Aurora 4x

New Players => The Academy => Topic started by: JimBadger on October 18, 2011, 03:53:53 PM

Title: How Do You Setup Missile Defences On A Planet?
Post by: JimBadger on October 18, 2011, 03:53:53 PM
Hi there,

(I promise, I've tried searching the forum, but, even if a noob like me finds some info, there's no guarantee I'll make sense of it, unless that info is tailored to my question! ;) Hehehe)

I have no military ships yet, and just sent my first jump-capable scout into a neighbouring system.  He got wiped out by 38 small enemy ships from my first alien race, who shall forever be known as The Ugly Unreasonably Hostile Bungholes Of Doom.

I'm scared they're on their way here, now. . . and if they are, my only defence could possibly be planet-based missiles.

But, how do you do that?

What do I need to research to get even the most basic planet-based missile? How do I setup a planet to be able to then fire said missiles?

Heeeelp! (Please) :)

Fantastic game, even if I have to clear 6 error boxes at the start of every single time increment!
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Steve Walmsley on October 18, 2011, 04:50:21 PM
Fantastic game, even if I have to clear 6 error boxes at the start of every single time increment!

What error message are you getting?

Steve
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: JimBadger on October 18, 2011, 05:11:12 PM
Oh, hi Steve.  I've posted about it in the main official bugs thread, actually.

But it's:

Error in MoveToClosestItem

Error 9 was generated by Aurora
Subscript out of range.

Every increment, 6 times, no matter what size the increment.  Very early in the game it was only happening twice per inc, then suddenly 6.
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Steve Walmsley on October 18, 2011, 05:20:28 PM
Oh, hi Steve.  I've posted about it in the main official bugs thread, actually.

But it's:

Error in MoveToClosestItem

Error 9 was generated by Aurora
Subscript out of range.

Every increment, 6 times, no matter what size the increment.  Very early in the game it was only happening twice per inc, then suddenly 6.

I can't see anything obvious in the code relating to arrays so it will be something unusual that has happened in your game. Could you possibly send me your database? One advantage of spending my time on Newtonian Aurora at the moment is that the development code for Standard Aurora is exactly the same as it was when v5.53 was released :)

Just zip the Stevefire.mdb file and send it to stevewalmsley at btinternet dot com

Steve
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Yonder on October 18, 2011, 05:36:59 PM
So a ship/PDC needs a few things in order to successfully launch missiles at other targets.

1. There needs to be an active sensor, any active sensor of yours in the entire system, painting the target.
2. There needs to be a(t least one) Fire Control on the craft trying to launch missiles.
3. There needs to be a(t least one) missile launcher on the craft trying to launch missiles, linked to that Fire Control.
4. You need the actual missile designed and produced.
5. You need to have magazines on the craft to store reloads, and you have to remember to actually load the missiles into the magazines.

A few of those steps need to coordinated with each other.
Range:
What I would do in your specific instance is have an Active Sensor with a range identical to your FC, but put the sensor in a separate PDC with more armor. This is because the Active Sensor is the first thing that your opponent will see, and the first thing that he will try to destroy, you want to avoid that for as long as possible. In fact if you wanted to be really tricky you could make (say) four missile PDCs and four sensor PDCs. Keep the first three sensor PDCs off until the first is destroyed, then turn on the second, etc, etc.[/li]
[/list]
The other coordination is to make sure that the missile size matches the launcher size. If the missile is too big than you can't launch the missile. If the launcher is too big then you can still launch, but you would be better off with more, smaller launchers.

I have to go for now, but I may try to post tomorrow with some more tips on how to design your missiles and sensors to fight these particular enemies.

Here is a link to a couple pages on missile mechanics I think are especially helpful:
Missile on the wiki: http://aurorawiki.pentarch.org/index.php?title=Missiles (http://aurorawiki.pentarch.org/index.php?title=Missiles)
How missile agility is calculated and used: http://aurora2.pentarch.org/index.php/topic,1169.0.html (http://aurora2.pentarch.org/index.php/topic,1169.0.html)
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: JimBadger on October 18, 2011, 06:35:34 PM
Quote from: Steve Walmsley link=topic=4239. msg41445#msg41445 date=1318976428
I can't see anything obvious in the code relating to arrays so it will be something unusual that has happened in your game.  Could you possibly send me your database? One advantage of spending my time on Newtonian Aurora at the moment is that the development code for Standard Aurora is exactly the same as it was when v5. 53 was released :)

Just zip the Stevefire. mdb file and send it to stevewalmsley at btinternet dot com

Steve

Well, ain't that so darn tootin' level of "customer" service, right there.  Fantastic.  Email sent, Steve.  Cheers.  Be warned, my Empire and couple of ship designs contain the "b*st*rd" word, because it amuses me in a childish way.

