right corner of the "Shipping Lines" screen that opens up.  The left-most "Add Line" creates a new line, the next one "Subsidize" gives it wealth from your empire.  While I'm here, the "Clear Orders" button is a bug workaround in case it looks like your lines are getting "stuck" with orders to go to a planet that they're already at - I don't think it's been necessary for the last few releases (it clears the orders of the highlighted ship, IIRC).

4)  Trying it out is the best way to learn.  It sounds like you're doing the right thing, where you try to do something, get stuck, search in the forums for an explanation about what you're trying to do, then ask about it.  As people have pointed out, there's a huge amount of tribal knowledge to absorb.

Have fun!
John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 04:32:06 AM
The reason the Create shipline button didn't show up was because I was using version 4.77. I've updated now, and lost my game. =(

That said, I've started over and since I really liked how things were going I used Shipmaster to put me in about the same position I was at. I didn't start in Sol this time though, choosing a automatically created system instead. Is there a way to make everything in the system yourself? That would be neat. I used All minerals then HWed the minerals on the two planets I choose to make habitable. Then rose my technology to around where it was before. I think I might of gave myself some extra weapons or defenses though, I'm not sure where they were at. I didn't go past the 2nd level in anything in those though.

I also changed the way the universe is generated, I'm hoping it will be more latticed now, with long stringy lines between clusters. We'll see how that turns out. I just don't like having 4-5 jump holes in every single system, that just becomes a nightmare I would think. I lowered the chances of a NPR to 10% also, hoping that I won't get those angry NPRs fighting each other this time. I am already planning on building at least one emperor class survey ship =)

We'll see how things go out from here, hopefully I'll find some good mining places nearby.

Edit:

Well I got everything setup and it was looking mighty fine. Then I started to play. Error in NPRPopPlanning. Error in NPRPopPlanning. Every 5 days. Looks like I have to start a new game and do it all over...Sigh...

Edit2:

Code: [Select]
Inqusitive class Mothership    9370100 tons     257755 Crew     1136080.22 BP      TCS 187402  TH 176000  EM 30000
939 km/s    JR 2-25(C)     Armour 100-3959     Shields 1000-300     Sensors 30/30/10/10     Damage Control Rating 5000     PPV 203
Annual Failure Rate: 175595%    IFR: 2438.8%    Maintenance Capacity 4003116 MSP    Max Repair 250000 MSP
Flag Bridge    Magazine 154    Cargo 500000    Colonists 100000    Passengers 2500    Cargo Handling Multiplier 50    Tractor Beam    
Fuel Harvester: 170 modules producing 10200000 litres per annum
Terraformer: 100 module(s) producing 0.1 atm per annum
Maintenance Modules: 500 module(s) capable of supporting ships of 100000 tons

JC9375K Commercial Jump Drive     Max Ship Size 9375000 tons    Distance 25k km     Squadron Size 2
Magneto-plasma Drive E5 (2200)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 500,000,000 Litres    Range 192.1 billion km   (2367 days at full power)
Alpha R300/9 Shields (1000)   Total Fuel Cost  9,000 Litres per day

10cm C2 Visible Light Laser (1)    Range 60,000km     TS: 2000 km/s     Power 3-2     RM 2    ROF 10        3 3 2 1 1 1 0 0 0 0
Quad 10cm C2 Visible Light Laser Turret (10x4)    Range 60,000km     TS: 8000 km/s     Power 12-8     RM 2    ROF 10        3 3 2 1 1 1 0 0 0 0
CIWS-80 (50x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
10cm Railgun V1/C2 (10x4)    Range 10,000km     TS: 2000 km/s     Power 3-2     RM 1    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S04 64-2000 (1)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Fire Control S04 16-8000 (1)    Max Range: 32,000 km   TS: 8000 km/s     69 37 6 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (10)     Total Power Output 30    Armour 0    Exp 5%

Active Search Sensor S72-R60 (1)     GPS 4320     Range 43.2m km    Resolution 60
Active Search Sensor S72-R1 (1)     GPS 72     Range 720k km    Resolution 1
Thermal Sensor TH6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Gravitational Survey Sensors (10)   10 Survey Points Per Hour
Geological Survey Sensors (10)   10 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

I'm afraid the biggest problem is (ignoring size and cost and time lol) that commercial jump-drives won't work on a military ship! Grrr. Increase the maximum size of military jump-drives! I'm not sure if making a separate commercial ship to act as a tug would work. The weapons I just threw on as an after thought, I've never really made it far enough to fight anything. It does have 100 armor and 1000 shields though (I imagine it could keep the shields running indefinitely with its 500 million fuel capacity)  A person can dream though...Maybe once I learn more about designing I'll come up with one built for war. I can just see five thousand missile tubes...

It also gets really smegty gas mileage.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Hawkeye on January 17, 2010, 06:58:56 AM
Quote from: "Rathos"

Inqusitive class Mothership    9.370.100 tons    


waresky, I belive you have lost your title as the most gigantomanic resident around here :)
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Hawkeye on January 17, 2010, 07:17:36 AM
Quote from: "Rathos"

Edit2:

Code: [Select]
Inqusitive class Mothership    9370100 tons     257755 Crew     1136080.22 BP      TCS 187402  TH 176000  EM 30000
939 km/s    JR 2-25(C)     Armour 100-3959     Shields 1000-300     Sensors 30/30/10/10     Damage Control Rating 5000     PPV 203
Annual Failure Rate: 175595%    IFR: 2438.8%    Maintenance Capacity 4003116 MSP    Max Repair 250000 MSP
Flag Bridge    Magazine 154    Cargo 500000    Colonists 100000    Passengers 2500    Cargo Handling Multiplier 50    Tractor Beam    
Fuel Harvester: 170 modules producing 10200000 litres per annum
Terraformer: 100 module(s) producing 0.1 atm per annum
Maintenance Modules: 500 module(s) capable of supporting ships of 100000 tons

JC9375K Commercial Jump Drive     Max Ship Size 9375000 tons    Distance 25k km     Squadron Size 2
Magneto-plasma Drive E5 (2200)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 500,000,000 Litres    Range 192.1 billion km   (2367 days at full power)
Alpha R300/9 Shields (1000)   Total Fuel Cost  9,000 Litres per day

10cm C2 Visible Light Laser (1)    Range 60,000km     TS: 2000 km/s     Power 3-2     RM 2    ROF 10        3 3 2 1 1 1 0 0 0 0
Quad 10cm C2 Visible Light Laser Turret (10x4)    Range 60,000km     TS: 8000 km/s     Power 12-8     RM 2    ROF 10        3 3 2 1 1 1 0 0 0 0
CIWS-80 (50x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
10cm Railgun V1/C2 (10x4)    Range 10,000km     TS: 2000 km/s     Power 3-2     RM 1    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S04 64-2000 (1)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Fire Control S04 16-8000 (1)    Max Range: 32,000 km   TS: 8000 km/s     69 37 6 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (10)     Total Power Output 30    Armour 0    Exp 5%

Active Search Sensor S72-R60 (1)     GPS 4320     Range 43.2m km    Resolution 60
Active Search Sensor S72-R1 (1)     GPS 72     Range 720k km    Resolution 1
Thermal Sensor TH6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Gravitational Survey Sensors (10)   10 Survey Points Per Hour
Geological Survey Sensors (10)   10 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes


Now to some more constructive comments :)

You have both, terraformer modules _and_ fuel harvester modules, which, IMO is a bad idea. To have the harvester work, your ship has to sit in orbit over a gas giant with sorium for quite some time, usually for years, while for the terraformer to work, your ship has to be parked over a terrestrial body you want to colonize. You can do one or the other, but not both at the same time, so half the time, one of those two will have cost you resources and build time and do nothing at all.

Armor 100 - are you nuts?
As I see it, this is primarily a civillian/support vessel, this looks like a supertanker with 10 times the armor the Yamato or an Iowa carried.

Shields 1000 - same as above. Also, your shield tech (Alpha) sucks. You spend 50.000t on shields, this is more than my largest battleships mass right now

You noticed allready that commercial jump engines don´t work on military vessels.

I suggest, prior to starting to design a ship, just think about what role that ship will have to fullfill. If you want it to harvest fuel, then build a fuel harvester: Put civillian enigines/jump engines, lots of fuel storages and lots of fuel harvester modules on it and not much else.
If you want to build a warship, use military engines/jump engines, armor, shields, sensors and weapons and don´t bother with other, more civillian stuff.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 10:56:05 AM
Strip mine a system, bankrupt several worlds for years, force a quarter million people into permanent life aboard a ship miles long...Yeah.

Your right about the terraformer and fuel harvester, but this ship, once it fuels up the first time and leaves, should never come back home. It should find a gas giant and full up. The terraformers are so if it finds a nearly habitable world it can drop it's load of colony supplies and continue on, getting new supplies when cargo ships catch up with it. It is so big, it should be able to do anything. It has a hundred armor because, I would imagine something so large would be encased in as much as they could possibly manage to put on it, and while they travel they would put more and more. Your right my shield tech sucks...and I've never even used them before either. I wasn't exactly sure if more than one shield stacked, but I figured something so large would need at least basic shields just for an emergency like a hull breach.

The reason I put a commercial jumpdrive on it, is to show what it would look like if it had one. It really should have 3-4 if that is even possible, just in-case one breaks down. The biggest military one is 1.25 million tons though =( I guess for now i'll be forced to build another commercial ship with the jumpedrive and use it to tug it through, but that defeats the entire purpose of the ship. It is supposed to be self sufficient (though It needs more fuel harvesters cause its gonna take a looong time to fill up the tanks) and the gas mileage is bad enough 500 million liters in 6-8 years or so? =O My world only makes 2 million liters a year so far!

The goal was to get a jack-all-trades and make it as big as possible. Making a separate 9 million ton ship for each roll would be a bit more of a problem, although I think your right about the military. I'll probably make two, one that is solely devoted to war, and the other that is solely devoted for everything civilian. The civilian one will still have 100 armor and a bunch of shields and defenses, can't have a multi-system investment going around and getting blown up.

So that leads me two my two biggest complaints, first military jump drives have a max size. I could of kept going and made it bigger, but the jumpdrive size was the ultimate limit on what is possible. Also I hope shipyards don't have a max size. The next complaint is that fighter bays and hangers, they have two set sizes. I'd like to have 50 thousand ton hangars and fit some big ships on my mothership, it is big enough to fit them in. If putting 100 1000 size bays works though I'm not sure, I forgot to try. I assumed it wouldn't I think but now that I think about it, it might work! Probably would be a good idea to have a 100 1000 ton warships on it anycase.

I want to ask, do jumpgates allow ships of any size through? That would let me get around the jumpdrive problem, but I still feel like a mothership should have one...it should have everything.

PS: Putting 50,000t of shields on was just an after thought. It was only a half percent of its entire mass =)

Ok, writing all that after just waking up made my head spin and want to go back to bed. I think I might of repeated myself once or twice, but I think I got across what I was thinking.

Right now I'm using a more efficient survey vessel, I want you to look at it.

Code: [Select]
Star Searcher class Deep Space Survey Ship    40000 tons     2637 Crew     8039 BP      TCS 800  TH 2560  EM 180
3200 km/s    JR 3-50     Armour 10-104     Shields 6-300     Sensors 30/30/5/5     Damage Control Rating 1     PPV 0
Annual Failure Rate: 12800%    IFR: 177.8%    Maintenance Capacity 126 MSP    Max Repair 256 MSP

J40000(3-50) Military Jump Drive     Max Ship Size 40000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (32)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 20,000,000 Litres    Range 1800.0 billion km   (6510 days at full power)
Alpha R300/9 Shields (6)   Total Fuel Cost  54 Litres per day

CIWS-80 (1x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 3    Armour 0    Exp 5%
Active Search Sensor S72-R1 (1)     GPS 72     Range 720k km    Resolution 1
Active Search Sensor S72-R60 (1)     GPS 4320     Range 43.2m km    Resolution 60
Active Search Sensor S12-R60 (1)     GPS 720     Range 7.2m km    Resolution 60
Thermal Sensor TH6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Gravitational Survey Sensors (5)   5 Survey Points Per Hour
Geological Survey Sensors (5)   5 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

You'll notice that my jump-drives are super efficient, that is because I gave myself the top of the line efficiency for them so I could see the maximum size jump engines (I also instanted the jump drive research since I don't think my labs had a chance to research it in less than a few hundred years (and I wanted to start bulding and survey then!). So far one of these managed to survey 16 systems before needing to refuel. The reason it has no maintenance is because I'm playing with it turned off for this round. Probably a bit cheap, but after having to start over and over I decided to give myself a little cookie in-return. I also put 0% chance for NPRs and 0 NPR starting empires, because they drive me nuts every time. I'm hoping once I've explored enough I'll eventually either make another empire of my own and have them at war, or make a NPR somewhere suitably far enough away and let them build up. I'm not sure if making a new system with SM and then putting a NPR in it would simulate the same thing as a original NPR.

Not having them at the start though has sped the game speed up considerbly. I never managed to survey more than 4-5 systems before and now I've gotten to 19 =) Resource levels have been terrible so far though. Portland and Detroit where the only systems that had a much over a million in everything. They also where .3-.6 which is better than the .1 everywhere else. (Though I haven't put together geo teams to go look, and I don't have a troop ship.)

(http://www.file-pasta.com/file/0/So%20far.jpg)

Alright I'm going to go wake up now.

Edit:

[row:3ffldw0w](http://www.file-pasta.com/file/0/Untitled-2.jpg)[/row:3ffldw0w]

That is what I think of when I think of the size of scale between this and a 50 thousand ton warship.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 17, 2010, 11:03:55 AM
Quote from: "Rathos"
commercial jump-drives won't work on a military ship! Grrr. Increase the maximum size of military jump-drives!

My understanding is that this is not quite correct.  My understanding is that a ship with military jump drives (which is less restrictive than "a military ship") may not transit through a wormhole created by a commercial jump drive, even if it's under tow from a commercial-drive ship.  So for example I can put an active sensor (a military system) on a commercial jump-freighter design (without changing the engines).  This turns it into a military design which must be built in a naval SY and whose maintenance clock grows, but said ship can still transit without replacing the jump engines with non-commercial.

