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91
Cold Sun / Re: Cold Sun - Discussion
« Last post by the obelisk on February 08, 2019, 08:50:02 AM »
The backstory for this campaign, excluding the sun cooling, is really close to the backstory for a campaign I started prepping for a while ago, but never played.  Main differences were nothing really happening in South America, India getting crippled by a serious epidemic, and thus not being a faction, with Japan being the country fighting proxy wars with China in SE Asia, and being it's own faction, and the EU having an overly poor relationship with NORAD, a combined version of modern IRL NORAD and what remained of NATO after the EU's unification.  Pretty funny seeing such a similar timeline.
92
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by The Forbidden on February 08, 2019, 06:40:14 AM »
So the NPRs are always hostile in your campaign ?

I'll code it when I meet one :)

Okay. And hey, at least it'll give your nations something to shoot at other than each other, especially with slight....Mars related issues that could come up. (the more I read the more I feel like this is the Trans-Newtonian campaign all over again, which is good, I loved that campaign.)
93
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by mtm84 on February 08, 2019, 02:50:49 AM »
and probably dies horribly

Queue "Dozens of civilian colony ships dump a few million people on a world that just received its first batch of infrastructure" Flashbacks.
94
C# Aurora / Re: C# Aurora Changes Discussion
« Last post by QuakeIV on February 08, 2019, 12:32:47 AM »
I guess I could see it if a system had enemy ships passing through periodically and you wanted to launch a bunch of low observable survey missiles then bug out with the actual ship.
95
Off Topic / Re: RE: Where do I get that sweet, sweet fruit salad?
« Last post by xenoscepter on February 08, 2019, 12:29:47 AM »
 :D
96
Bureau of Ship Design / Re: Orbital Habitat Civilian Designs?
« Last post by xenoscepter on February 08, 2019, 12:19:12 AM »
Well, I'mma go ahead and post a design that currently I'm using. Here it is:

Code: [Select]
Kongo class Orbital Habitat    1,194,850 tons     2417 Crew     36425.2 BP      TCS 23897  TH 0  EM 0
1 km/s     Armour 1-1003     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
MSP 191    Max Repair 500 MSP
Intended Deployment Time: 36 months    Spare Berths 5   
Cargo 5000    Habitation Capacity 100,000   
Recreational Facilities
Fuel Harvester: 10 modules producing 400000 litres per annum
Terraformer: 2 module(s) producing 0.002 atm per annum

Fuel Capacity 400,000,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

It needs a tug boat, though, so here's that:


Code: [Select]
Akagi class Tug    13,350 tons     120 Crew     790.4 BP      TCS 267  TH 1200  EM 0
4494 km/s     Armour 1-50     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 37    Max Repair 100 MSP
Intended Deployment Time: 24 months    Spare Berths 18   
Tractor Beam     

StarTech Systems Model A (4)    Power 300    Fuel Use 8.84%    Signature 300    Exp 5%
Fuel Capacity 2,000,000 Litres    Range 305.0 billion km   (785 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

 - The Kongo-Class is actually my Awayhome-Class Habitat that I was too lazy to rename. My current plan is to tug a pair of 'em; one to Venus and one to Jupiter, then colonize Luna and Mars with actual settlements. This is Ion Engine Tech w/ Composite Armor. Five spare berths for an away team on the Awayhome-Class. It's frankly just an over-glorified fuel harvester with two Recreational Facilities and two Orbital Habitats. The RP for this is it was designed as a "city in space" with the recreational areas serving as a "commercial district" and the Orbital Habitat serving as both housing district and industrial district; the industrial district being supplemented by the ten Sorium Harvesters to create "jobs" The Akagi-Class is just a tug, I only plan to have one... I don't really like using tugs, as I'd much rather eat the maintenance and have some sensors and other niceties, but for a freakin million ton (plus!) ship? I'll tug it thanks...
97
Cold Sun / Re: Cold Sun - Discussion
« Last post by Rabid_Cog on February 08, 2019, 12:05:38 AM »
If they'd found a colony cost 0 world with only space for 500 million people then yeah, I think we would have seen some fistfights. As it is, nothing in Alpha Centauri screams "MUST HAVE AT ALL COSTS". If nothing else comes up this close, sure. But this was only the first jump point. There should be quite a few more if one is found on the first grav survey point (statistically speaking). In fact, with all the terraforming requirements of these planets, the empires might need to end up cooperating to terraform that 14billion capacity planet. Plenty of space for the entire Earth on there.
98
Off Topic / Re: RE: Where do I get that sweet, sweet fruit salad?
« Last post by Father Tim on February 07, 2019, 09:49:21 PM »
Each medal is awarded at the halfway point to the next title 'promotion'.  Good luck, petite l'officier!
99
Off Topic / Re: RE: Where do I get that sweet, sweet fruit salad?
« Last post by MarcAFK on February 07, 2019, 09:44:11 PM »
Post more, collect fruit salad...
Profit???
100
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by SpikeTheHobbitMage on February 07, 2019, 09:15:35 PM »
I'm pretty sure that in VB6 civilians take infrastructure as a trade good and transform it into "actual" infrastructure at the destination, so that there isn't any loss on the source world. If it works the same for LGI in C#, there shouldn't be any issue of mass die-offs.
Yes, that is exactly how it works.  If you want installed infrastructure moved, you have to pay the shipping fees or move it yourself.  On top of that, trade good infrastructure can't be converted in place.  It must first be loaded onto a civilian freighter to become 'real'.
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