Aurora 4x
New Players => The Academy => Topic started by: littleWolf on October 05, 2016, 01:03:55 PM
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Help please. I want to create a game scenario:
Player has colony ship(s) with 1 000 000 colonists aboard, freighters with 100 conventional factories and some infrastructure, one or two conventional geosurvay ships, one troop transport with conventional troops and few conventional frigates. Start in Solar System, near one of JP, but Earth is empty (not colonized).
How it possible ? GM tools cannot create any ships...
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Help please. I want to create a game scenario:
Player has colony ship(s) with 1 000 000 colonists aboard, freighters with 100 conventional factories and some infrastructure, one or two conventional geosurvay ships, one troop transport with conventional troops and few conventional frigates. Start in Solar System, near one of JP, but Earth is empty (not colonized).
How it possible ? GM tools cannot create any ships...
Use the Fast OB Creation window from the Spacemaster menu.
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Steps.
A. Create your race.
B. Use SM mode to give the necessary tech.
C. Design ships.
D. Use Fast OOB to grant ships to race.
This is where it gets fuzzy. You may need to run a few turns to get the necessary supplies you want on the ships (facilities, minerals, people, etc). Then you should be able to delete the colony and use SM mode to move the ships to where you wish.
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Steps.
A. Create your race.
B. Use SM mode to give the necessary tech.
C. Design ships.
D. Use Fast OOB to grant ships to race.
This is where it gets fuzzy. You may need to run a few turns to get the necessary supplies you want on the ships (facilities, minerals, people, etc). Then you should be able to delete the colony and use SM mode to move the ships to where you wish.
Thanks !
But how revert tech for this race back to conventional ? Or need create new nonTN race and grant ships to him ?
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You can't really. You need TN tech to build ships.
You might be able to go the non-TN race route, but I'm not sure if they'd be able to do anything with the survey ships.
And conventional-<any ship type> is not going to happen :)
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Thanks !
But how revert tech for this race back to conventional ? Or need create new nonTN race and grant ships to him ?
You can remove tech on the research tab of the Economics window. Selected the Completed Tech option from the radio buttons at the bottom and use the Remove button to delete the tech for that race.
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You can't really. You need TN tech to build ships.
You might be able to go the non-TN race route, but I'm not sure if they'd be able to do anything with the survey ships.
And conventional-<any ship type> is not going to happen :)
Why ? Conventional engines and conventional missiles :) Another modules (TN) - has only on colony fleet ships. New world, new colony, and new research for produce new ships and modules. Old military ships rust without mantainance. Old cargo, geological explorer and colony ships (with conventional engines) can be used in Sol System (but need build refinery for fuel supply).
Colony Forces Grand Fleet: (2?? colonists, 30 construction factory, 50 mines, 1 research lab)
20 x Expeditor class Colony Ship 60 000 tons 425 Crew 2022.5 BP TCS 1200 TH 55 EM 0
45 km/s Armour 1-136 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 21 Max Repair 20.5 MSP
Intended Deployment Time: 300 months Spare Berths 0
Cryogenic Berths 100000
5 EP Commercial Conventional Engine (11) Power 5 Fuel Use 8.84% Signature 5 Exp 5%
Fuel Capacity 1 280 000 Litres Range 42.6 billion km (10969 days at full power)
CIWS-50 (4x2) Range 1000 km TS: 5000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
100 x KAMAZ class Gruzovoe Sudno 60 000 tons 370 Crew 1038.5 BP TCS 1200 TH 55 EM 0
45 km/s Armour 1-136 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 11 Max Repair 20.5 MSP
Intended Deployment Time: 300 months Spare Berths 0
Cargo 25000 Cargo Handling Multiplier 20
5 EP Commercial Conventional Engine (11) Power 5 Fuel Use 8.84% Signature 5 Exp 5%
Fuel Capacity 1 280 000 Litres Range 42.6 billion km (10969 days at full power)
CIWS-50 (4x2) Range 1000 km TS: 5000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
1x Explorer class Geosurvey Ship 10 000 tons 95 Crew 437.5 BP TCS 200 TH 15 EM 0
75 km/s Armour 1-41 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 1 PPV 0
MSP 27 Max Repair 100 MSP
Intended Deployment Time: 300 months Spare Berths 0
5 EP Commercial Conventional Engine (3) Power 5 Fuel Use 8.84% Signature 5 Exp 5%
Fuel Capacity 1 060 000 Litres Range 215.8 billion km (33308 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
1xFlagman class Command Ship 30 000 tons 732 Crew 3202 BP TCS 600 TH 30 EM 0
50 km/s Armour 3-86 Shields 0-0 Sensors 250/250/0/0 Damage Control Rating 38 PPV 0
Maint Life 5.43 Years MSP 3535 AFR 189% IFR 2.6% 1YR 201 5YR 3018 Max Repair 500 MSP
Intended Deployment Time: 300 months Spare Berths 0
Flag Bridge Cryogenic Berths 800
10 EP Conventional Engine (3) Power 10 Fuel Use 50% Signature 10 Exp 10%
Fuel Capacity 2 050 000 Litres Range 24.6 billion km (5694 days at full power)
CIWS-50 (6x2) Range 1000 km TS: 5000 km/s ROF 5 Base 50% To Hit
Active Search Sensor MR111-R20 (1) GPS 10000 Range 111.8m km Resolution 20
Thermal Sensor TH50-250 (1) Sensitivity 250 Detect Sig Strength 1000: 250m 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
5xEscort class Escort 30 000 tons 781 Crew 3480 BP TCS 600 TH 30 EM 0
50 km/s Armour 2-86 Shields 0-0 Sensors 250/250/0/0 Damage Control Rating 26 PPV 23
Maint Life 3.4 Years MSP 2885 AFR 276% IFR 3.8% 1YR 379 5YR 5685 Max Repair 500 MSP
Intended Deployment Time: 300 months Spare Berths 0
Magazine 173
10 EP Conventional Engine (3) Power 10 Fuel Use 50% Signature 10 Exp 10%
Fuel Capacity 1 800 000 Litres Range 21.6 billion km (5000 days at full power)
Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 30
Size 10 Missile Launcher (2) Missile Size 10 Rate of Fire 300
Missile Fire Control FC15-R1 (1) Range 15.0m km Resolution 1
Missile Fire Control FC237-R10 (1) Range 237.2m km Resolution 10
Size 10 Anti-ship Missile (14) Speed: 200 km/s End: 8.2d Range: 141.8m km WH: 6 Size: 10 TH: 0/0/0
Size 1 Anti-missile Missile (33) Speed: 200 km/s End: 2.6d Range: 44.1m km WH: 1 Size: 1 TH: 0/0/0
Active Search Sensor MR25-R1 (1) GPS 500 Range 25.0m km MCR 2.7m km Resolution 1
Thermal Sensor TH50-250 (1) Sensitivity 250 Detect Sig Strength 1000: 250m km
EM Detection Sensor EM50-250 (1) Sensitivity 250 Detect Sig Strength 1000: 250m 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
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Found bug - deleted shipyards on abandoned (and renew colonized) colony continue request materials for unfinished (before abandoning) activity