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 17, 2010, 12:18:58 PM
Quote from: "Rathos"
Strip mine a system, bankrupt several worlds for years, force a quarter million people into permanent life aboard a ship miles long...Yeah.

So it sounds like what you're saying is that for the big honking ship you're playing a game of "let's pretend we had infinite resources" and making outrageous designs.  That's ok (in fact a lot of us have done the same experiments where we max out on instant tech and see how good a destroyer we can design), but a lot of the "fun" (and intent) of Aurora is to force trade-offs in ship and empire design in a universe with scarse resources.  And a lot of us (myself included) are going to use a ruler of "what if that ship ran into an alien race of similar tech level" to evaluate them.  That's what I was saying about role playing - if I were trying to design a fleet to accomplish your stated mission (take off through a WP and never come back), I'd probably do it with a whole bunch of smaller, specialized ships; the only reason to make such a huge ship is some role playing reason.  For a lot of us, the real fun comes after you've designed this thing, when you have it collide with an empire with a completely different role-played philosophy.  For example, I would have it encounter an alien "bug" (hostile) race with a similar tech level but a fleet that's been efficiently designed but only has resources for 1% the build cost of the thing and see who won (kind of like running a game of Ogre in space).  Which leads to the efficient designs question....

Quote
Right now I'm using a more efficient survey vessel, I want you to look at it.

Code: [Select]
Star Searcher class Deep Space Survey Ship    40000 tons     2637 Crew     8039 BP      TCS 800  TH 2560  EM 180
3200 km/s    JR 3-50     Armour 10-104     Shields 6-300     Sensors 30/30/5/5     Damage Control Rating 1     PPV 0
Annual Failure Rate: 12800%    IFR: 177.8%    Maintenance Capacity 126 MSP    Max Repair 256 MSP

J40000(3-50) Military Jump Drive     Max Ship Size 40000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (32)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 20,000,000 Litres    Range 1800.0 billion km   (6510 days at full power)
Alpha R300/9 Shields (6)   Total Fuel Cost  54 Litres per day

CIWS-80 (1x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 3    Armour 0    Exp 5%
Active Search Sensor S72-R1 (1)     GPS 72     Range 720k km    Resolution 1
Active Search Sensor S72-R60 (1)     GPS 4320     Range 43.2m km    Resolution 60
Active Search Sensor S12-R60 (1)     GPS 720     Range 7.2m km    Resolution 60
Thermal Sensor TH6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Gravitational Survey Sensors (5)   5 Survey Points Per Hour
Geological Survey Sensors (5)   5 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes
The biggest point here is that it still seems like you're trying to do a multi-role ship, and I think it's fair to say that the Aurora mechanics just don't like that design philosophy.  There are expert players who have working multi-role designs, but even they only stick a ship with 2-3 roles, IIRC.  I see the following roles in this ship:

1)  Scout: looks for other ships with the sensor suite, especially active sensors
2)  Probe Ship: Look for alien populations in a newly discovered system using the passive sensors (often combined in a single design with "Scout")
3)  Geo Survey
4)  Warp Survey
5)  Jump Ship
6)  Mega-tanker (you've got 20 years worth of fuel on it)
7)  Hardened: Able to operate in the middle of a battle.

In contrast, here's my current (conventional start) geosurvey design:
Code: [Select]
Beagle II class Geological Survey Vessel    950 tons     92 Crew     204.8 BP      TCS 19  TH 40  EM 0
4210 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
Annual Failure Rate: 7%    IFR: 0.1%    Maintenance Capacity 135 MSP    Max Repair 100 MSP

Nuclear Pulse Engine E8 T50 (2)    Power 40    Fuel Use 80%    Signature 20    Armour 0    Exp 5%
Fuel Capacity 70,000 Litres    Range 165.8 billion km   (455 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

It's a conventional start, so I don't have warp survey yet, but the design will be the same, with a grav survey sensor swapped for the geo-survey.  Similarly, my probe ship has one each of size-3 thermal and EM sensors.

I can build 40 of these for the cost of your single ship, and it only takes 3-4 of mine to survey a system in the same amount of time it takes yours (mine is faster, plus it's more efficient to have multiple ships with one sensor each than to have one ship with multiple sensors - it has to do with travel time in the system).  A more subtler point is that my ship is a lot more survivable than yours as well - it's got a much smaller signature, so the bad guys are unlikely to find it if it stumbles into a hostile system.  And even if I do loose it, it's not a big investment.

In other words, I can build a task group of these little corvettes that has the same capabilities as your monster (and yes, this is still a monster, it's just not an ogre :-)

Fuel:  As I pointed out, you've got 20 years worth on board.  If nothing else, that's going to suck your homeworld dry.

CIWS:  If this ship ends up in a situation where it's going to be shot at, it's probably dead anyway.  Adding passive defenses (like armor/CIWS) is throwing good money after bad.  The one caveat to this is if it probes a picketed WP - then it has a chance of running for the WP and jumping back out.  In a previous game, I designed some heavily armored (20, I think) jump ships whose only job was to do the initial probe jump into a defended system - it might make sense to throw a couple of CIWS on such a ship.  But that's a special-use design, not a general survey ship.

Quote
You'll notice that my jump-drives are super efficient, that is because I gave myself the top of the line efficiency for them so I could see the maximum size jump engines (I also instanted the jump drive research since I don't think my labs had a chance to research it in less than a few hundred years (and I wanted to start bulding and survey then!). So far one of these managed to survey 16 systems before needing to refuel. The reason it has no maintenance is because I'm playing with it turned off for this round. Probably a bit cheap, but after having to start over and over I decided to give myself a little cookie in-return. I also put 0% chance for NPRs and 0 NPR starting empires, because they drive me nuts every time. I'm hoping once I've explored enough I'll eventually either make another empire of my own and have them at war, or make a NPR somewhere suitably far enough away and let them build up. I'm not sure if making a new system with SM and then putting a NPR in it would simulate the same thing as a original NPR.

Not having them at the start though has sped the game speed up considerbly. I never managed to survey more than 4-5 systems before and now I've gotten to 19 =)

Ok, I see you've turned off maintenance, and given yourself free jump drives.  If I were you, I'd consider playing a "standard" game (without role playing or freebies other than the initial instant-tech points) so you get a feel for the design principles you're planning to break :-)  I would also read the back-threads in Bureau of Ships and Advanced Tactical Academy to see the sorts of things to look for in a design.

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 12:44:53 PM
When I said it was efficient, I meant it was efficient for me. Its actually one of the smallest ships I have. I only have one of them exploring right now, that was all I could afford to build. I know the game seems to stress having a specific ship for each role, but that begins to drive me nuts. I tried having a bunch of smaller survey ships, but once I got more than 6 of them It started to kill me, they would run out of fuel in the middle of surveying, even with 30% return to base. They couldn't go more than one or two systems without having to go back. The Star Searcher is great in my view because it:

1. Only has to refuel once every 20 years, like you pointed out. In 20 years I make enough fuel for it (actually I probably make enough for two right now)

2. I found a lot of sorium for making fuel in a nearby system. Washington also has several good gas giants that are literally teeming with it. So fuel probably won't be a problem.

3. I only have to transit it to a system and then it works to clear the entire thing by itself, the only time it needs help is if the system has stuff extremely far away that needs a la-range point.

4. I don't need 12 groups of Starsurvey 001 002 003 004 005 to manage.

5. If someone blows it up it will probably cause empire wide outrage and change the entire viewpoint of my people to something more warlike (Pearl Harbor?) Warlike is more efficient. It has to be.

6. Its big. Its good.


I know giving myself those free jump-drives was pretty cheap, but I think it makes sense. My people don't have any jump-gate or hyper drive technology and won't use any so they are naturally going to be good with jump-drives sense every single ship has to have one. (And I know I don't have to do that but it just seems right to me.)

I haven't generated any NPRs yet, so I'm assuming it will take my jump drive tech into account and compensate the NPR with equivalent tech, even if it is spread out over more areas. In fact the NPR will probably be far ahead of me since it doesn't have any handicaps. I was thinking of making a "tunnel" to a new area and generating the NPR there sometime. That way I could still peacefully explore with my big slow ship in one direction while worrying about defense and protection from the other side. Though I imagine I'll have to be careful about the two areas connecting, so I'll always have to watch my back.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Hawkeye on January 17, 2010, 12:48:08 PM
Quote from: "Rathos"

I want to ask, do jumpgates allow ships of any size through? That would let me get around the jumpdrive problem, but I still feel like a mothership should have one...it should have everything.

Yes, jumpgates allow any size of ship to pass.

Quote from: "Rathos"

Right now I'm using a more efficient survey vessel, I want you to look at it.

Code: [Select]
Star Searcher class Deep Space Survey Ship    40000 tons     2637 Crew     8039 BP      TCS 800  TH 2560  EM 180
3200 km/s    JR 3-50     Armour 10-104     Shields 6-300     Sensors 30/30/5/5     Damage Control Rating 1     PPV 0
Annual Failure Rate: 12800%    IFR: 177.8%    Maintenance Capacity 126 MSP    Max Repair 256 MSP

J40000(3-50) Military Jump Drive     Max Ship Size 40000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (32)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 20,000,000 Litres    Range 1800.0 billion km   (6510 days at full power)
Alpha R300/9 Shields (6)   Total Fuel Cost  54 Litres per day

CIWS-80 (1x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 3    Armour 0    Exp 5%
Active Search Sensor S72-R1 (1)     GPS 72     Range 720k km    Resolution 1
Active Search Sensor S72-R60 (1)     GPS 4320     Range 43.2m km    Resolution 60
Active Search Sensor S12-R60 (1)     GPS 720     Range 7.2m km    Resolution 60
Thermal Sensor TH6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Gravitational Survey Sensors (5)   5 Survey Points Per Hour
Geological Survey Sensors (5)   5 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes


For a survey ship of this size, (I read you have no chance to run into NPRs, but still...) the sensors (both active and passive) are abyssimal.
Upping them to 4 to 8 times the size will increase the ships mass only by a modest margine but enables you to see a whole lot further in exploring a new system (outscouting the enemy is 50% of the victory). EM and TH 120 sensors sould be easily possible, as well as a range 150 to 250 mkm active sensor.
In addition, the res 1 sensor will only make the crew of this ship _aware_, that they are about to be blown to bits by enemy missiles, with no weapon to actually take out the enemy misisles (aside from the CIWS, which allready has its own, integrated sensor). Well, I guess it could give them a few seconds more to scramble to the life pods :)

Armor: I´m not sure, armoring an unarmed ship that heavily makes a lot of sense (except for, say a fleet scout or a troop transport, which will be surrounded by a bunch of escorts). Either it can run away from a threat, then it will be safe, or it can´t then it will be toast, no matter how much armor you put on (ok, there might be circumstances, where the armor keeps it long enough alife to run away, but I´d consider this a low chance)

General design philosophies I have used re. survey ships:

1. Build as small and cheap as possible. Those are expendable and if one gets blown up, well, sh** happens!
2. Build them big (not as big as yours, but around 10 to 12k) with large passive and active sensors, hopefully outscouting any enemy they encounter, so they can avoid a fight.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: waresky on January 17, 2010, 12:55:37 PM
Quote from: "Hawkeye"
Quote from: "Rathos"

Inqusitive class Mothership    9.370.100 tons    


waresky, I belive you have lost your title as the most gigantomanic resident around here :)
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH....::D

Awesome 9 Millions tons...ehehehhe am loving "this smeg"....ghghghgh ive been missed THIS post:DDDD
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: waresky on January 17, 2010, 12:59:05 PM
Code: [Select]
Maintenance Capacity 4003116 MSP    Max Repair 250000 MSP
AHHAHAHAHA...am love again this guy!!!!

4 MILLIONS of spares parts onboard!!!!!

mate mate..:D am fear the cost of the spare only r "GALACTIC":P
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: waresky on January 17, 2010, 01:09:33 PM
Now more serious.

At first time stumbled into Aurora am enthusiastic and a gigantic-mind posture..but ive fast realize this arent a right way in FIRST Empire time.
Low tech,low resources and low economic cant support this..Millennium Empire State designs..

So am return a few walk back.

Now my "biggest" ships are an Battlecruiser in 30.000 tons.
First am dedicated to raise ENGINES tech more fast i can,second Sensors,Missiles,and Economic effort in general.

Then when resources become huge probably every Empire can build more vicious Warships.
But the mainly r drive BY ALIENS encounters and her Naval Fleets situations.

Obviously..for maintain Peace better prepare to War as better u can.

See ya.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 01:53:13 PM
Thanks hawk, I'll be sure to redesign the sensors before building the next one. I just used the sensors that the game had already designed for me, instead of making my own. The reactor was uhh, just in case they needed to put some jumper cables on another jump-ship to restart it's engine. Yeaah.

I've designed a multi-purpose system patrol/troop transport/unrest queller/scare the civilians ship.

Code: [Select]
Hornet class Patrol Craft    12450 tons     864 Crew     1395.22 BP      TCS 249  TH 800  EM 0
3212 km/s    JR 3-50     Armour 8-47     Shields 0-0     Sensors 30/30/0/0     Damage Control Rating 1     PPV 38
Annual Failure Rate: 1240%    IFR: 17.2%    Maintenance Capacity 70 MSP    Max Repair 72 MSP
Troop Capacity: 1 Battalion    Drop Capacity: 1 Battalion    Magazine 154    

J12500(3-50) Military Jump Drive     Max Ship Size 12500 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (10)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 57.8 billion km   (208 days at full power)

Quad 10cm C2 Visible Light Laser Turret (1x4)    Range 60,000km     TS: 8000 km/s     Power 12-8     RM 2    ROF 10        3 3 2 1 1 1 0 0 0 0
10cm C2 Visible Light Laser (1)    Range 60,000km     TS: 3212 km/s     Power 3-2     RM 2    ROF 10        3 3 2 1 1 1 0 0 0 0
10cm Railgun V1/C2 (6x4)    Range 10,000km     TS: 3212 km/s     Power 3-2     RM 1    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S04 64-2000 (1)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Fire Control S04 16-8000 (1)    Max Range: 32,000 km   TS: 8000 km/s     69 37 6 0 0 0 0 0 0 0

Active Search Sensor S72-R60 (1)     GPS 4320     Range 43.2m km    Resolution 60
Active Search Sensor S72-R1 (1)     GPS 72     Range 720k km    Resolution 1
Thermal Sensor TH6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

This design is classed as a military vessel for maintenance purposes

Again with the crappy ASS and weapons. It is jump capable but it's range is sorely limited. Uses will be for running down civilian shipping that forgot to pay their taxes, dropping marine detachments on inhospitable worlds to improve their demeanor, and sitting in orbit insulting freighter captains.