@Yonder: Fantastic again, thanks for that info.  Will digest when less tired and probably be back with more dumb questions! :)
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Steve Walmsley on October 19, 2011, 03:57:41 AM
Well, ain't that so darn tootin' level of "customer" service, right there.  Fantastic.  Email sent, Steve.  Cheers.  Be warned, my Empire and couple of ship designs contain the "b*st*rd" word, because it amuses me in a childish way.

@Yonder: Fantastic again, thanks for that info.  Will digest when less tired and probably be back with more dumb questions! :)

I've found the issue and fixed it, although I don't really understand why the solution I came up with actually works :). I have created a v5.54 patch with the fix.

http://aurora2.pentarch.org/index.php/topic,4241.0.html

Steve
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: JimBadger on October 19, 2011, 04:53:47 AM
Oooh, my little problem caused a patch? Awesome :)

Fantastic response Steve, thanks!
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Yonder on October 19, 2011, 11:21:41 AM
Alrighty, some more pointers for how you can optimize your defensive system purely for this enemy (my design methodology is heavily on optimization for the current enemy, I figure that by the time the second enemy comes around I'll be due for an upgrade and refit anyways. Although I do keep some general capabilities in my navy at any point for assurances.

You're going to want to do this design process a little iteratively as far as all of the ranges go. Design your active sensor, then your Fire Control, and then your missile. Examine how your missiles would be more or less effective at slightly lower or higher ranges, and then if necessary redesign your sensors and fire controls before you send all of the final plans to your scientists for implementation.

Active Sensors:
From your encounter with the enemy you know the size of their ship. From the large number of attackers you can make the assumption that that is there smallest class. If that ends up being incorrect it's not a huge deal, your Active sensors will still spot them eventually, they'll just be a little closer, and these ships will probably have lower range, so it will all work out.
So this knowledge of the enemies hull size gives you the "Minimum Resolution" of your sensor, most of the other options are just filled with your current best technology. The last one is "Sensor Size" this is what you will set to give you your desired range.

Now the best case scenario is that you will be able to target your enemies, fire at them, your missile wave(s) will close on them and kill them, all before they get close enough to your planet to fire on you. Now this may not be possible, you'll have to do some math with their speed and your missile speed to figure out what range sensors and missiles you would need for that to be possible (With a complete guess for how many waves of missiles it would take to destroy each ship). At the very least though you need a range that is larger than theirs, a careful examination of the sensor logs of your destroyed scout ship should give you an idea of their weaponry range, if that isn't easy (maybe your thermal sensors aren't good enough to have given you an accurate time of when they fired missiles) just use their active sensor range as a proxy. I'd aim for having at least a 20% range advantage.

Last note on your active sensors. I mentioned these things are going to draw fire right? Why don't you put them on the Moon instead? All that radioactive fallout will matter a lot less up there, and it's close enough to the Earth that it won't mess with your ranges too much. (I'm assuming that we are talking about ranges that makes the distance between the Earth and Moon seem small, if that's not the case disregard this). Note that the process of constructing PDCs on the moon is a little more complicated. You need to build a packaged PDC, freight it to the moon, build a troop transport, enlist engineering brigades, transport the engineering brigades to the moon, and then assemble the PDCs.

Passive Sensors: Now these won't help you shoot at the enemy, but you should try to have a way to know exactly when the enemy enters your system. Preferably a way that doesn't let them know that you are watching so they can't kill your observer and leave you blind. This means passive sensors. The most straightforward way of doing this is with Observatories. You should know their EM signature and their thermal signature, ignore their thermal signature for now, it will change based on whether the ships' sensors or shields are on, (if they even have any, they may not) so they aren't as reliable. Thermal signatures are constant though, since the AI isn't smart enough to sneak around the system at 10% engine power. Make sure that either Earth has enough observatories to see their engine signatures at the jump point, or that you have enough observatories on a planet/moon/asteroid closer to that jump point. (If Asteroid orbits are on you may need to move the observatories occasionally.)

