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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by kks on Today at 08:51:28 AM »

I had to unlock the original design and remove some fuel, as somehow the intended deployment time was changed from 0.1 to 1 resulting in an tonnage of 505t.

This is because your decimal separator is a comma and needs to be a period. This is visible in several values on the ship design. Frankly, I'm amazed you haven't already run into a crippling bug because of this.

Thank you for noticing. I've been playing Aurora for quite a few years now and it hasn't been an issue. I usually have UK settings for windows but maybe the smegty OS has changed it again, as it sometimes does.
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I had to unlock the original design and remove some fuel, as somehow the intended deployment time was changed from 0.1 to 1 resulting in an tonnage of 505t.

This is because your decimal separator is a comma and needs to be a period. This is visible in several values on the ship design. Frankly, I'm amazed you haven't already run into a crippling bug because of this.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by kks on Today at 08:40:38 AM »
So, some incompetent Commander Air Group, Count Ryhderdeech Coursoume, has sent both bomber wings of 10kt each into AAM-range of the enemy they where supposed to attack from 20m km.
Oh my, what a massacre! And no survivors at all? Could you share the bomber design please?

All survivors were picked up by the enemy(An NPC with similiar starting conditions).

Below the design for the bomber:

Code: [Select]
Bambiraptor class Bomber      500 tons       9 Crew       243,3 BP       TCS 10    TH 27    EM 0
16885 km/s      Armour 1-5       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 1,70 Years     MSP 30    AFR 20%    IFR 0,3%    1YR 13    5YR 188    Max Repair 189,8 MSP
Magazine 20 / 0   
Knight    Control Rating 1   BRG   
Intended Deployment Time: 1 months    Morale Check Required   

Bomber Inertial Drive 1.5-0.5-0.16-225t (1)    Power 168,8    Fuel Use 205,40%    Signature 27,0000    Explosion 15%
Fuel Capacity 16.000 Litres    Range 2,81 billion km (46 hours at full power)

Missile Container 10 (2)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
Missile Guidance System 21-18-20t-R1000-0-3 (1)     Range 37,7m km    Resolution 20   ECCM-3
Breacher II ASM (2)    Speed: 50.000 km/s    End: 10,2m     Range: 30,5m km    WH: 16    Size: 10    TH: 220/132/66

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 Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

It is relativly slow for the tech level (the Continuity carriers move at 10kkms, as do the enemy ships), but has enough range to strike the enemy without risking the carrier in the engagement. I had to unlock the original design and remove some fuel, as somehow the intended deployment time was changed from 0.1 to 1 resulting in an tonnage of 505t.

The Breacher II ASM is an experiment, as the payload is split in two 8dmg warheads, hopefully increasing the chance to hit the enemy ship.

The "Give the Devil His Due" carrier has an air group of 40x Bambiraptors in two wings, as well as 20x railgun armed Microraptors and an Elopteryx scout.

Combat has shown that a strike of 40 Breacher II missiles from one of the two bomber wings is not enough to penetrate the defenses of enemy cruisers. It barely depletes their shields and many are deceived by the enemy decoys. So now all 40 bombers strike together, which usually is enough to kill an enemy cruiser. The two salvos usually are a few seconds apart(two fleets firing), but the enemy has not much PD and this way the second salvo isn't distraced by decoys, I think.

In the disastrous engagement ~60 bombers managed to launch their missiles, which was not enough to kill the Gareth Banner 001, but cut its speed in half.

Below are the designs for the Microraptors as well as the carrier(s) and cruisers.

Code: [Select]
Microraptor class Fighter      479 tons       16 Crew       377,8 BP       TCS 10    TH 72    EM 0
31336 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 0,52 Years     MSP 40    AFR 96%    IFR 1,3%    1YR 78    5YR 1.164    Max Repair 300 MSP
Knight    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Fighter Inertial Drive 3-0.5-0.25-200t (1)    Power 300    Fuel Use 1232,38%    Signature 72,00    Explosion 30%
Fuel Capacity 24.000 Litres    Range 0,73 billion km (6 hours at full power)

Projectile Emitter 100mm-40k-C2-4 (1x4)    Range 28.800km     TS: 31.336 km/s     Power 3-2     RM 40.000 km    ROF 10       
Projectile Control Unit 96x0.3-8kx4-0-SW-3 (1)     Max Range: 28.800 km   TS: 32.000 km/s    ECCM-3     65 31 0 0 0 0 0 0 0 0
Micro Fusion Reactor (1)     Total Power Output 2,1    Exp 5%

Fighter GRADAR 21-8-25t-1-3 (1)     GPS 11     Range 7,8m km    MCR 698,1k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

I didn't yet try to have them charge through enemy AAM(100kkms), they should have about 1/9th chance in shooting them down so it might work.