Again, yes maintenance is non-existent. I'm playing with it off for the current game. When I'm done with this game, we'll see about a new one, but I'm having too much fun with this one to consider starting a new one yet. (This one also seems to have not ran into any bugs or problems yet!! Also its up to 2084 already  :)  )

I have 4 naval shipyards ( 3 slipway ~100k, 3 1 slipway ~64ks ) and 2 commercial ones ( 4 slipway 100k, 1 slipway 79k) so this patrol craft fits into one of the single 64k slots. I only need two of them, one for Sol and one for Austin, my first inhabited colony apart from earth.

I know my ships aren't good from a If I meet a Evil NPR Alien Out There prerspective, but remember my people don't believe in aliens. They think there are only ones. Right now they are right, but once I get 3-4 worlds and some more stuff I plan on making at least one NPR empire to come enlighten them from a Peaceful Anarchy to a High Imperial Monarchy (Oh yes the emperor shall return!)

Edit: Also I would like to say it isn't just my intention of designing a giant 9 million size ship to see how big it would be, I really am going to try to build one. I'm sure I'll update the design many times during my quest. I'm now concerned that such a big ship would be impossible in a maintenance game because it would break down multiple times a day. Does a break down randomly break a single component on the ship? If it did then it wouldn't be so bad since there is more than enough redundancy. The problem would start to be the game pausing every single day to tell you it broke down I would think! Also is there a way to "mothball" a ship to turn off it's maintenance cycle while immobilizing the ship?

I also wanted to ask about civilian shipping. I haven't gotten any civilian ships yet, but I have had several civilian mining bases pop up. I'm happy that they are finally getting to work. None of my contracts I put up have been completed, I think that is because the civilian ships aren't here yet? I do have 4 different shipping lines and I subsided one to 12500 wealth. I have like 2 million wealth now so I might give it more just to see if they just haven't had enough money to buy a ship yet. It might also be because my new colony is 4 jumps away, isn't that the max?
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Hawkeye on January 17, 2010, 02:03:58 PM
Quote from: "Rathos"
Thanks hawk, I'll be sure to redesign the sensors before building the next one. I just used the sensors that the game had already designed for me, instead of making my own. The reactor was uhh, just in case they needed to put some jumper cables on another jump-ship to restart it's engine. Yeaah.

LOL, nice reasoning :)
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 17, 2010, 02:11:40 PM
Quote from: "Rathos"
I'm now concerned that such a big ship would be impossible in a maintenance game because it would break down multiple times a day. Does a break down randomly break a single component on the ship? If it did then it wouldn't be so bad since there is more than enough redundancy.
That's what your engineers are for :-)  A breakdown breaks a random single component in the ship, and then instantly fixes it by drawing down from your maintenance supplies according to the cost.  Only if you don't have enough spares will the system actually break.  That's what the Max Repair field on the class design is for - it's the worst-case cost of a single breakdown.  The Maintenance Capacity is how many spares you have on board.  So if Maint. Cap. is 10x Max Rep., then you can handle the first 10 breakdowns guaranteed not to have anything actually break.  This is why I said you don't need redundant systems (except for combat-critical systems) - instead you want to use their mass to buy engineering spaces, which both cuts the probability of breakdown and increases maint cap.

I did a post on this (why a high breakdown probability on a huge ship isn't a bad thing) some time in the last month or so - you should be able to search for it.  Basically, it says that a ship 10x as big with the same %engineering space will break down 10x as often, but will have 10x the spares and so will go the same length of time before running out of spares.

Quote
The problem would start to be the game pausing every single day to tell you it broke down I would think! Also is there a way to "mothball" a ship to turn off it's maintenance cycle while immobilizing the ship?
Not really, but if you look on the summary tab of a population you'll see a maintenance max-ship-size field.  Any ship this mass or less located at the planet will not have its clock increase - instead it will suck minerals from the population (how many can be seen from the mining tab).
Quote
I also wanted to ask about civilian shipping. I haven't gotten any civilian ships yet, but I have had several civilian mining bases pop up. I'm happy that they are finally getting to work. None of my contracts I put up have been completed, I think that is because the civilian ships aren't here yet? I do have 4 different shipping lines and I subsided one to 12500 wealth. I have like 2 million wealth now so I might give it more just to see if they just haven't had enough money to buy a ship yet. It might also be because my new colony is 4 jumps away, isn't that the max?

Have you designed reasonably priced cargo and colony ships?  For cargo, it should have 5 holds (carrys 1 factory-sized installation), ~10 (civ) engines, and enough fuel for a ~50-100 billion km range, and a cargo handling system or two.  Be careful not to put military systems on it - it should say it's a commercial design.  For colony, the number of holds can vary, but ripping the holds out of the cargo ship and slapping in an equal number of cryo holds gives a good design (colony ships should have higher engine/hold ratios, which that design will).  Steve says you should make an equivalent design with luxury staterooms replacing cryo.  Civies will only buy the designs you've made.  125K wealth sounds like overkill - the designs I mentioned above are less than 1000 cost.  Basically, you just have to wait for the civies to decide there's a business opportunity there.

One other thought - do you actually have a 2nd colony anywhere with people on it?  That might be the problem - they might be waiting for an offworld population before buying ships....

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 02:45:36 PM
Whoops, I meant 12.5k wealth  :oops:

I don't have the small basic cargo ship design, mine looks like this:

Code: [Select]
Starhauler class Jump Freighter    65500 tons     956 Crew     2357 BP      TCS 1310  TH 5200  EM 0
3969 km/s    JR 2-25(C)     Armour 1-144     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 22 MSP    Max Repair 100 MSP
Cargo 25000    Cargo Handling Multiplier 40    

JC65K Commercial Jump Drive     Max Ship Size 65500 tons    Distance 25k km     Squadron Size 2
Magneto-plasma Drive E0.5 (26)    Power 200    Fuel Use 5%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 3,350,000 Litres    Range 1841.0 billion km   (5368 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Its big because of the jump drive and the engines and fuel. I have ten of them so far, and they have managed to do pretty well. Probably too much fuel, but at least they can fuel someone else if they need it. How do you tell the 'cost' of a ship? I know they take 2357 BP, which is about two years to build. Do civilians have to pay for minerals to build the ship?

Edit: I parred it down a bit. I tried to make it small as possible while preserving the jump-capability.

Code: [Select]
Economic class Jump Freighter    36750 tons     266 Crew     692 BP      TCS 735  TH 1400  EM 0
1904 km/s    JR 2-25(C)     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 12 MSP    Max Repair 100 MSP
Cargo 25000    Cargo Handling Multiplier 40    

JC37K Commercial Jump Drive     Max Ship Size 37500 tons    Distance 25k km     Squadron Size 2
Magneto-plasma Drive E0.5 (7)    Power 200    Fuel Use 5%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 250,000 Litres    Range 244.8 billion km   (1488 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Father Tim on January 17, 2010, 02:56:16 PM
The cost of a ship in wealth is equal to (and in addition to) it's cos in minerals.  So your freighter requires 2357 megabucks/quatloos/newyen, and a shipping line will spend 2357 'wealth' to buy one.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 17, 2010, 03:07:11 PM
Quote from: "Rathos"
Edit: I parred it down a bit. I tried to make it small as possible while preserving the jump-capability.

I just realized a problem with your game strategy:  Civies won't look for jump routes without jump gates.  In other words, having jump-capable civie designs won't do your civie lines any good - they need the jump gate network.  I don't think there's any way around this - it's something Steve would have to change (presumably by putting a button "civies will buy jump-capable designs" in).  Note that he might not want to make this change - he might be relying on the jump gate network to cut the algorithmic complexity (read performance cost) of the civie trade-route-searching code.

Sounds like a good item for the suggestions thread....

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 04:03:30 PM
"Today is a sad day for the Imperium. Star searcher One was destroyed by 'Aliens' for now the government is calling them the St Louis Aliens. 50 of their vessels stormed in out of no where at 9999m/s and proceed to launch meson beam attack after meson beam attack. The ship tried to flee, but was unable to out run them despite the relative closeness of the jump point. Luckily the aliens were not able to destroy all of the automatic communication probes the ship used to communicate with home. The entire scene was recorded by the drones as they shot out of the system at 50km/s. The emperor is already demanding that the Bureaucrat Council give him back control of the government. Instead they decided to change the currently in-construction Starsearcher 3 into a warvessel and send it to attack these evil aliens."

Since the Bureaucrats are caught between the emperor and public opinion they have to retaliate against the aliens. If they fail the emperor will gain control and things will change. The Bureaucrats started building a:

Code: [Select]
Vengance class Superdreadnought    100000 tons     11570 Crew     15422 BP      TCS 2000  TH 1920  EM 1200
960 km/s    JR 3-50     Armour 10-191     Shields 40-300     Sensors 245/250/0/0     Damage Control Rating 1     PPV 1092
Annual Failure Rate: 80000%    IFR: 1111.1%    Maintenance Capacity 96 MSP    Max Repair 1600 MSP
Magazine 840    

J100000(3-50) Military Jump Drive     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (24)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 1,720,000 Litres    Range 61.9 billion km   (746 days at full power)
Alpha R300/9 Shields (40)   Total Fuel Cost  360 Litres per day

Quad 12cm C2 Visible Light Laser Turret AT5 (10x4)    Range 80,000km     TS: 10000 km/s     Power 16-8     RM 2    ROF 10        4 4 2 2 1 1 1 1 0 0
12cm C2 Visible Light Laser (3)    Range 80,000km     TS: 2000 km/s     Power 4-2     RM 2    ROF 10        4 4 2 2 1 1 1 1 0 0
CIWS-80 (5x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 64-8000 (1)    Max Range: 128,000 km   TS: 8000 km/s     92 84 77 69 61 53 45 37 30 22

Size 24 Missile Launcher (75% Reduction) (35)    Missile Size 24    Rate of Fire 720
Missile Fire Control FC156-R14 (2)     Range 65.5m km    Resolution 14

Active Search Sensor S600-R1 (1)     GPS 600     Range 6.0m km    Resolution 1
Active Search Sensor S600-R14 (1)     GPS 8400     Range 84.0m km    Resolution 14
Active Search Sensor S600-R200 (1)     GPS 120000     Range 1,200.0m km    Resolution 200
Active Search Sensor S600-R500 (1)     GPS 300000     Range 3,000.0m km    Resolution 500
Thermal Sensor TH49-245 (1)     Sensitivity 245     Detect Sig Strength 1000:  245m km
EM Detection Sensor EM50-250 (1)     Sensitivity 250     Detect Sig Strength 1000:  250m km

This design is classed as a military vessel for maintenance purposes

Production is already underway and is slated to be completed in only two or three years (haha) the people however are convinced because it is so big. We'll see how the burecrats ship manages against 50 800 ton enemy ships plus whatever else is hidden in there. I'm betting it won't do very well since its the first ship I made for combat. Did I forget anything that will cause it not to be able to fight back?

Edit: That is really sad that civies can't use jumpdrives...I guess I won't have any civilians. Well maybe I'll make a few freighter groups and tell them to go back and forth to make it look like civies.

Edit2; Something wierd happened. 3 Economic Class Jump Freighters were suddenly completed on earth...but wait...I don't even have a shipyard tooled for them nor did I tell anything to build them! Where did they come from!
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 17, 2010, 04:10:26 PM
Quote from: "Rathos"
Edit2; Something wierd happened. 3 Economic Class Jump Freighters were suddenly completed on earth...but wait...I don't even have a shipyard tooled for them nor did I tell anything to build them! Where did they come from!

Have you been changinge unlocked designs?  That's the most likely culprit.

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 05:30:55 PM
No, thats not it. I still have both the Starhauler and the Economic class in my list. Also wouldn't the shipyard show economic class being built? When I made the economic class I just copied starhauler renamed it and then shaved it a bit. I just found out my ship can only carry 35 missiles!

And now ...

I get a

Code: [Select]
Error in UpdateAllSensors
Error 6 was generated by Aurora
Overflow
Please report

When my ship entered the system

It won't go away so i guess my game has ended again....=*(


I managed to fix it by removing all the active sensors on my ship then putting new ones on it. Then the fight was on! Immediately the alien ships showed up, only this time there was 86 of them! My captain yelled for the missile tubes to be loaded and to fire, but to his dismay he was informed they only loaded enough missiles to fire half the tubes...once. It also took a while to get in range, but when they did the captain ordered all the tubes to fire! Wooosh all the missiles flew out....and after a few hours they impacted and blew one evil bad alien to smitherens. The entire crew cheered at that. Sadly there was still 85 left...and two new active sensors appeared on the other side of the system.

That was when the captain ordered the retreat unfortunately they didn't get very far. The aliens closed in and the captain ordered the quad laser batteries to open fire the second they got in range. Unforunately the crew informed him that they where not ready to fire yet. And 85 meson beams clashed into the ship wrecking its systems. "The captain yelled why aren't we firing back!?" The crew could only reply where not ready to fire yet! Five seconds passed...and still the beams did not fire. Then 85 more mesons crashed into the ship splatter more and more of the systems fuel tanks exploded engines blew apart crew died. Still the ship was giant...it could take the punishment. The captain yelled again! "Why haven't we fired in gods name!!" The crew only could reply "Where not ready to fire yet!" Then 85 more mesons blasted in...and one struck the active sensors....and the beams who never got to fire lost targeting data...then salvo after salvo after salve of 85  mesons blasted into the ship until finally it blew apart.