Fire Control: This is easy assuming your Active Sensor and Fire Control will both be in PDCs on earth. Just make the ranges the same, if the AS is on the moon you may need some wiggling, or just ignore the difference.

Missile Design:
Now this is where the real optimization will come in, because you are going to need to balance not only range, but speed, hit chance, and damage.
We are going to need to start constraining aspects of our missile to narrow down our design choices until we have a finished design.

After this process is over you should have your first missile design. At this point you are done, you can have your scientists research everything and start building. Or...

Save the design (in the game or by writing down the numbers) and you should be able to find the "expected damage per missile" which is the warhead strength multiplied by the chance to hit. If you'd like to you can try a different version of the missile with a higher or lower range (make sure you at least have a higher range than your enemy). If a missile with a 5% range advantage rather than a 20% range advantage will hit half again as often it may be worth it. If you do end up changing the missile range you may want to return to the Active Sensors and Fire Controls and tweak them as well.

Now it's possible that at this point you really can't get a good missile designed, maybe the enemies range is just so high that building a missile that goes that far just leaves you with a fat slow target by the time it gets to the ship. Well there are some advanced options for that too. From least complex to most complex:
(A note on both of those previous choices, larger missiles will mean larger launchers, which need much longer reload times, so be aware. Also note that if you are launching drones with 4-6 missiles on board you should probably only have one launcher per FC, instead of having multiple launchers per FC, given that your targets are pretty small).

Last note for you, once you do get your planetary defenses in order, your priority should be to get defences built out on the jump point. Ships transiting the jump point are helpless (can't see, shoot, or move) for a good one to three minutes, that is the best place to fight off a higher tech enemy.
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: JimBadger on October 19, 2011, 12:42:56 PM
Wowsers. Thanks for all that info. It shall become my bible :)
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Charlie Beeler on October 19, 2011, 12:57:39 PM
Personally I don't develop my missile systems in that order.  Missiles first since they are the real limiting factor.  The fire control and supporting active sensors. 

Something to keep in mind with designing counter missiles/anti-missile missiles, minimum speed should be a little faster than the expected target missiles speed.  There is a flaw in how missile intercepts are coded that occasionally allows missiles that should be intercepted to not be.
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Erik L on October 19, 2011, 01:01:19 PM
This also pre-supposes you know your enemies.

If you are starting out at day 1, you have no knowledge of any enemy forces. So my method is to build defenses against my own offenses (for as we all know, our own empire is the pinnacle of technology). When I run into someone that method does not work for, I build defenses against their offenses. And vice versa.
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Yonder on October 19, 2011, 01:50:52 PM
This also pre-supposes you know your enemies.

If you are starting out at day 1, you have no knowledge of any enemy forces. So my method is to build defenses against my own offenses (for as we all know, our own empire is the pinnacle of technology). When I run into someone that method does not work for, I build defenses against their offenses. And vice versa.

Yeah, and it's also a good idea to go one step farther. Have a defense set up for your own offense, and then think "well ok, I am pretty well prepared to come up against a force like mine that uses long range missiles from large cruisers, but what if my foe had a similar level of technology and used gunships, or fighters, or beam-armed cruisers." You may end up either beefing up your own point defense to handle fighters a little better, or making an entire separate class of ship that splits the difference from your long range cruisers and your short range point defense ships.

In a situation like that I continue to upgrade those ships, but in a very stress-free way. I just copy the missile ratios from the last in the series with the new tech, and I upgrade the turrets, sensors, and engines but leave them all the same size. I also generally have fewer of those ships with the fleet, a token two or three "just in case".

This hasn't happened yet, but if I did fight a force that actually broke or snuck through my long-range missile onslaught so that my mid-range ships were used I would then do a round of optimization on these new enemies now that those ships actually have an example enemy.

A similar thing usually happens with my point-defense vessels, since once I attain my goal of very fast ships with very long-range missiles I stop getting shot at.
Title: Re: How Do You Setup Missile Defences On A Planet?
Post by: Charlie Beeler on October 19, 2011, 02:01:25 PM
This also pre-supposes you know your enemies.

If you are starting out at day 1, you have no knowledge of any enemy forces. So my method is to build defenses against my own offenses (for as we all know, our own empire is the pinnacle of technology). When I run into someone that method does not work for, I build defenses against their offenses. And vice versa.

Yep, I deliberately left out what defines "target speed".  As Erik point's out, using your own offensive missile speed provides a starting point.