Recent Posts

Pages: 1 ... 8 9 [10]
91
The Academy / help with supply ships
« Last post by joeclark77 on August 26, 2024, 06:55:37 AM »
I've built supply ships with lots of MSP storage, but they aren't resupplying their fleetmates, either automatically or when I give them explicit orders.  What might I be missing?  Is there a "maintenance transfer system" like there is for ordinance and for fuel, because I'm not seeing it?  Do I need shuttles?
93
The Academy / Re: diplomacy how-to
« Last post by Froggiest1982 on August 25, 2024, 04:21:21 PM »
It is worth noting that any race with 80+ xenophobe trait, it's pretty much impossible to keep pleased, and your only option is either war or containment.

What defines your option is their expansionist trait, as sooner or later they will want to get into your sphere of influence when that trait is higher than 70, so you may need to build some large military outposts in the neighbouring systems with a decent strike force ready for when war inevitably breaks up.

Below a guide for you to understand likelihood of peaceful existence:

Racial Characteristics
Xenophobia: A rating from 1-100 showing the fear of other races or governments
Diplomacy = A rating from 1-100 showing the ability to persuade other races. This is used to offset the Xenophobia of another race
Militancy = A rating from 1-100 showing the likelihood this race will choose military force to achieve its goals.
Expansionism = A rating from 1-100 showing the desire of this race to increase its territory
Determination = A rating from 1-100 showing the determination of this race to proceed with a chosen course of action despite setbacks.
Trade = A rating from 1-100 showing the willingness to trade with other races and to establish/allow trading posts
Translation Skill = -25 to +25 A modifier to communication attempts
94
The Academy / Re: diplomacy how-to
« Last post by Garfunkel on August 25, 2024, 04:00:15 PM »
The number you see is your opinion of them. You have no way of seeing what their opinion of you is.

Build a diplo ship without active sensors and send it to a system where they have a colony or at least a ship. Then make sure they can see you and hope for the best.
95
The Academy / Re: ground forces - what to build and how to organize
« Last post by Garfunkel on August 25, 2024, 03:59:13 PM »
HQ capability has to be equal or larger than its own formation size + all sub-ordinate formations.
96
The Academy / diplomacy how-to
« Last post by joeclark77 on August 25, 2024, 01:06:47 PM »
How do I establish good relations with the alien NPRs?  The first one I met started off with diplomacy points about 15 or 20 when communication was established, then declined rapidly to zero and stayed there.  I built a diplomacy ship and sent it to their homeworld but it didn't budge, and then they started shooting at me.  The second one I established contact with is at that first stage (diplomacy about 15) and I don't want to sour it.
97
The Academy / Re: ground forces - what to build and how to organize
« Last post by joeclark77 on August 25, 2024, 01:04:46 PM »
Do you give your "HQ" unit a level of HQ equal to the size of their subordinates, or to the size of their subordinates plus their own unit?  For example, nuclearslurpee's first post suggested a brigade size of 12500 including a "Brigade HQ" with HQ 12500, and to put those under a "Division HQ" with HQ 50000.  The question is, can that Division HQ supervise four of the brigades (totalling 50,000 tons), or only three, because three brigades plus its own mass is 50,000 tons?
98
The Academy / Re: ground forces - what to build and how to organize
« Last post by nuclearslurpee on August 24, 2024, 07:47:44 PM »
What does it decide the level of the commander of a GU?

The game sets a default value automatically (using some rather poor logic), but you can change it in the formations or order-of-battle tabs.

Quote
I have two units of size around 10,000 (one a bit less, the other a bit more; 25 elementary units each one): the game asks for a R6 for the smaller one, and for a R5 for the larger one. Why? Why not the same level?
At the same time, I have a STO unit of size a bit more than 21,000 (made of 21 Units), and the game asks for a R4. Again, why?

The default behavior is to set commander level based on (1) formation size and (2) HQ size.

Quote
Then, maybe I'm missing something but, who is the Commander in Chief of my Army? I can't find the equivalent of the Navy Commander.
Or should I create this position, and then assign the units to it?

No such position exists, since ground forces do not have an admin command hierarchy like naval forces do. The closest would be if you have a single highest-level HQ formation, but there's usually no need for this except for roleplay.
99
The Academy / Re: ground forces - what to build and how to organize
« Last post by paolot on August 24, 2024, 06:02:31 PM »
What does it decide the level of the commander of a GU?
I have two units of size around 10,000 (one a bit less, the other a bit more; 25 elementary units each one): the game asks for a R6 for the smaller one, and for a R5 for the larger one. Why? Why not the same level?
At the same time, I have a STO unit of size a bit more than 21,000 (made of 21 Units), and the game asks for a R4. Again, why?
Then, maybe I'm missing something but, who is the Commander in Chief of my Army? I can't find the equivalent of the Navy Commander.
Or should I create this position, and then assign the units to it?
100
The Academy / Re: ground forces - what to build and how to organize
« Last post by nuclearslurpee on August 24, 2024, 05:55:34 PM »
- firstly, planets are big and ground units can hide and evade using terrain relatively easily.

Well I thought that's what FFD was for?  And yet even with them you kill almost nothing.

FFD is for being able to shoot in the first place.
I thought you could just indiscriminately bombard the planet and hit enemy troops by chance, but FFD let you add ships as supporting elements to your ground forces, allowing them to work like artillery?

There are two ways for ships to shoot at planetary ground forces. Technically three, since missile fire uses different mechanics, but we'll keep it simple:
  • They can just target the planet, fire their guns, and reload. Repeat until something is dead.
  • They can fire in support of a friendly ground formation with FFD. The advantage of this is an increase in accuracy (I believe a factor of 3) which implies a decrease in collateral damage and dust production. The disadvantage is that the ships will only fire once per ground combat increment (8 hours) instead of at their usual ROF, which is why this option tends to be underwhelming in practice.

FFD works fine if you use ships with a large number of guns to support, and don't expect a huge contribution from the orbital forces, basically treating them as additional artillery while your ground pounders do most of the work. If your goal is to wipe them out as quickly as possible, you'd just use the first option, indiscriminately bombard the planet into slag, and leave trivial things like "dust", "radiation", and "the planet being completely uninhabitable" for the politicians to argue about.

Note that there is a salient economic difference here as well. Using the ground forces with orbital support means you'll take heavy ground force losses, which cost vendarite to replace. Using indiscriminate naval bombardment costs a lot of MSP, which costs duranium, uridium, and gallicite. Since the latter three minerals are usually more valuable, using ground forces represents a higher cost in human lives in exchange for conserving your more valuable mineral types (the MSP used by orbital supporting fire is considerably less).
Pages: 1 ... 8 9 [10]
SMF spam blocked by CleanTalk