The emperor could only say "I told you so" and the people burned the Bureacrats offices to the ground.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Magnnus on January 17, 2010, 05:39:51 PM
You forgot reactors to power those lasers. Also, resolution 200 and 500 sensors are a bit of an overkill; you are unlikely to find anything that big to sense.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 17, 2010, 06:01:37 PM
Quote from: "Rathos"
No, thats not it. I still have both the Starhauler and the Economic class in my list. Also wouldn't the shipyard show economic class being built? When I made the economic class I just copied starhauler renamed it and then shaved it a bit.
Don't be so sure of that - my recollection is that the message about what a SY is doing is generated when the command is given, so it might claim to be retooling to a Shark class, but in actuality you renamed Shark to Guppy and when the task completes it's a Guppy (except I can't remember if it's retooling or construction that has this feature - I think it's ship construction).
Quote
I just found out my ship can only carry 35 missiles!
One of the common laments on this board is "I just discovered that my magazine capacity was woefully inadequate", so you're not alone :-)  BTW, you should have had magazine capacity for at least one full salvo.  So it sounds like your default loadout (ordnance tab on the F5 screen) might be messed up.
Quote
Unforunately the crew informed him that they where not ready to fire yet. And 85 meson beams clashed into the ship wrecking its systems. "The captain yelled why aren't we firing back!?" The crew could only reply where not ready to fire yet! Five seconds passed...and still the beams did not fire. Then 85 more mesons crashed into the ship splatter more and more of the systems fuel tanks exploded engines blew apart crew died. Still the ship was giant...it could take the punishment. The captain yelled again! "Why haven't we fired in gods name!!" The crew only could reply "Where not ready to fire yet!"
In case you haven't figured it out already, this is caused by the "Task Force training" rating, which for you was probably 0%.  To get more responsiveness from your crew, either turn the option off on the startup screen :-)

Great write-up, btw - I was rofl.

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Father Tim on January 17, 2010, 06:19:25 PM
Civilians will use jump freighters - IF you park a ship with a big enough jump engine on a warp point (in a separate Task Group, all by itself) the civilians will then treat it as a jump gate and conduct trade through it.  So if you don't want to build jump gates, build a lot of governement freighters, park them on warp points (only one is needed for each WP, it will pop back and forth to whichever side it's needed on), and leave them there.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 06:29:28 PM
Quote from: "Magnnus"
You forgot reactors to power those lasers. Also, resolution 200 and 500 sensors are a bit of an overkill; you are unlikely to find anything that big to sense.

My ships are that big to sense, so if any of them go rogue and rebel, they will be able to sense each other at long range.

The emperor immediately began to call in his favors and supporters and tried to take back control of the government. Unfortunately the bureaucracy, like any bureaucracy that has been around for years it was well entrenched and has pulled up legal clause after clause preventing the emperor from taking over. Finally after a month of all this the Emperor got fed up and ordered the Emperor's own, his personal Heavy Mobile Assault Infantry Marine battalion to storm the government building. Unfortunately the conventional battalions that protect the capital thought this was a rebel attack and sided with the bureaucrats in fear that the capital would be lost. The fighting has been intense and the Emperor's forces have been slowly pushed back to the Imperial Palace.

Then this ship showed up in orbit:

Code: [Select]
Emperor class Missile SuperDreadnought    100000 tons     7060 Crew     16685.5201 BP      TCS 2000  TH 1680  EM 300
840 km/s    JR 3-50     Armour 10-191     Shields 10-300     Sensors 30/30/0/0     Damage Control Rating 1     PPV 180
Annual Failure Rate: 80000%    IFR: 1111.1%    Maintenance Capacity 104 MSP    Max Repair 1600 MSP
Flag Bridge    Magazine 10404    

J100000(3-50) Military Jump Drive     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (21)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 920,000 Litres    Range 33.1 billion km   (456 days at full power)
Alpha R300/9 Shields (10)   Total Fuel Cost  90 Litres per day

CIWS-80 (20x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
Size 24 Missile Launcher (75% Reduction) (10)    Missile Size 24    Rate of Fire 720
Missile Fire Control FC156-R14 (10)     Range 65.5m km    Resolution 14

Active Search Sensor S600-R14 (5)     GPS 8400     Range 84.0m km    Resolution 14
Active Search Sensor S600-R200 (1)     GPS 120000     Range 1,200.0m km    Resolution 200
Active Search Sensor S600-R500 (1)     GPS 300000     Range 3,000.0m km    Resolution 500
Active Search Sensor S600-R1 (1)     GPS 600     Range 6.0m km    Resolution 1
Thermal Sensor TH6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM6-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

This design is classed as a military vessel for maintenance purposes

It was secretly constructed in the Fredrika Shipyards by staunch supporters of the Emperor. The Bureaucrats had one upped themselves with all the paper work required and while the reports on the construction of the ship slowly filtered their way up to the top, they were misplaced when an aide to a high level official accidentally filed them under meat consumption priority - low. The ship dipped out of orbit and hovered above the capital, its giant structure dwarfing everything. The conventional forces paused their attack long enough to extract themselves from the battle and became strictly neutral. The Emperor's Own entered the government building forced all the unarmed bureaucrats out of it and then set demo charges and blew it up along with all the paper work.

The Government HQ is now the Imperial Palace, and while problems with the bureaucrats will still occur...after all we can't get rid of them cause they run everything, at least things will be more sane.

Fresh from the Emperor's Battleforge are Furry-22 Pack missiles! Scientists aren't sure if they will work, but they are supposed to be launched at long range, then after 15 million kilometers will burst into 22 individual fury missiles each packing a 1 size warhead and a 22% chance to hit those 10,000m/s ships. The Emperor MSD can carry 432 of them, but some conventional old type missiles have been included as well just in-case the fury missiles don't work.

Now that the situation on the ground is contained, the MSD is training in Sol blasting asteroids and preparing to purge the alien presence in St. Louis.

Also, Starhaulers have been obsoleted in favor of the New Economic Class Jump Freighter. The old Starhaulers are going to be placed at jump points to see if that encourages more civilian traffic between Austin and Sol.

Situation Report, Complete.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 08:16:53 PM
The Emperor's Own battleship flashed into the system. At its bridge stood Fleet Admiral Lord Napoleon Sartorelli, the Emperor's brother and fourth in line for the throne.

"All stations combat alert." He ordered. The bridge was awash in communications, the Superdreadnought required thousands of men and women to run properly, and he had nearly a hundred officers in front of him. "Bring us about, set maximum speed for the jump point."

"Aye, Aye, Captain." That was the helmsman, who was ranked a commander.

That is one damn problem with this ship Sartorelli thought. It is too top heavy, to much brass. He was technically the highest ranked man in the entire navy, but that was a facade created by the emperor. The Vice Admirals in Fleet Ops ran everything. He was just a figurehead that made the emperor look good. He had a chest full of medals, of which he had actually earned two of the highest awards for heroism in the face of danger. The rest were all cheap baubles to impress the Bureaucrats that still plagued the Imperium.

"Comm, open communications, all frequency bands possible."

"Sir, but we are the only ship in the system..."

"Just do it." The Tech complied.

Sartorelli tapped his headset and spoke into the communicator.

"You alien bastards, we are here, come and die."

He tapped it off. By god, he would show them why words like "Courageous, Determined, and Follows orders without question" appeared on his fleet profile.

"Order all missile tubes, slave to their individual fire controls and prep Fury-22 packs. Raise Shields, not that they do any good against the bastards."

He had watched the tapes of the aliens attacking the Star Search One, and the Bureaucrats warship a hundred times. The meson cannons they sported went through armor and shields like they weren't there.

"Captain, we have arrived at the jump point."

"Good. Cease all maneuvering. Spin the jump-drives up but do not - I repeat do not engage them."

That was all he had left to do, so he sat down and waited while listening to the chatter on the dreadnought. He fell asleep.

"Captain!"

Sartorelli opened his eyes. He immediately looked at the sitrep. Finally, those bastards took long enough. They had been waiting for three days for the aliens to show themselves. Finally they did.

"Enemy ships at 84 million kilometers and closing at 10 thousand meters per second. Contacts number....eighty five."

Sartorelli nodded.

"Unkown active sensor detected at several billion kilometers, near the star!"

Sartorelli hoped it was not another swarm.

He sat back down. It would be over and hour before they finally entered into close enough range for him to open fire.

Finally the time came and the aliens stepped over that invisible line.

"Missile tubes one through ten acquire individual targets and fire once!" Sartorelli tapped his fingers on the arm rest of his chair, this was when he would learn whether the new missiles would work or not. Damn the bureaucrats for not letting him test them out before this.

The missiles spat out of the ten tubes along the hull of the dreadnought. They came out perfectly thanks to the the intense four year training plan he had put in place before leaving. Even with it, only 3 in 10 of his crewmen where what he would consider acceptable, but most of those he did approve of where the missile launch crews.

"Order fire control to target 10 different ships."

"Fire control reports targets acquired. Missile tubes loading and can fire again in 720 seconds."

When the time came he ordered "Fire!" Twenty five seconds later the missile tubes obliged and another volley went out.

"Again!"

"720 seconds!"

"Tell them to get it down to 700! Or I'll come down there and I'll do it for them!"

Halfway between shots the sensor technician spoke. "Captain, I have confirmed Fury-22 MIRV release, the first volley has released its payload. Two hundred and twenty confirmed. They are on target."

Thank all the gods that ever existed.

Another salvo spit out.

Damnit. The enemy had already closed almost all the way and were almost to the 6m km line.

"Reload all tubes, but cease fire. Order engineering to prepare to jump."

They had only gotten three salvos off. There were still 55 enemy ships left. If Fleet Int was wrong about the aliens ability to jump...

"Estimated impact, eight minutes, first salvo."

They waited.

"Impact! Sensors are registering ninety-eight nuclear explosions!"

Sartorelli cursed. He knew that their accuracy was bad, but he thought they would get more hits than that.

"Sir I'm not detecting any destroyed ships."

Another curse. This was quickly becoming a disaster. If their escape didn't work...

"Sir, four of the targeted enemy ships stopped closing with us."

So they had felt that love tap eh?

"Order fire control to target the damaged ships, and fire!"

"Sir! Sensors indicate a enemy ship is travelling at....at...89999 m/s!"

"What!?"

"Its fleeing!"

"Keep firing, target the ships we've already fired at!"

Missile lept out, the second salvo slammed into the alients with equally unspectacular results. Then the third hit the same.

"Sir the aliens are ontop of the Fury pack before it has released it's payload!"

Dammit, he had fired anyway, hoping the missiles would still work.

"Strength 0 nuclear explosion!"

"Enemy ships at two million kilometers!"

They had failed.

"Order engineering. Combat jump, now!"

The Emperor's Own Missile Super Dreadnought flashed out of the system.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: AtomikKrab on January 17, 2010, 09:24:01 PM
work on upgrading the warhead size and drive speed and good luck... also funny thing is your superdreadnaught is the same size as my jump battlecruiser :)
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 09:57:28 PM
Years later, the dreadnought returned with improved missile launcher systems and missile packs (Fury III 9-Packs =D )

Much death was rained on the aliens. (Damn I had to target each and every single enemy ship indvidually with each individual fire control...what a pain in the ass!!! Is there a better way? Auto FC just has all the missiles target 1 ship...Where I need 1 Mirv missile pack to target each one seperately.)

[col:1khggybx](http://www.file-pasta.com/file/0/DieAliens!.jpg)[/col:1khggybx]

Edit:

We found a giant enemy ship in the system the weighs 60 thousand tons. It says it has 18000 shields. I hope the new missiles can smash it!

(http://www.file-pasta.com/file/0/Attack!.jpg)
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: AtomikKrab on January 17, 2010, 10:18:38 PM
watch as it laughs your feeble missiles off like nothing, just watch
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 17, 2010, 11:43:19 PM
It died. Each one of those 9 packs is a size 24 with my newest missile technology available. It was a far improvement over the furys and fury IIs. Now i'm developed Fury III Smart 3-Packs that have a pod with sensors in it. So if the target gets blown up the pod will re-target before releasing the fury missiles.

My people don't have any faith in anything but missiles anymore.

Instead of continuing the purge of the system, orders have come in to fall back to Maine where a permanent picket will be established around the jump point.

Civilian ships have started to appear after I made a normal freighter ship. Like 10 appeared almost immediately, but they don't' do anything, because I don't think they can go through the jump point even with my jump freighter there at every single point on each side between Sol and Austin. I've started transforming Mars to make a second population base for Earth to trade with.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 19, 2010, 12:30:46 AM
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: AtomikKrab on January 19, 2010, 12:32:34 AM
you have a freighter faster than your patrol ship
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 19, 2010, 12:55:59 AM
Quote from: "AtomikKrab"
you have a freighter faster than your patrol ship

 :oops:

Code: [Select]
Spiculum class Patrol Ship    13150 tons     1382 Crew     3144 BP      TCS 263  TH 1200  EM 0
4562 km/s     Armour 1-49     Shields 0-0     Sensors 120/30/0/0     Damage Control Rating 12     PPV 29
Annual Failure Rate: 115%    IFR: 1.6%    Maintenance Capacity 2793 MSP    Max Repair 480 MSP
Magazine 340    

Magneto-plasma Drive E7 (15)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 97.8 billion km   (248 days at full power)

30cm C5 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5000 km/s     Power 24-5     RM 5    ROF 25        24 24 24 24 24 20 17 15 13 12
Fire Control S16 160-20000 (1)    Max Range: 320,000 km   TS: 20000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 60    Armour 0    Exp 5%

S5 Standard Missile Tube MLRR3 (4)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC147-R14 (1)     Range 61.7m km    Resolution 14

Active Search Sensor S420-R14 (1)     GPS 5880     Range 58.8m km    Resolution 14
Active Search Sensor S420-R100 (1)     GPS 42000     Range 420.0m km    Resolution 100
Thermal Sensor TH20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
EM Detection Sensor EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

This design is classed as a military vessel for maintenance purposes

Also a light cruiser design.

