Aurora 4x
New Players => The Academy => Topic started by: Thibaut on August 09, 2011, 05:51:32 AM
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10 years in the game, and those badasses are knocking on my door .... (see the attached file)
Granted, from how the fight goes, I figure I should have made smaller slower and more numerous missiles, rather than those big size 20, maybe some would have gone through the PD,
But 10 years in (and having bad scientists was no help), is there a way to compete with that kind of monsters ?
edit : corrected
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Ouch!
I think a lot of people play with those bad boys switched off at the start of the game and don't put them on until they see them as a decent challenge rather than an impossibility.
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What is that 1km/s ? I hope it's not you missile's speed :P
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no it's not, i guess it's a glitch. The missiles are going at 30K/s whereas the opponents go at 80K ... I know ^^
Trying to see what it would take to survive, i'm playing with SM mode a bit, but the gap in techs in realy huge. I'd need at least one full engine level (reactor+engine, 60K research) plus a whole lot of combat related techs on top of that, probably something like 100K total.
And then, I would have needed to build some ships with those nice components ....
edit : now i know why that box was not checked on game creation !
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another question ....
the opponent's torpedoes are firing at my AMM ... *cry*
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There must some thing i'm not getting : i designed some beam ships to try to destroy those 80K missiles he's throwing at me
Trafalgar II class Cruiser 5 500 tons 482 Crew 1692.6 BP TCS 110 TH 276 EM 0
10454 km/s Armour 1-27 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 33.68
Maint Life 0.81 Years MSP 192 AFR 242% IFR 3.4% 1YR 238 5YR 3572 Max Repair 173 MSP
Internal Confinement Fusion Drive E7.8 (10) Power 115 Fuel Use 78% Signature 27.6 Armour 0 Exp 12%
Fuel Capacity 100 000 Litres Range 42.0 billion km (46 days at full power)
Quad 10cm C0.2 Ultraviolet Laser Turret (1x4) Range 120 000km TS: 80000 km/s Power 12-1 RM 4 ROF 60 3 3 3 3 2 2 1 1 1 1
Quad R6/C4 Meson Cannon Turret (1x4) Range 60 000km TS: 10000 km/s Power 12-16 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Fire Control S09 96-12000 (1) Max Range: 192 000 km TS: 12000 km/s 95 90 84 79 74 69 64 58 53 48
Tokamak Fusion Reactor Technology PB-1 (1) Total Power Output 32 Armour 0 Exp 5%
Active Search Sensor MR1-R1 (1) GPS 16 Range 1.8m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
However no matter what i try, i never see this thing firing.
Here is how they're reproted by the combat assignment overview
Fire Control S09 96-12000 #1 (Point Blank PD Mode 19): No Target Assignment
Quad R6/C4 Meson Cannon Turret #1 (Ready To Fire)
Quad 10cm C0.2 Ultraviolet Laser Turret #1 (Ready To Fire)
Active Sensors On
Is that correct ?
For some reason, the "(Point Blank PD Mode 19):" bit disapears every tick, is that me doing something wrong ? a 5.51 bug ? something else ?
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There must some thing i'm not getting : i designed some beam ships to try to destroy those 80K missiles he's throwing at me
Trafalgar II class Cruiser 5 500 tons 482 Crew 1692.6 BP TCS 110 TH 276 EM 0
10454 km/s Armour 1-27 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 33.68
Maint Life 0.81 Years MSP 192 AFR 242% IFR 3.4% 1YR 238 5YR 3572 Max Repair 173 MSP
Internal Confinement Fusion Drive E7.8 (10) Power 115 Fuel Use 78% Signature 27.6 Armour 0 Exp 12%
Fuel Capacity 100 000 Litres Range 42.0 billion km (46 days at full power)
Quad 10cm C0.2 Ultraviolet Laser Turret (1x4) Range 120 000km TS: 80000 km/s Power 12-1 RM 4 ROF 60 3 3 3 3 2 2 1 1 1 1
Quad R6/C4 Meson Cannon Turret (1x4) Range 60 000km TS: 10000 km/s Power 12-16 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Fire Control S09 96-12000 (1) Max Range: 192 000 km TS: 12000 km/s 95 90 84 79 74 69 64 58 53 48
Tokamak Fusion Reactor Technology PB-1 (1) Total Power Output 32 Armour 0 Exp 5%
Active Search Sensor MR1-R1 (1) GPS 16 Range 1.8m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
However no matter what i try, i never see this thing firing.
Here is how they're reproted by the combat assignment overview
Fire Control S09 96-12000 #1 (Point Blank PD Mode 19): No Target Assignment
Quad R6/C4 Meson Cannon Turret #1 (Ready To Fire)
Quad 10cm C0.2 Ultraviolet Laser Turret #1 (Ready To Fire)
Active Sensors On
Is that correct ?
For some reason, the "(Point Blank PD Mode 19):" bit disapears every tick, is that me doing something wrong ? a 5.51 bug ? something else ?
If you have auto-targeting on for that task group then the PD FCs will get reassigned to be offensive.
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thanks !
That's what i was wondering after some more experimentations.
Back to my battle, handling those things is demential.
maybe after 100+ years ingame i would be able to do something, and even then ....
Anyway, for the hints
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My advice is nice grid of laser and missile defence platforms at your home planets jump point which are fully trained. And work on a pdc base with fighters on your homeworld, overwhelm them with a mass of smaller craft with either missile or laser craft. Dependant on you technology, when you defences are nice and tight, then you can take them on in your own terms.
Are you sure they are missiles and not torpedoes, point defence do not fire against torpedoes I have found, although the phalanx does I think, trying switching the PD on the gun to final defense fire, this should allow a shot even if the gun is missile come in faster then the increments allow.
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Actually it seems they are torpedoes, travelling at 80K/s, and almost impervious to damage.
I have the impression they're actually splitting into smaller missiles when closing in.
It seems my problems with the Point defense is me trying to use "auto fire" which was changing the point defense setting (too bad you can't reserve some fire controls for point defense when activating auto fire).
After (lots of) playing with SM Mode I managed to kill one of the aliens ships, but the amount of research required was pretty enormous : I started a new game with that option disabled :)
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I think the golden rule is don't use autofire, people find that it generally causes more issues then it solves. Don't forget your PD and AMMs still fire automatically when they are set up in defense mode when auto fire is switched off.
As to those hostiles you don't necessarily need huge tech but you do need a lot of brute force - as others have said - very large waves of low tech missles will do the job.