Code: [Select]
Give the Devil His Due class Strike Carrier      100.000 tons       1.849 Crew       29.466,8 BP       TCS 2.000    TH 4.800    EM 12.750
10000 km/s      Armour 3-191       Shields 425-510       HTK 488      Sensors 1600/90/0/0      DCR 62-6      PPV 12
Maint Life 2,04 Years     MSP 30.068    AFR 1290%    IFR 17,9%    1YR 9.607    5YR 144.108    Max Repair 2.000 MSP
Hangar Deck Capacity 30.000 tons     Magazine 1.200 / 200   
Earl    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 12 months    Flight Crew Berths 600    Morale Check Required   

Capital Ship Inertial Drive 1.25-0.5-0.25-3200t (10)    Power 20000    Fuel Use 34,53%    Signature 480,00    Explosion 12%
Fuel Capacity 10.000.000 Litres    Range 52,1 billion km (60 days at full power)
Void Bubble E-2.5-1000t (5)     Recharge Time 510 seconds (0,8 per second)

Lance Weapon 12x2-400k-C2 (1)    Range 384.000km     TS: 10.000 km/s     Power 75-2    ROF 190       
Lance Weapon Control Unit 96x4-8x1.25-0-SW-3 (1)     Max Range: 384.000 km   TS: 10.000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Micro Fusion Reactor (1)     Total Power Output 2,1    Exp 5%

Flash Decoy Box (4)     Decoy Size: 50    Hangar Reload 353 minutes    MF Reload 58 hours
Flash Decoy (4)    Signature: 10000 tons    ECM-3    Size: 50
Breacher II ASM (120)    Speed: 50.000 km/s    End: 10,2m     Range: 30,5m km    WH: 16    Size: 10    TH: 220/132/66

Fighter GRADAR 21-8-25t-1-3 (1)     GPS 11     Range 7,8m km    MCR 698,1k km    Resolution 1
Scout Class GRADAR 21-18-100t-R1000-1-3 (1)     GPS 840     Range 42,1m km    Resolution 20
Extreme Thermal Telescope 32-2500t-1 (1)     Sensitivity 1600     Detect Sig Strength 1000:  316,2m km
Radio Telescope 18-250t-0 (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km

Strike Group
40x Bambiraptor Bomber   Speed: 16885 km/s    Size: 9,99
20x Microraptor Fighter   Speed: 31336 km/s    Size: 9,57
1x Elopteryx Scout Fighter   Speed: 20380 km/s    Size: 8,28

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
This design is classed as a Carrier for auto-assignment purposes

The pride of the navy doesn't have a jumpdrive and the battle group relied on slower fleet supoort vessels, which is one reason why the Three-legged Crow was designed:

Code: [Select]
Three-legged Crow class Light Cruiser      20.000 tons       513 Crew       7.000,1 BP       TCS 400    TH 960    EM 5.100
10000 km/s    JR 3-50      Armour 3-65       Shields 170-510       HTK 100      Sensors 160/0/0/0      DCR 14-7      PPV 24
Maint Life 2,03 Years     MSP 6.017    AFR 229%    IFR 3,2%    1YR 1.953    5YR 29.291    Max Repair 2.000 MSP
Hangar Deck Capacity 1.000 tons     
Baron    Control Rating 1   BRG   
Intended Deployment Time: 21 months    Flight Crew Berths 20    Morale Check Required   

Fleet Void Piercer 10-3-50-100000t     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3

Capital Ship Inertial Drive 1.25-0.5-0.25-3200t (2)    Power 4000    Fuel Use 34,53%    Signature 480,00    Explosion 12%
Fuel Capacity 2.500.000 Litres    Range 65,2 billion km (75 days at full power)
Void Bubble E-2.5-1000t (2)     Recharge Time 510 seconds (0,3 per second)

Lance Weapon 12x2-400k-C2 (2)    Range 384.000km     TS: 10.000 km/s     Power 75-2    ROF 190       
Lance Weapon Control Unit 96x4-8x1.25-0-SW-3 (2)     Max Range: 384.000 km   TS: 10.000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Micro Fusion Reactor (2)     Total Power Output 4,1    Exp 5%

Scout Class GRADAR 21-18-100t-R1000-1-3 (1)     GPS 840     Range 42,1m km    Resolution 20
Thermal Telescope 32-5-1 (1)     Sensitivity 160     Detect Sig Strength 1000:  100m km

Strike Group
2x Microraptor Fighter   Speed: 31336 km/s    Size: 9,57

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by L0ckAndL0ad on Today at 05:33:29 AM »
So, some incompetent Commander Air Group, Count Ryhderdeech Coursoume, has sent both bomber wings of 10kt each into AAM-range of the enemy they where supposed to attack from 20m km.
Oh my, what a massacre! And no survivors at all? Could you share the bomber design please?
5
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kurt on Yesterday at 06:52:21 PM »
I seem to be laboring under a misconception.  In conducting a jump assault, I thought it went this way:

Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there.  Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire.  Defending fleet can fire.