Code: [Select]
Trajan class Light Cruiser    45000 tons     4918 Crew     10345 BP      TCS 900  TH 1200  EM 0
1333 km/s     Armour 10-112     Shields 0-0     Sensors 120/30/0/0     Damage Control Rating 59     PPV 240
Annual Failure Rate: 274%    IFR: 3.8%    Maintenance Capacity 9477 MSP    Max Repair 480 MSP
Magazine 1750    

Magneto-plasma Drive E7 (15)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 2,000,000 Litres    Range 114.3 billion km   (992 days at full power)

30cm C5 Far Ultraviolet Laser (10)    Range 320,000km     TS: 5000 km/s     Power 24-5     RM 5    ROF 25        24 24 24 24 24 20 17 15 13 12
CIWS-200 (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 160-20000 (2)    Max Range: 320,000 km   TS: 20000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 AR-0 (5)     Total Power Output 300    Armour 0    Exp 5%

S5 Standard Missile Tube MLRR3 (30)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC147-R14 (6)     Range 61.7m km    Resolution 14
Firelance S5 Smart Missile (350)  Speed: 9,600 km/s   End: 89.3m    Range: 51.4m km   WH: 4    Size: 5    TH: 64 / 38 / 19

Active Search Sensor S420-R100 (2)     GPS 42000     Range 420.0m km    Resolution 100
Active Search Sensor S420-R14 (2)     GPS 5880     Range 58.8m km    Resolution 14
Thermal Sensor TH20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
EM Detection Sensor EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

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

It should be able to go 6 or more years I hope before requiring maintenance resupply and an overhaul. My society is pretty military oriented despite having no enemies for a long time. My plan is when I survey to have a 2 grav survey vessels, a light cruiser, and a patrol ship when entering each new system. I've also designed my first PDC. It is 5000 tons and has sensors and one missile launcher and small magazine.

Can you tow PDCs and put them in orbit around a jump gate?  Since they are so military oriented I think they will put several at each one if possible. Also I'm thinking of designing a larger one to act as a 'customs' station to make sure the emperor gets his 'tribute' from any civilian ships passing through it.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Hawkeye on January 19, 2010, 01:15:45 AM
Quote from: "Rathos"
Can you tow PDCs and put them in orbit around a jump gate?  Since they are so military oriented I think they will put several at each one if possible. Also I'm thinking of designing a larger one to act as a 'customs' station to make sure the emperor gets his 'tribute' from any civilian ships passing through it.

Nope, as the name implies (P)lanetary (D)efence (C)enter, they can only be placed on surfaces.
That being said, you can design a, lets call it battlestation. No engines, massive armor and armament and lots and lots of engineering to keep the failure rate down.
As jump points don´t move, it doesn´t have to be in orbit, just tow it to a waypoint (or the jumppoint itself, if you want).
You will have to tow it back for mainenance eventually, though.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Father Tim on January 19, 2010, 01:44:27 AM
Quote from: "Rathos"
It should be able to go 6 or more years I hope before requiring maintenance resupply and an overhaul.

Maintenance resupply is absurdly easy. Simply send out a ship - any ship - to the Task Group and then transfer Maintenance Supply Points to the other ship.  You can also "Equalize Maintenance" throughout a task group, if one of your ships suffers more than it's share of failures.

Quote from: "Rathos"
Can you tow PDCs and put them in orbit around a jump gate?  Since they are so military oriented I think they will put several at each one if possible. Also I'm thinking of designing a larger one to act as a 'customs' station to make sure the emperor gets his 'tribute' from any civilian ships passing through it.

Newp, but you can build a Ship with no engines (it'll have a speed of 1km/s) and tow it wherever you like.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 19, 2010, 11:13:47 AM
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Beersatron on January 19, 2010, 11:28:27 AM
I would just like to say that those are BIG ships. My biggest ships are only ever 80k ton Freighters, by largest warship is normally a 15k ton Cruiser, although that is due to new versions of the DB coming out and have to start over again - dam you Steve!
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Canaris on January 19, 2010, 12:06:03 PM
Quote from: "Beersatron"
I would just like to say that those are BIG ships.

Big seems to be an understatement.

My largest ship ever was just 72000 tons - it was a super high capacity sorium harvester and tanker.

My largest warship came in at 19800 tons - a dedicated heavy missile platform that proved to be quite effective.

The way I see it, at least when it comes to military vessels, smaller is better.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 19, 2010, 12:38:58 PM
They are big ships, but it takes a long time to build them. I only have built 4 patrol ships 2 corvettes and my 1 North Carolina in the last 85 years of game time. I just now got enough capacity for the mega-freighters though and it says that if I tool it for Essex the shipyard should be able to produce all three types.

Now, i'm sure your interested in how things went down.



"Admiral, we've transited into Washington." a buzzcon announced.

Fleet Admiral Lord Marn Justis nodded. He stood up and walked out of his quarters and headed for CIC. It wouldn't be long before the bastards showed their faces and he needed to be in CIC to give orders to the fleet. Not that it was much of a fleet, just two ships. Two ships earth and the colonies had slaved over for thirty years to build. Packed with as many missile launchers as possible and enough magazine space to feed their hunger. One hit to a magazine and the entire ship would blow. The missiles had taken as long as the ship to produce, longer actually. The last ones were fresh off the press as soon as they had finished their three year fleet training. The result was 30 years of missiles, with continuous updates to them being slammed in the auto-loaders. The technicians promised that it didn't' matter whether it was a firestorm I or IV or a Nova Fury, as long as the missile was the right size it would fire.

He stepped onto the CIC and his flag officers saluted and went back to work. Even though there wasn't a fleet to command, he and his staff where taking up a lot of slack from the Captain and his men. Even with three years of training no one had manned a ship so large, the crew, numbering over 80 thousand took a small army to keep them all organized. Eighty-thousand of the best earth and the colonies had to offer. The entire military command structure was on the two ships, with the exception of a few logistics officers in the rear, and the old 50 year old patrol ship orbiting earth.

"Main Tacscreen."

A display flashed on infront of him detailing the entire layout of the North Carolina and the Fletcher II. The smaller ship was the same design almost, just on a much much smaller scale.

Justis watched the radar screen intently for any sign of aliens. None appeared, and the captain advanced them toward the New York Jump hole. Twelve hours later klaxons sounded. Justis stood up from the bench he had fallen asleep on.

The aliens where on long range scanners at maximum range, six of their twelve thousand ton ships blazing at them at 7750km/s.

Three hours passed while they headed toward each other, then another alarm sounded for a moment before being turned off. The aliens had activated their active radar and where now most likely firing missiles. Their range was much better due to their ECM and technology.

Another long wait, then the incoming missile alert sounded. The computer, prepared for this, was already set to fire. Two hundred and fourty Spark AMM IIs flashed out of the tubes of the Fletcher II and North Carolina. The enemy had launched only 40 missiles in all. Still, most of the Sparks missed, but enough hit to destroy all the missiles. Everyone stood silent waiting for the next volley, and the next. They never came.

"The Bastards haven't reloaded in thirty years." an officer remarked.

They kept closing and finally at 33 million kilometers the firing control systems kicked in, finally overpowering the enemy ECM.

"Flush all ASMs." Justis ordered. It took thirty seconds for the order to be relayed to the captain. Another twenty for the captain to order the technicans. Then 426 missile tubes spat four different classes of missiles at the incoming ships. Another wait. Then thermal sensors exploded with the sounds of nuclear fury.

"Ninty-nine size 9 explosions! X-ray spike! The bomb pumps have hit! Fire storms impact in 5, 4, 3, 2, 1 - Impact!"

Justis listened and watched. Five ships confirmed destroyed.

"Order the Fletcher to fire its volley of Novas."

They did, and they impacted still the alien ship came on, at half speed.

"Order the Fletcher to flush its firestorms."

Ten firestorm missiles flashed out...and the alien ship finally crumpled under the fire.

"Ammunition report?"

"Sir, we have 91% of our stores remaining. The Fletcher 81%."

"Order the captain to continue on, we are going to New York. It is time to make the bastards pay for what they did."

"Aye aye sir!"
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Father Tim on January 19, 2010, 01:32:43 PM
Civilians moving 'a freighter load' of whatever the contract calls for, instead of the specified number, is a bug and should probably be reported to Steve in the appropriate forum & thread.

Civilians being able to build a freighter that's far larger than any shipyard you own is probably also a bug.  Feel free to try and convince Steve that it should remain possible (assuming that's your opinion).

Editing your post is not always the best way to go, since it doesn't cause the 'new post' flags to go off, until someone else posts in the thread, most of us won't know there's anything new to read.  Consequently, we won't open the thread and read your edits.

I was amused that you were annoyed by civilians moving 10x20 mass drivers when you wanted them to just move ten, and then duplicating th problem in your new game by building mega-freighters again.  If you want them to move the right amounts, you need to build 5-hold freighters, or do the math and issue 1/20th size contracts.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Steve Walmsley on January 19, 2010, 05:02:53 PM
Quote from: "Father Tim"
Civilians moving 'a freighter load' of whatever the contract calls for, instead of the specified number, is a bug and should probably be reported to Steve in the appropriate forum & thread.
This is fixed for v4.9. I hadn't accounted for freighters carrying multiple items.

Steve
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 19, 2010, 10:48:15 PM
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Hawkeye on January 20, 2010, 12:11:54 AM
Quote from: "Rathos"
In other news, Mars is finally habitable and the civilian Lexington mega-colony ships have begun to ferry people to the virgin world. Massive Terra-forming ships have entered Washington and Newyork and have begun work on two of the nearly-inhabitable worlds. Washington A-III already has a breathable atmosphere, however it is unbearably cold.

Edit:

A new problem has emerged. It seems the growing population on Mars has begun to become Politicaly unstable. It has a stability modifier of .49%! With 600 million people this discontent with the rule of the emperor five battalions were sent to maintain order. However this hasn't solved the reason for the unrest which is...well I have no idea. Why is my planet having so much unrest? In the events page it says there is no reason for unrest and that it has decreased to 0 over and over. Is it because I have more actual protection level than requested level in the system?


There are several things that can make your population unruly, but all of them should generate a message in the log according to the cause.

Have you, per chance, overstacked the people before Mars became fully habitable? But even then, it shouldn´t tell you it is reduced to 0 - scratching my head right now.
You could try throwing a full division at the problem

Hm, maybe the message is rounding to the nearest whole percent, so 0.49% is 0 and it is not actually talking about unrest but about stability?
Ok, I´m griping for straw now (this probably isn´t a saying in english)
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 20, 2010, 12:20:12 AM
Quote from: "Hawkeye"
Ok, I´m griping for straw now (this probably isn´t a saying in english)

"Grasping at straws" in English.

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: boggo2300 on January 20, 2010, 12:25:14 AM
You will continue to get those messages until the unrest hits 0% It's reducing twice each increment because a) youve solved the original cause of the unrest (which I bet was having more colonists on Mars than you had Infrastructure for) and b) reducing again because the troops you have stationed on Mars are policing your population there  :shock:

BTW more troops will lower the unrest faster


Matt (who almost always has unrest on Mars, I aint molly coddling my colonists with infrastructure!!)
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 20, 2010, 12:54:14 AM
Quote from: "boggo2300"
Matt (who almost always has unrest on Mars, I aint molly coddling my colonists with infrastructure!!)
ROFL - "Real colonists don't need infrastructure - sleeping under the stars is a priviledge they never had in those overcrowded cities on Terra!"

Which could lead to a whole line of "Real Colonist" attributes:

"Real colonists don't need a water supply - they can suck the humidity out of the air!"
"Real colonists don't need PDCs - they can hide from the alien bombardment in the sand-worm holes!"

and so on...

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 20, 2010, 01:30:25 AM
I think it was stuck in some type of loop. The unrest wouldn't go away even after placing 20 brigades of troops on the planet. I went into SM and looked and it said the planet had 99.6 points of unrest. I reduced it to 0 and the loop broke and it is now staying at 0. I did throw people on before it was fully habitable but not that many to outstrip the infrastructure. Once it became fully habitable the civilians shipped the infra to titan and Venus and now titan had 330 million inhabitants =D It seems I don't have to build any infrastructure, the civilians make it themselves.

Things continue to progress. I still haven't gotten past the New York system. The resources in Washington and New York have been limitless (at least to my empire so far) and upgrades on the commercial shipyard have begun. The desired size is 3.6 million tons, large enough to pick up. I've also completed my 200th research lab as having Maintence Capacity up to 600 thousand tons, almost enough for my NC.

Code: [Select]
Forrestal class Terraformer    3460500 tons     33680 Crew     88493.4 BP      TCS 69210  TH 55000  EM 0
794 km/s     Armour 1-2038     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 16 MSP    Max Repair 500 MSP
Terraformer: 125 module(s) producing 1 atm per annum

Internal Confinement Fusion Drive E0.8 (220)    Power 250    Fuel Use 8%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 40,000,000 Litres    Range 259.9 billion km   (3787 days at full power)

This design is classed as a commercial vessel for maintenance purposes

This ship will carry the hopes of millions of people on titan and venus as well as washington-A II and New York A-IV. It will render ground based terraforming obsolete!

Forty years of transforming research has gone into this and it will be a massive achievement for the empire.

Unfortunately the people of Mars and New York A III have continued to be politically unstable. They both have below .5% stability despite the legions of troops on the ground and patrol ships in orbit. The protection provided is easily double what they request yet still they complain. Fuel storage has continued to decrease and is now down to 53 million liters.

Edit: I accidently frogot to turn of continual capacity expansion. I now have a 9 million size commercial shipyard and a 5 million size military shipyard. I didn't notice they were still going until after all the resources on earth where stripped away.

So, I've decided to continue on and upgrade the military shipyard to 15 million tons after a few years....decades... of stocking up so I can build one of these:

Code: [Select]
Arleigh Burke class Fleet Command Base    14021800 tons     1079545 Crew     2225275.6 BP      TCS 280436  TH 50000  EM 0
178 km/s     Armour 100-5179     Shields 0-0     Sensors 120/120/0/0     Damage Control Rating 25000     PPV 13000
Annual Failure Rate: 157282%    IFR: 2184.5%    Maintenance Capacity 1091921 MSP    Max Repair 420 MSP
Flag Bridge    Hangar Deck Capacity 1000000 tons     Troop Capacity: 10 Battalions    Magazine 58000    
Maintenance Modules: 6200 module(s) capable of supporting ships of 1240000 tons

Internal Confinement Fusion Drive E0.8 (200)    Power 250    Fuel Use 8%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 20,000,000 Litres    Range 32.0 billion km   (2083 days at full power)

CIWS-120 (100x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 24 Missile Launcher (500)    Missile Size 24    Rate of Fire 120
Size 1 Missile Launcher (1000)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC168-R14 (10)     Range 70.6m km    Resolution 14
Missile Fire Control FC147-R1 (2)     Range 4.4m km    Resolution 1
Spark II AMM (10000)  Speed: 38,400 km/s   End: 9.8m    Range: 22.5m km   WH: 1    Size: 1    TH: 460 / 276 / 138
Novafury Bomb-Pumped Xray Laser Heavy ASM (2000)  Speed: 21,300 km/s   End: 36.6m    Range: 46.8m km   WH: 90    Size: 24    TH: 149 / 89 / 44

Active Search Sensor S420-R1 (5)     GPS 420     Range 4.2m km    Resolution 1
Active Search Sensor S420-R100 (5)     GPS 42000     Range 420.0m km    Resolution 100
Active Search Sensor S420-R14 (5)     GPS 5880     Range 58.8m km    Resolution 14
Thermal Sensor TH20-120 (5)     Sensitivity 120     Detect Sig Strength 1000:  120m km
EM Detection Sensor EM20-120 (5)     Sensitivity 120     Detect Sig Strength 1000:  120m km

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

I'd like your guys input on ways to improve it or if you see any glarring design flaws. I know there are probably a lot, but it will be a while before I build it so I'm hoping I can correct them as I wait.

BTW the year is up to 2176, and I started in 2025. I still haven't gotten any colonies out of Sol-Washington-New York. Boston has a habitable world but the empty space of Los Angels has just kept me from expanding. The millions of minerals still available in the home systems have also kept my appetite for minerals sated. I'm down to 300-2000 years of mining though (it used to be 10s of thousand but now I have a lot more mines)

Again I'd like to know if you guys have any suggestions on things, or advice? I've still only got one government freighter so far, and just one colony ship but they are big.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Father Tim on January 20, 2010, 01:43:14 AM
Quote from: "Rathos"
Due to supply concerns of fuel for military vessels a super-tanker was designed based on the venerable Essex design. This tanker will be able to carry 400 million liters of fuel. It also has been designed to be able to dive into a gas giant and fill its tanks with sorium at a rate of twelve million liters per annum.

So, thirty-three years and fours months to refill its tanks then.  Tanks which will barely provide enough fuel to operate three of your Missile Cruisers for those same 33 1/3 years.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 20, 2010, 02:05:17 AM
Quote from: "Father Tim"
Quote from: "Rathos"
Due to supply concerns of fuel for military vessels a super-tanker was designed based on the venerable Essex design. This tanker will be able to carry 400 million liters of fuel. It also has been designed to be able to dive into a gas giant and fill its tanks with sorium at a rate of twelve million liters per annum.

So, thirty-three years and fours months to refill its tanks then.  Tanks which will barely provide enough fuel to operate three of your Missile Cruisers for those same 33 1/3 years.

Your right, but remember I only have one missile cruiser. I might consider two. Any more are just not needed since one can obliterate anything it comes across (so far)

Also, the super tanker is surprising cheap to build at only 92 thousand duranium and 500-5000 of several other minerals. I could possibility ten or twenty of them over the course of 30-60 years. I don't know the ratio of sorium to fuel a sorium harvester ship gets though. Right now I have a 19 million .7 and a 6 million .6 I'm looking at. Two or three others with much smaller quantities.

Embarrassingly my fuel tanker ran out of fuel while traveling to the nearest gas giant  :oops:

Time in my game goes by pretty fast, 33 years isn't that long of a wait. The emperor is effectively immortal (think wh40k emperor...no space marines yet =P)

I've completed construction of enough maintenance facilities to keep the clock on my missile cruiser down. It consumes 7000 minerals per year though.

I just designed a 300 thousand tun luxury liner to see if they would build it. They still haven't built any 1.5 million ton ones.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 20, 2010, 03:44:35 PM
(http://www.file-pasta.com/file/0/Surveyship%20battle.jpg)

Captain Davis Lammarr set his cup of coffee down on his seat's cup-holder. He decided he was glad to be the captain, his seat was the only one with a cup-holder. He picked up the novel he had been reading, Red Planet by Robert A. Heinlein, when all the sudden the sensor tech shouted into his voice comm.

"Three Sensor Contacts! No transponder, civilian or military! ITS THE ALIEN BASTARDS!"

Immediately Lammarr's heart began to pound. The aliens where back? No...they had just entered the system and begun to survey it. This was another New York. The orginal survey team had perished to the merciless scumbag aliens. His hands begun to shake as the realization that he was facing three hostile enemy ships that would probably try very hard to kill them all.

Even thoug Lammarr was technicaly a navy captain he wasn't really in the navy. He was just part of the Survey corps, who were all civilians really, and given naval ranks since most of their work was for the government.

"Captain?" His sensor officer asked. Everyone on the bridge was looking to him for orders.

Yes. He was the captain, he was in charge. Damn.

"What are they doing?"

"It looks like they are on an intercept course, Sir. Estimated speed of 7500 km/s."

Damnit again. His Portland Survey Cruiser was fast, way faster than most ships, being able to clock 2500 km/s. It wouldn't be enough to get back and escape the system. The aliens could follow them anyway.

He turned to his cargomaster. "Bren, take some engineers and activate the emergency missile systems. Turn on the point defense launchers and ready the targeting system for the box launcher."

Yes, he started to hope, The Portland is far different from those first survey ships. The military kept it top secret, only the captain and cargo master aboard the ship could know, but each Portland Survey cruiser was armed with ten anti-missile launchers and a single box launcher with a Novafury missile loaded into it. At the time the Portland was designed the war effort was in full swing to build the North Carolina and the designers had decided it was critical that the survey ships be defended. Now that the aliens had supposedly been defeated for 50 years budget cuts had almost completely disarmed the fleet.

Not the Portlands though, the survey crews and the military had a very keen remembrance of the first contact with the aliens. Over ten thousand lives perished as the aliens mercilessly cut into the unarmed survey ships.

Stares from all around the bridge centered on him.

"We have weapons?"

"Our ship is armed?"

"The military has right done armed a merchant ship!"

and

"frakking A, lets blast those alien motherfrakkers!"

Lammarr agreed with the last, but he knew they only had one real shot, and multiple enemy ships.

"Set course for the jump point, maximum speed. Order engineering to remove all the limiters and squeeze as much speed as possible."

They could either try to go straight away from the aliens, or speed for the jump point. Since the aliens would catch them either way, he decided the jump point would be the best way to go.

Hours passed...the aliens came within Novafury range, but he didn't fire. he didn't want to provoke them...but they kept coming anyway. Finally an alarm sounded.

"Alien ships are sending out active radar pulses!"

Damn...that mean they were targeting them now!

"Target the larger alien vessel! Fire the Novafury!" The launcher spit out its single charge. The Novafury was a powerful missile, able to clock a high rate of speed while delivering ten laser warheads on targets going nearly 10km/s.

Time passed and...

"Final defensive radar detects 2 incoming missiles! Now 4!"

He didn't have to order the point defense missiles to fire, they launched automatically.

"Now 6! smeg...8!"

Nothing he or his crew could do now but pray the defensive systems worked.

Anti-missile spat out at missile...explosions dotted the space near the Portland vessel and huge amounts of radiation was deflected by the hull.

It took three anti-missiles for each missile to ensure a hit. They only had 100 anti-missiles.

"Missiles 1 and 2 destroyed...three destroyed...smeg! All missiles missed 4! Its coming in!"

The missile slammed into the ship and Lammar flew out of his seat and into the back of another officer's chair. He thought he broke his jaw but he got up and clamored back into his chair.

"Status report!"

The officer at the engineering console was on the ground, unconscious. He ran over to the console and looked. The belt armor had held. A pit had occurred in a second of the armor that went halfway through. Thank god for the amount of armor on the ship.

"More incoming missiles...damn...18...20...22..."

"How many can they fire!"

Anti-missile met anti-missile. Another missile made it through and another explosion ripped through the ship. It was stopped by the armor as well.

Then disaster.

"Warning: Warning: Anti-Missile Magzine depleted. Please refill ordinance bay."

The rate of fire from the aliens hadn't let up. Damn.

"This is then." Lammarr said softly to himself.

"Sir, the aliens are moving away from the Novafury missile!"

They probably realized we are already dead....dammit all.

Missile after missile slammed into the Portland and it was all he could do to hold onto his chair to keep from being slammed about.

Then everything stopped.

Electronics sparked with complaints of overstress but he could see the engineering station, the tech that had been unconscious beside it gone. He dragged himself over to it and looked at the readout.

The armor had gaping wounds in from where the missiles had carved their way through. Half the engines were inoperable...hundreds of casualties were on the list. But the fire had stopped...and miraculously the active sensors had held. The aleins were still moving away from the Novafury.

Lammarr couldn't keep a hold of his consciousness. Finally he passed out.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 20, 2010, 06:25:44 PM
The power of database editing has opened up the possibility of

Code: [Select]
Sunshatterer Long Range Anti-Bigthings Torpedo
Missile Size: 10000 MSP  (500 HS)     Warhead: 10000    Armour: 0     Manoeuvre Rating: 23
Laser Heads: 1000
Speed: 24000 km/s    Endurance: 70 minutes   Range: 101.3m km
Active Sensor Strength: 900    Resolution: 14    Maximum Range: 126,000,000 km    
Cost Per Missile: 7400.325
Chance to Hit: 1k km/s 552%   3k km/s 184%   5k km/s 110.4%   10k km/s 55.2%
Materials Required:    2500x Tritanium   900x Uridium   7199.75x Gallicite   Fuel x11250000

Development Cost for Project: 740032RP

However it is going to take a while to research it.

To go along with the missile we have

Code: [Select]
Size 10000 Box Launcher
Maximum Missile Size: 10000     Hangar Reload: 75000 minutes    MF Reload: 12500 hours
Launcher Size: 1500 HS    Launcher HTK: 750
Cost Per Launcher: 1012.5    Crew Per Launcher: 0
Materials Required: 253.125x Duranium  759.375x Tritanium

Development Cost for Project: 10125RP

Note that Box Launchers are not affected by increases in Reload Rate Technology as they are reloaded externally in a hangar deck or at maintenance facilities

This is a crazy missile, it requires 11 million fuel to make one. However I realized such a power and expensive missile should have armor so version two came before version one even began research.

Code: [Select]
Sunshatterer A1400 Anti-Bigthing Torpedo
Missile Size: 10000 MSP  (500 HS)     Warhead: 10000    Armour: 1400     Manoeuvre Rating: 36
Laser Heads: 1000
Speed: 28000 km/s    Endurance: 27 minutes   Range: 45.0m km
Active Sensor Strength: 180    Resolution: 14    Maximum Range: 25,200,000 km    
Cost Per Missile: 7697.3167
Chance to Hit: 1k km/s 1008%   3k km/s 324%   5k km/s 201.6%   10k km/s 100.8%
Materials Required:    2850x Tritanium   180x Uridium   11066.4167x Gallicite   Fuel x5000000

Development Cost for Project: 769732RP

It now has much less range and sensor strength but I think it is a much better missile overall.

Also

Code: [Select]
Stormfury M125 Smart Missile
Missile Size: 125 MSP  (6.25 HS)     Warhead: 250    Armour: 10     Manoeuvre Rating: 41
Speed: 22400 km/s    Endurance: 20 minutes   Range: 27.0m km
Active Sensor Strength: 18    Resolution: 14    Maximum Range: 2,520,000 km    
Cost Per Missile: 130.4417
Chance to Hit: 1k km/s 918.4%   3k km/s 287%   5k km/s 183.7%   10k km/s 91.8%
Materials Required:    65x Tritanium   18x Uridium   142.4167x Gallicite   Fuel x37500

Development Cost for Project: 13044RP

And

Code: [Select]
Missile Size: 10000 MSP  (500 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 4600 km/s    Endurance: 53 minutes   Range: 14.8m km
Active Sensor Strength: 54    Resolution: 14    Maximum Range: 7,560,000 km    
Cost Per Missile: 9944.919
Second Stage: Stormfury M125 Smart Missile x70
Second Stage Separation Range: 25,000,000 km
Overall Endurance: 1 hours   Overall Range: 41.3m km
Chance to Hit: 1k km/s 46%   3k km/s 10%   5k km/s 9.2%   10k km/s 4.6%
Materials Required:    4550x Tritanium   1314x Uridium   10728.919x Gallicite   Fuel x1625000

Lets see your entire fleet disappear from one of these super heavy MIRVs =D

This has led me to the desire to make Trans-Newtonian equivalent to nuclear weapons on earth.

Code: [Select]
Black Hole Device Launcher
Maximum Missile Size: 100000     Hangar Reload: 750000 minutes    MF Reload: 125000 hours
Launcher Size: 750000 Tons    Launcher HTK: 7500
Cost Per Launcher: 37500    Crew Per Launcher: 0
Materials Required: 9375x Duranium  28125x Tritanium

Development Cost for Project: 375000RP

Note that Box Launchers are not affected by increases in Reload Rate Technology as they are reloaded externally in a hangar deck or at maintenance facilities

And a missile that costs 125 million fuel.