But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one.  Is this right?

If the defenders in this case are NPRs, then yes, that is how it works for some reason. I assume it has to do with the fact that NPRs interface with the game mechanics a bit differently from how the players do. Human players follow the rules as you understood them.

Once you know this annoying little glitch in the rules, I count it as a badly-needed advantage for the NPRs and play on.

Thanks.  That was a bad surprise.  That was a hell of a battle!  I'm not sure that any write-up can do justice to it. 

Teaser!
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I seem to be laboring under a misconception.  In conducting a jump assault, I thought it went this way:

Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there.  Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire.  Defending fleet can fire.

But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one.  Is this right?

If the defenders in this case are NPRs, then yes, that is how it works for some reason. I assume it has to do with the fact that NPRs interface with the game mechanics a bit differently from how the players do. Human players follow the rules as you understood them.

Once you know this annoying little glitch in the rules, I count it as a badly-needed advantage for the NPRs and play on.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Yesterday at 06:39:04 PM »
Proposal

Seconded because I have no idea why this is a race modifier and not a global one.

Third it, but I would not move that to a global but add the global modifier.

I like it as a race modifier, as that can really give some interesting diversity. I'm currently playing an 2M RP start with only 500m pops, 0.2 pop capacity and bonus modifiers for research and industry for testing. Has a different feeling and unique challenges.

Yes, to be clear I think it should be both. IMO, every race modifier of this sort should have a corresponding global modifier if possible. I'd also like if the inverse was true but I'm not so strongly opinionated about it.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kurt on Yesterday at 05:45:10 PM »
I seem to be laboring under a misconception.  In conducting a jump assault, I thought it went this way:

Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there.  Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire.  Defending fleet can fire.

But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one.  Is this right?
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C# Suggestions / Re: Conventional Start, slow research
« Last post by Jorgen_CAB on Yesterday at 01:39:21 PM »
@steve

I like the ideas and discussions present already.

But I want to propose some new ideas. Maybe it can be a source of inspiration / other ideas.
To be honest, it's a larger change. And not fully defined.

Instead of having "general" research labs which are used for every field.
You could change it as follows:

* Introduction or research campus
** A research campus is one or more labs.
** A research campus is focused on a specific "field"
** A research campus can research techs not in it's field. But forgo's (or diminished) any research bonusses.
** A research campus can be "refocused" on another field. TN and wealth cost.
** A research campus is assigned a "research administrator", which determines upper research lab limit.
*** If the administrator is replaced with a lower cap, the research bonus is reduced and no new labs can be added.
** A research campus can be expanded with x labs.
*** Adding additional labs can have their own cost curve. Promoting the idea of possible multiple campuses.
** Ancient construct bonus applies to whole campus
* Researchers are assigned to "Research campuses"
** Multiple researchers can be assigned to a campus. If a campus has 10 labs, max 10 researchers.
** Each researcher can have an assigned tech to research.
** Research bonus is a combination of campus bonus + researcher bonus.
...

These suggestions do the following (game balance):
* A Wealth and TN minerals commitment to certain tech fields.
** So it becomes a conscious decision to go down a certain path.
** Same argument for "refocus" of campus. (Like retooling a shipyard)
* Protecting research colonies becomes even more important
* Losing a specific researcher with a large bonus is still hurtful, but possibly reduced by a good research campus admin.
* Slower to snowball in specific research fields without lacking in others. Currently you can move over all your labs between research fields / tasks.
* ...

Goal: Slowing down the research lab snowball we have assigned to a single research task. And being able to move labs to another research field in an instant.

These are some excellent ideas and sort of how i play they game. I usually don't allow changing labs from one field to another in an instant and only do some every year even if I wanted to switch many more.
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C# Suggestions / Re: Conventional Start, slow research
« Last post by Alsadius on Yesterday at 11:20:49 AM »
Any recommendation for a DB editor?

DB Browser for SQLite has been very easy to work with, IMO. https://sqlitebrowser.org/dl/
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