Code: [Select]
Black Hole Device
Missile Size: 100000 MSP  (5000 HS)     Warhead: 98000    Armour: 0     Manoeuvre Rating: 10
Speed: 200 km/s    Endurance: 7500 minutes   Range: 90.0m km
Cost Per Missile: 24833.3333
Chance to Hit: 1k km/s 2%   3k km/s 0%   5k km/s 0.4%   10k km/s 0.2%
Materials Required:    24500x Tritanium   333.0833x Gallicite   Fuel x125000000

Development Cost for Project: 2483333RP

When it explodes, it causes the entire system to be destroyed including everything in it (including the ship that fired it although I suppose you could add a sensor and then fire it and go through the jump hole, then when the missile self destructs boom.) (By going into SM and deleting the system it was in.) This would let you cut off evil NPR nations if your desperate, although if you can build one of these then I don't see why you can't just beat the NPR with your obviously massive strength...

The old jump points will re-align to new systems due to the shift in gravity wells. (Although that might be exploitative. I think I'll make it a random dice roll whether the jump point realigns or is deleted. Though I imagine a system will always have to have at least one jump point (so you can't nuke the system beside you and cut off all ways into a system))

Now we have the basis for a cold war and an arms race to see who can build more system destroying bombs.

I think I'll start a "Empire gets big then breaks into civil war" campaign with no NPRs or Precursors. It'll turn into a race of who can develop the first 'nukes' between the rebels and the original empire. I wonder what the emperor would do if the rebels acquired nukes first...

Also I think it will be amazing to have a bikini atoll in a empty system that leads to no where =D

Edit:

I've added Missile Launchers size 25/50/100/150/200/250/300/350/400/450/500/1000/2000/3000/4000/5000/10000/100000

And Jump drive effiencies of 50/100/150/200/250/300/350/400/450/500/1000

Maximum Military jump drive is now 50 million tons = :D

Everything is working fine too. I've even made a little file so when a new database update comes I'll be able to have my new techs saved and I'll only have to update the Prerequisite tags! Yay!

The research costs on them get pretty big but I didn't make them go up as much as normal. Once you hit the (old) max the increase is only 25% or so per level instead of doubling.

Edit: Behold! With the new technologies the largest military warship I could ever conceive:

Code: [Select]
Majestic class Super Monitor   50000000 tons     4686150 Crew     22984607.0305 BP      TCS 1000000  TH 18750  EM 2250000
1875 km/s    JR 3-50     Armour 100-12089     Shields 75000-300     Sensors 3750/3750/50/50     Damage Control Rating 156071     PPV 548450
Annual Failure Rate: 3294350%    IFR: 45754.9%    Maintenance Capacity 16744244 MSP    Max Repair 250000 MSP
Flag Bridge    Hangar Deck Capacity 1500000 tons     Troop Capacity: 100 Battalions    Magazine 4405000    Cargo 500000    Cargo Handling Multiplier 40    Tractor Beam    
Jump Gate Construction Ship: 20 days
Fuel Harvester: 100 modules producing 14000000 litres per annum
Salvager: 100 module(s) capable of salvaging 250000 tons per day

J50000000(3-50) Military Jump Drive     Max Ship Size 50000000 tons    Distance 50k km     Squadron Size 3
Photonic Drive E0.5 ARM-10 (5000)    Power 375    Fuel Use 5%    Signature 3.75    Armour 10    Exp 1%    Hyper Capable
Fuel Capacity 400,000,000 Litres    Range 288.0 billion km   (1777 days at full power)
Omega R300/15 Shields (5000)   Total Fuel Cost  75,000 Litres per day

80cm C25 Infrared Laser (400)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 1    ROF 35        168 84 56 42 33 28 24 21 18 16
Particle Torpedo-50 (100)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
R168/C25 Meson Cannon (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 168    ROF 35        1 1 1 1 1 1 1 1 1 1
R168/C25 High Power Microwave (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 168    ROF 35        1 1 1 1 1 1 1 1 1 1
CIWS-1000 (1000x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 700-100000 H10 (10)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93

Size 100 Missile Launcher (1000)    Missile Size 100    Rate of Fire 250
Size 100000 Box Launcher (1)    Missile Size 100000    Hangar Reload 750000 minutes    MF Reload 125000 hours
Size 10000 Box Launcher (5)    Missile Size 10000    Hangar Reload 75000 minutes    MF Reload 12500 hours
Size 1000 Box Launcher (500)    Missile Size 1000    Hangar Reload 7500 minutes    MF Reload 1250 hours
Size 5000 Box Launcher (100)    Missile Size 5000    Hangar Reload 37500 minutes    MF Reload 6250 hours
Size 500 Missile Launcher (500)    Missile Size 500    Rate of Fire 1250
Size 1 Missile Launcher (5000)    Missile Size 1    Rate of Fire 5
Size 1 Box Launcher (25000)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC3240-R1 (5)     Range 97.2m km    Resolution 1
Missile Fire Control FC9000-R14 (10%) (20)     Range 3,780.0m km    Resolution 14

Thermal Sensor TH50-3750 (10)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) (10)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (10)   50 Survey Points Per Hour
Phased Geological Sensors (10)   50 Survey Points Per Hour

Compact ECCM-10 (200)         ECM 100

This design is classed as a military vessel for maintenance purposes

I doubt the universe will ever see one. If it does it would probably cause overflow errors. My 750k ton cruiser already causes lag when you look in its combat overview =*(
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Canaris on January 20, 2010, 07:44:20 PM
Quote
Annual Failure Rate: 3294350%

Another reason the universe will never see one: it would explode upon leaving the shipyard.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 20, 2010, 08:11:23 PM
Quote from: "Canaris"
Quote
Annual Failure Rate: 3294350%

Another reason the universe will never see one: it would explode upon leaving the shipyard.

Not exactly, in a worse case scenario it would have 9000 maintence failures a year. Or 24 or so a day. It has 16744244 supplies and at worst the cost will be 250,000. Assuming it had nothing but the worst possible break downs it would last about 3 days.

Maybe I'll fix it up to last a bit longer. It isn't that hard to add a million or two more tons of engineering...

Code: [Select]
Majestic class Super Monitor    50000000 tons     4825700 Crew     20747407.0305 BP      TCS 1000000  TH 18750  EM 2250000
1875 km/s    JR 3-50     Armour 100-12089     Shields 75000-300     Sensors 3750/3750/50/50     Damage Control Rating 230981     PPV 423450
Annual Failure Rate: 128200%    IFR: 1780.6%    Maintenance Capacity 55459062 MSP    Max Repair 250000 MSP
Flag Bridge    Hangar Deck Capacity 1000000 tons     Troop Capacity: 100 Battalions    Magazine 4280000    Cargo 500000    Cargo Handling Multiplier 40    Tractor Beam    
Jump Gate Construction Ship: 20 days
Fuel Harvester: 100 modules producing 14000000 litres per annum
Salvager: 100 module(s) capable of salvaging 250000 tons per day

J50000000(3-50) Military Jump Drive     Max Ship Size 50000000 tons    Distance 50k km     Squadron Size 3
Photonic Drive E0.5 ARM-10 (5000)    Power 375    Fuel Use 5%    Signature 3.75    Armour 10    Exp 1%    Hyper Capable
Fuel Capacity 400,000,000 Litres    Range 288.0 billion km   (1777 days at full power)
Omega R300/15 Shields (5000)   Total Fuel Cost  75,000 Litres per day

80cm C25 Infrared Laser (400)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 1    ROF 35        168 84 56 42 33 28 24 21 18 16
Particle Torpedo-50 (100)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
R168/C25 Meson Cannon (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 168    ROF 35        1 1 1 1 1 1 1 1 1 1
R168/C25 High Power Microwave (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 168    ROF 35        1 1 1 1 1 1 1 1 1 1
CIWS-1000 (1000x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 700-100000 H10 (10)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93

Size 100 Missile Launcher (1000)    Missile Size 100    Rate of Fire 250
Size 1000 Box Launcher (500)    Missile Size 1000    Hangar Reload 7500 minutes    MF Reload 1250 hours
Size 100000 Box Launcher (1)    Missile Size 100000    Hangar Reload 750000 minutes    MF Reload 125000 hours
Size 5000 Box Launcher (100)    Missile Size 5000    Hangar Reload 37500 minutes    MF Reload 6250 hours
Size 500 Missile Launcher (250)    Missile Size 500    Rate of Fire 1250
Size 10000 Box Launcher (5)    Missile Size 10000    Hangar Reload 75000 minutes    MF Reload 12500 hours
Size 1 Box Launcher (25000)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Size 1 Missile Launcher (5000)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC9000-R14 (10%) (10)     Range 3,780.0m km    Resolution 14
Missile Fire Control FC3240-R1 (10)     Range 97.2m km    Resolution 1

Active Search Sensor S9000-R55 (10%) (10)     GPS 495000     Range 4,950.0m km    Resolution 55
Active Search Sensor S9000-R14 (10%) (10)     GPS 126000     Range 1,260.0m km    Resolution 14
Active Search Sensor S9000-R1 (10)     GPS 9000     Range 90.0m km    Resolution 1
Thermal Sensor TH50-3750 (10)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) (10)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (10)   50 Survey Points Per Hour
Phased Geological Sensors (10)   50 Survey Points Per Hour

Compact ECCM-10 (200)         ECM 100

This design is classed as a military vessel for maintenance purposes

Just under 156 thousand engineering spaces. Damn, can't you please make a larger engineering bay so I don't have to click 100 at a time as much?

221 days or so operation in a worst case scenario of 250 thousand break downs every time.

Good 'nuuf. Besides anyone who could build one of these could build mega supply ships and provide unlimited amounts of maintenance supplies...

Edit: Correction I Fast OBed myself one in my playground and it suffers no Maintenance failures at all because it causes an error every time one is supposed to occur.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Canaris on January 20, 2010, 09:03:40 PM
The whole exploding the moment it leaves the shipyard thing was a joke - sorry if I didn't make it clear enough.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 20, 2010, 09:08:41 PM
Quote from: "Canaris"
The whole exploding the moment it leaves the shipyard thing was a joke - sorry if I didn't make it clear enough.

Oh, I just thought you were pointing out it would blow up the second it came out of the shipyard.

Which, it could have.  :)

I had put on thousands of engineering posts and assumed the maintenance supply would be enough, I didn't actually do the calculations the first time. Not that I'm exactly sure I did those right...
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 21, 2010, 05:57:47 PM
Capable of transporting an entire chapter of space mari....

Capable of transporting an entire Planetary Assault Division onto a hostile planet.

The armies of the empire shall not be hindered by the vastness of space, or the troubles of attacking from orbit.


Code: [Select]
Planetary Assault Command Ship 11B class Battle Barge    2536150 tons     96462 Crew     284488.6 BP      TCS 50723  TH 100000  EM 0
1971 km/s     Armour 100-1656     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7900     PPV 100
Annual Failure Rate: 6512%    IFR: 90.5%    Maintenance Capacity 553911 MSP    Max Repair 150 MSP
Flag Bridge    Troop Capacity: 21 Battalions    Drop Capacity: 21 Battalions    Magazine 4900    Cargo Handling Multiplier 25    

Magneto-plasma Drive E0.9 (500)    Power 200    Fuel Use 9%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 50,000,000 Litres    Range 394.2 billion km   (2314 days at full power)

Size 1 Missile Launcher (100)    Missile Size 1    Rate of Fire 15
Missile Fire Control FC80-R1 (4)     Range 2.4m km    Resolution 1
Defender I AMM (4900)  Speed: 25,600 km/s   End: 1.3m    Range: 2m km   WH: 1    Size: 1    TH: 512 / 307 / 153

Active Search Sensor S60-R20 (1)     GPS 1200     Range 12.0m km    Resolution 20
Active Search Sensor S60-R1 (1)     GPS 60     Range 600k km    Resolution 1
Active Search Sensor S60-R500 (1)     GPS 30000     Range 300.0m km    Resolution 500

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
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: sloanjh on January 21, 2010, 07:26:51 PM
I've started making my standard division-level PDC (and troop transport) 25 battalions in size - allows housing/transport of an attached replacement battalion per brigade.

John
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 22, 2010, 12:58:16 AM
Ahh...good idea. Not having actually had any ground combat yet, I didn't think of that.

I just put room for a

Div HQ

4x Brig HQs

16x HA Brigades

I probably should change it before building any. I've discovered that refits cost a lot, seemingly as much as building the ship again would  :cry: )

Once again my empire is devoting everything it has to conserving minerals to use to destroy these aliens....hardly any mines are being built and industry is stagnant while research labs churn out the best they can in hopes of a solution...

Currently were using a Coontz II. Drive research has been heavy thus we are already up to Magneto Plasma.

Code: [Select]
Coontz II class Corvette    19150 tons     1541 Crew     2752.5 BP      TCS 383  TH 2080  EM 0
5430 km/s     Armour 10-63     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 60
Annual Failure Rate: 2933%    IFR: 40.7%    Maintenance Capacity 90 MSP    Max Repair 80 MSP
Magazine 156    

Magneto-plasma Drive E9 (26)    Power 80    Fuel Use 90%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 57.4 billion km   (122 days at full power)

Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 15
Size 2 Missile Launcher (20)    Missile Size 2    Rate of Fire 30
Missile Fire Control FC80-R1 (2)     Range 2.4m km    Resolution 1
Missile Fire Control FC60-R14 (2)     Range 25.2m km    Resolution 14
Class V ASM (10)  Speed: 8,000 km/s   End: 52.1m    Range: 25m km   WH: 2    Size: 2    TH: 213 / 128 / 64
Defender I AMM (56)  Speed: 25,600 km/s   End: 1.3m    Range: 2m km   WH: 1    Size: 1    TH: 512 / 307 / 153
Class Vb ASM (40)  Speed: 25,600 km/s   End: 32.5m    Range: 50m km   WH: 1    Size: 2    TH: 358 / 215 / 107

Active Search Sensor S60-R500 (1)     GPS 30000     Range 300.0m km    Resolution 500
Active Search Sensor S60-R20 (2)     GPS 1200     Range 12.0m km    Resolution 20
Active Search Sensor S60-R1 (1)     GPS 60     Range 600k km    Resolution 1

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

Problem is those shields won't break under the fire of these at all. At only 1-2 damage per missile...Their missiles travel at 44km/s so my AMMs have terrible chance to work. Gotta keep on improving them. Also I want some bomb-pumped xray laser warheads I love those things, I recently figured out they do damage to ALL ships in the same location. On my playground I warped two opposing fleets to Luna and had them fire their missiles at point blank range. Imagine my surprise when the bombs blew up BOTH of them!
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Canaris on January 22, 2010, 05:32:50 AM
A 19000 ton corvette! That's awesome.

Also, what's the accessibility on that sorium? I'm curious because every sorium gas giant I've found has accessibility of 0.8+.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 22, 2010, 06:20:49 AM
I posted a list of the sizes of what I consider different tonnages and hull naming. Now that I look back on it I think that's a bit off. I tend to name my first warships patrolships/corvettes/frigates. Once I get a bigger yard ~100k-500k tons I start making one or two "cruisers" indeed I had a 750 thousand ton missile cruiser, which I'm sure many of you would of considered a super dreadnought.

The reason I only considered it a "cruiser" was because it was only the third warship I had designed and they were a patrol ship (Those usually are the first ship I build and only have one gun) and a corvette (these usually range from small 7000-15000 designs though as you noticed this once is ~19k)

So instead of actually having a set list of hulls and tonnages its more of a feeling I have in that particular game and how I preceive the military and government and their progress. So far its been mostly the "starter" designs that tend to be uniform, then they move on to a "early stage corvette" then "large warship" the last is the farthest I've gotten, I'm hoping to get past that stage and to the "Capital ship" (1-10 million ton warships) stage.

This corvette is somewhere between the early stage and getting to the technology level a large warship becomes possible. (A 750 ton warship with nuclear thermal engines doesn't work so well)

I've noticed the game has problems processing large ships, such as maintenance on the 50 million monitor causes and overflow error every 5 days and suffers no maintenance failures due to it. Also sensors with extreme range and thermal/em signatures that are extremely high.

Oh, and that gas giant is .4 but the nearly limitless reserves make up for that I think.

As soon as I get a large enough shipyard these will be mining it:

Code: [Select]
Belknap class Fuel Harvester    6174150 tons     94420 Crew     193733 BP      TCS 123483  TH 100000  EM 0
809 km/s     Armour 1-2997     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 20 MSP    Max Repair 60 MSP
Fuel Harvester: 1000 modules producing 50000000 litres per annum

Magneto-plasma Drive E0.9 (500)    Power 200    Fuel Use 9%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 500,000,000 Litres    Range 1618.0 billion km   (23148 days at full power)

This design is classed as a commercial vessel for maintenance purposes

They aren't even that expensive to build once you get things going.

Forays into the alien held system have met with disaster. Three teams have went in and two were destroyed, the third managed to destroy the aliens and survey ships were sent in and had explored half the system when more aliens showed up and blasted half the survey ships and then the security team.

The problem is while my AMMs and ASMs work, they require more than the Coontz IIs have on them. At first I had 2 AMMs per each enemy missile, but most got through and wrecked the first team. The second time they had 3 and did better, being able to maintan targeting and firing back until the 3rd salvo hit them. Unforunately missiles self destruct if the firing ship loses lock unless the missile has its own sensors. The third team won with 5 AMMs per missile, but I had 6 ships in that team and they just barely destroyed the aliens before running out of missiles.

I'm planning on making a frigate vessel larget than the Coontz that will have enough AMM launchers and ASM launchers to be 100% effective in destroying incoming missiles and the enemy ships. The Coontz will still be uses however as a patrol ship and to quell unrest on colonies. Mars/Venus/Mercury/Titan are up to 5-20 million people now.

Mineral surveys showed a planet in the alien system as having 131 million duranium at .2 which I think is pretty good. Hopefully a geo team can improve the yield.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Poojawa on January 23, 2010, 03:26:25 AM
*cracks fingers* I'll leave a few of my own works in here, running 4.7.8

Code: [Select]
Mothership class Mothership    1249200 tons     65478 Crew     20437960.5 BP      TCS 24984  TH 250  EM 90000
1000 km/s    JR 12-4000     Armour 2-1033     Shields 3000-300     Sensors 1500/1500/25/25     Damage Control Rating 1566     PPV 0
Annual Failure Rate: 18744%    IFR: 260.3%    Maintenance Capacity 6993383 MSP    Max Repair 20250000 MSP
Flag Bridge    Magazine 29700    Colonists 1000000    Cargo Handling Multiplier 400    
Fuel Harvester: 5 modules producing 700000 litres per annum
Terraformer: 10 module(s) producing 0.08 atm per annum
Asteroid Miner: 5 module(s) producing 350 tons per mineral per annum

J1250000(12-4000) Military Jump Drive     Max Ship Size 1250000 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (50)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 9,050,000 Litres    Range 130.3 billion km   (1508 days at full power)
Omega R300/15 Shields (200)   Total Fuel Cost  3,000 Litres per day

CIWS-1000 (50x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Vacuum Energy Power Plant Technology PB-1 AR-5 (1)     Total Power Output 600    Armour 5    Exp 5%
Active Search Sensor S2700-R1 (5)     GPS 2700     Range 27.0m km    Resolution 1
Thermal Sensor TH20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
EM Detection Sensor EM20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
Phased Gravitational Sensors (5)   25 Survey Points Per Hour
Phased Geological Sensors (5)   25 Survey Points Per Hour

Compact ECCM-10 (10)         ECM 100

This design is classed as a military vessel for maintenance purposes

Inspired by the Homeworld Mothership

and

Code: [Select]
Ironsides class Battleship    338900 tons     35964 Crew     2673282 BP      TCS 6778  TH 20  EM 45000
295 km/s    JR 12-4000     Armour 26-433     Shields 1500-300     Sensors 1125/1125/0/0     Damage Control Rating 1426     PPV 1670
Annual Failure Rate: 4065%    IFR: 56.5%    Maintenance Capacity 1163239 MSP    Max Repair 2480625 MSP
Flag Bridge    Magazine 3564    
Fuel Harvester: 3 modules producing 420000 litres per annum

J437500(12-4000) Military Jump Drive     Max Ship Size 437500 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (4)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 2,040,000 Litres    Range 108.3 billion km   (4250 days at full power)
Omega R300/15 Shields (100)   Total Fuel Cost  1,500 Litres per day

Quad 10cm C25 Far Gamma Ray Laser Turret (4x4)    Range 350,000km     TS: 25000 km/s     Power 12-100     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Quad 50cm C25 Far Gamma Ray Laser Turret (2x4)    Range 350,000km     TS: 25000 km/s     Power 256-100     RM 12    ROF 15        64 64 64 64 64 64 64 64 64 64
Quad 80cm C25 Far Gamma Ray Laser Turret (4x4)    Range 350,000km     TS: 25000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Particle Torpedo-50 (3)    Range 350,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Quad R1008/C25 Meson Cannon Turret (6x4)    Range 350,000km     TS: 25000 km/s     Power 672-100     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
R1008/C25 High Power Microwave (2)    Range 350,000km     TS: 25000 km/s     Power 168-25     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
CIWS-1000 (23x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
30cm C25 Plasma Carronade (10)    Range 240,000km     TS: 25000 km/s     Power 24-25     RM 1    ROF 5        24 12 8 6 4 4 3 3 2 2
Fire Control S01 175-25000 (3)    Max Range: 350,000 km   TS: 25000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-5 (2)     Total Power Output 2400    Armour 5    Exp 5%

Active Search Sensor S1800-R1 (1)     GPS 1800     Range 18.0m km    Resolution 1
Thermal Sensor TH15-1125 (1)     Sensitivity 1125     Detect Sig Strength 1000:  1125m km
EM Detection Sensor EM15-1125 (1)     Sensitivity 1125     Detect Sig Strength 1000:  1125m km

ECCM-10 (2)         ECM 100

This design is classed as a military vessel for maintenance purposes

Still trying to figure out how to have "fighters" that are able to be built on the ground, because I know it's anything under 500 tons... but I have ships that are like, 350 tons o.o
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: metalax on January 23, 2010, 07:05:38 AM
Quote from: "Poojawa"
*cracks fingers* I'll leave a few of my own works in here, running 4.7.8

Code: [Select]
Mothership class Mothership    1249200 tons     65478 Crew     20437960.5 BP      TCS 24984  TH 250  EM 90000
1000 km/s    JR 12-4000     Armour 2-1033     Shields 3000-300     Sensors 1500/1500/25/25     Damage Control Rating 1566     PPV 0
Annual Failure Rate: 18744%    IFR: 260.3%    Maintenance Capacity 6993383 MSP    Max Repair 20250000 MSP
Flag Bridge    Magazine 29700    Colonists 1000000    Cargo Handling Multiplier 400    
Fuel Harvester: 5 modules producing 700000 litres per annum
Terraformer: 10 module(s) producing 0.08 atm per annum
Asteroid Miner: 5 module(s) producing 350 tons per mineral per annum

J1250000(12-4000) Military Jump Drive     Max Ship Size 1250000 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (50)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 9,050,000 Litres    Range 130.3 billion km   (1508 days at full power)
Omega R300/15 Shields (200)   Total Fuel Cost  3,000 Litres per day

CIWS-1000 (50x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Vacuum Energy Power Plant Technology PB-1 AR-5 (1)     Total Power Output 600    Armour 5    Exp 5%
Active Search Sensor S2700-R1 (5)     GPS 2700     Range 27.0m km    Resolution 1
Thermal Sensor TH20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
EM Detection Sensor EM20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
Phased Gravitational Sensors (5)   25 Survey Points Per Hour
Phased Geological Sensors (5)   25 Survey Points Per Hour

Compact ECCM-10 (10)         ECM 100

This design is classed as a military vessel for maintenance purposes

Inspired by the Homeworld Mothership

You've missed the hangars for the fighter swarms to dock before jumping. I think you need a lot more engineering spaces as well as thinker armour.

Quote from: "Poojawa"
Still trying to figure out how to have "fighters" that are able to be built on the ground, because I know it's anything under 500 tons... but I have ships that are like, 350 tons o.o

For it to be a fighter it needs to have a fighter engine. Research fighter engine under power and propulsion, then when designing an engine in the drop down that lets you pick military/civilian there will be a new option, fighter.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Poojawa on January 24, 2010, 02:32:26 AM
I'm running the 4.7.8, so maximum possible jump drive  ability is 1,250,000 tons.

and this is my (hopeful) fighter, which doesn't show up.

Code: [Select]
Pulsar class Attack Craft    350 tons     18 Crew     730 BP      TCS 7  TH 4.5  EM 0
64285 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 9%    IFR: 0.1%    Maintenance Capacity 130 MSP    Max Repair 495 MSP
Magazine 20    

FTR Photonic Drive E200 ARM-1 (1)    Power 450    Fuel Use 2000%    Signature 4.5    Armour 1    Exp 175%    Hyper Capable
Fuel Capacity 10,000 Litres    Range 2.6 billion km   (11 hours at full power)

Size 5 Box Launcher (4)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours

Active Search Sensor S59.4-R1 (1)     GPS 59.4     Range 594k km    Resolution 1

Small Craft ECCM-5 (1)         This design is classed as a military vessel for maintenance purposes
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Rathos on January 24, 2010, 05:13:40 AM
You can get a military ship with a larger jump drive than 1.25 million in your version I'm pretty sure.

Commercial jumpdrives work on military ships as long as the military ship also uses commercial engines.  :wink:

It makes the military ship heavier though which can run up maintenance costs.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experience
Post by: Poojawa on January 24, 2010, 05:48:45 AM
No... it's really the max I have,
Code: [Select]
J1250000(12-4000) Military Jump Drive

Max Ship Size: 25000 (1250000 tons)     Max Squadron Size: 12     Max Dist: 4000
Jump Engine Size: 9000 HS    Efficiency: 25    Jump Engine HTK: 1800
Cost: 20250000    Crew: 45000
Materials Required: 4050000x Duranium  16200000x Sorium

Development Cost for Project: 202500000RP


I only have up to 1,000 for max size :/
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experi
Post by: Beersatron on April 20, 2010, 09:57:54 AM
Report Post isn't working! gah ...
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experi
Post by: UnLimiTeD on April 21, 2010, 10:35:00 AM
I'm not even quite sure what they are supposed to be advertising?
And how can they post here anyways?
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experi
Post by: StratPlayer on April 21, 2010, 10:38:16 AM
Evidently, another byproduct of Rathos' gigantic ships is that they're spam magnets...
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experi
Post by: UnLimiTeD on April 22, 2010, 02:13:37 PM
You seem to be right about that...^^
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experi
Post by: waresky on April 22, 2010, 02:51:52 PM
Quote from: "Poojawa"
No... it's really the max I have,
Code: [Select]
J1250000(12-4000) Military Jump Drive

Max Ship Size: 25000 (1250000 tons)     Max Squadron Size: 12     Max Dist: 4000
Jump Engine Size: 9000 HS    Efficiency: 25    Jump Engine HTK: 1800
Cost: 20250000    Crew: 45000
Materials Required: 4050000x Duranium  16200000x Sorium

Development Cost for Project: 202500000RP


I only have up to 1,000 for max size :/
Pretty USELESS.
Non-sense and absolutely TOO crazy mineral wastage
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experi
Post by: Erik L on April 22, 2010, 07:47:31 PM
Spam posts deleted.
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experi
Post by: The Shadow on April 22, 2010, 09:08:35 PM
Quote from: "waresky"
Pretty USELESS.
Non-sense and absolutely TOO crazy mineral wastage
:)
Title: Re: The Adventures and Woes of Rath's Aurora Learning Experi
Post by: UnLimiTeD on April 27, 2010, 08:48:38 AM
Materials Required: 4050000x Duranium  16200000x Sorium

Development Cost for Project: 202500000RP


Well, it depletes a Planet on it's own, and then you need to build a ship around it....
It's probably cheaper to just install a Jump Gate construction Module^^