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Messages - JacenHan

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1
C# Aurora / Re: C# Aurora Changes Discussion
« on: January 09, 2018, 09:12:12 PM »
Speaking of having tons of fighters, I can't remember anything about how fighters will work with the new naval organization system. Have there been any changes to make fighter management simpler, or is it pretty much the same?

2
Aurora / Re: Ascension - an AAR
« on: January 09, 2018, 08:57:21 PM »
I don't know how I didn't catch this AAR before, but I really enjoyed reading it through now! Very nice work, I really like the amount of detail you have put into the Federations decision-making and design strategy.

3
You need to have a second population (or a colonizable planet with infrastructure) for civilians to start trading and set up mining colonies.

5
The Academy / Re: Alien homeworld conquest
« on: December 30, 2017, 01:35:25 PM »
NPRs don't use actual PDCs, as far as I am aware, only orbital platforms, so destroying them should not have caused any infrastructure damage. However, like Red Dot said, ground combat can cause significant amounts of damage, depending on how long combat takes.

6
Bureau of Ship Design / Re: Ships
« on: December 28, 2017, 01:37:55 PM »
I've been playing a USA themed game for about a week now. These ships were designed after a rapid military research program prompted by the destruction of a peaceful survey ship in the Epsilon Eridani system in 2037. For roleplay reasons, I had not researched any military technology until the survey ship was destroyed, so they are pretty low end ships.

Code: [Select]
George Washington class Heavy Cruiser    12 000 tons     305 Crew     1435 BP      TCS 240  TH 480  EM 0
2000 km/s     Armour 4-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 60
Maint Life 1.32 Years     MSP 299    AFR 288%    IFR 4%    1YR 181    5YR 2720    Max Repair 120 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 420    Cryogenic Berths 200   

N240-S30 Nuclear Pulse Engine (2)    Power 240    Fuel Use 42%    Signature 240    Exp 10%
Fuel Capacity 1 230 000 Litres    Range 43.9 billion km   (254 days at full power)

GMLS-6-90 Missile Launcher (10)    Missile Size 6    Rate of Fire 90
SPG-3 Missile Fire Control (2)     Range 68.7m km    Resolution 20
RGM-1B Starburst (70)  Speed: 13 500 km/s   End: 98.7m    Range: 80m km   WH: 9    Size: 6    TH: 76/46/23

SPS-1 Active Search Sensor (1)     GPS 5760     Range 59.5m km    Resolution 60

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

The George Washington class is the fleet's long-range strike unit. The RGM-1B Starburst missiles are new, and all but one ship were actually armed with RGM-1A Supernova missiles, with a lower speed and agility, and range more in line with the fire control. Eight of these ships were built.

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Portland II class Destroyer    6 000 tons     148 Crew     765.2 BP      TCS 120  TH 360  EM 0
3000 km/s     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 18
Maint Life 1.84 Years     MSP 159    AFR 144%    IFR 2%    1YR 59    5YR 889    Max Repair 96 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Cryogenic Berths 200   

N120-S15 Nuclear Pulse Engine (3)    Power 120    Fuel Use 51%    Signature 120    Exp 10%
Fuel Capacity 825 000 Litres    Range 48.5 billion km   (187 days at full power)

100mm Railgun V2/C3 (6x4)    Range 20 000km     TS: 3000 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
SAG-4 Beam Fire Control (2)    Max Range: 64 000 km   TS: 3000 km/s     84 69 53 37 22 6 0 0 0 0
P9-S2 Gas-Cooled Fast Reactor (2)     Total Power Output 18    Armour 0    Exp 5%

SPS-1 Active Search Sensor (1)     GPS 5760     Range 59.5m km    Resolution 60
SPD-2 Missile Detection Sensor (1)     GPS 48     Range 3.8m km    MCR 418k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

The Portland class provides both point defence capabilities, as well as short ranged firepower. This is technically the Mark 2 version, to which all existing ships were upgraded early on in the fleet buildup. Fourteen of these ships were built.

Code: [Select]
Theodore Roosevelt class Jump Cruiser    12 000 tons     349 Crew     1556.4 BP      TCS 240  TH 480  EM 0
2000 km/s    JR 3-50     Armour 4-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 36
Maint Life 1.74 Years     MSP 486    AFR 192%    IFR 2.7%    1YR 196    5YR 2946    Max Repair 266 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Cryogenic Berths 200   

J12000(3-50) Military Jump Drive     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
N240-S30 Nuclear Pulse Engine (2)    Power 240    Fuel Use 42%    Signature 240    Exp 10%
Fuel Capacity 1 385 000 Litres    Range 49.5 billion km   (286 days at full power)

100mm Railgun V2/C3 (12x4)    Range 20 000km     TS: 3000 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
SAG-4 Beam Fire Control (4)    Max Range: 64 000 km   TS: 3000 km/s     84 69 53 37 22 6 0 0 0 0
P9-S2 Gas-Cooled Fast Reactor (4)     Total Power Output 36    Armour 0    Exp 5%

SPD-2 Missile Detection Sensor (1)     GPS 48     Range 3.8m km    MCR 418k km    Resolution 1
SPS-1 Active Search Sensor (1)     GPS 5760     Range 59.5m km    Resolution 60

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

The Theodore Roosevelt class is the Navy's only military jump ship. It is armed with a large number of railguns to defend itself. Three of these ships were built.

These designs were tested in the Battle of Epsilon Eridani, where a Navy fleet of six heavy cruisers, eleven destroyers, and three jump cruisers engaged four 15,700 ton alien cruisers and one 23,550 ton alien battleship. Enemy ECM systems reduced the fleet's missile range to forty million kilometers, and two of the alien cruisers fired over fifty salvos of 56 anti-missiles each from about sixty million kilometers distance before fleeing to reload, which the fleet was able to weather with only minor internal damage. The remaining ships appeared to be armed solely with close-ranged weapons and charged forward into the fleet's slower ships. The enemy battleship and one of the cruisers were destroyed by missile fire, and the last cruiser was finished off by railgun fire before it could fire its own weapons. The commanding officer, unsure that the fleet could survive another round of anti-missiles, made the decision to pull back to Sol, having destroyed three of the alien ships.

With research into Ion drives and energy shielding complete, as well as a program of shipyard expansions, the US Navy is now preparing to design a new generation of larger, more capable warships.

7
C# Aurora / Re: Custom game setups - tech
« on: December 24, 2017, 10:02:41 PM »
Yes, a research modifier would also be possible. In fact, a lot of modifiers on these lines are possible. Construction, Terraforming or even Engine Power.
Would it be possible to differentiate between normal techs and racial techs, so that general research could be slowed, but component development would not?

8
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: December 24, 2017, 07:56:07 PM »
Minor suggestion here. How about adding scientist age to the list in the research tab? I think that having it there in plain sight would give the player a bit more incentive to give projects to younger, but less experienced scientists, rather than investing solely in someone who will probably die within the next five years.

9
The Academy / Re: How do I create an alien start?
« on: June 04, 2017, 09:58:43 AM »
Assuming you know how to use SM mode:

1. Generate a new game as normal, with Sol system options.
2. Set NPR generation chance to 0.
3. Go to the System View (F9), and generate new star systems until you get one with a habitable planet.
4. Create a player empire on the new planet.
5. Delete the player empire on Earth.
6. Create an NPR on Earth.
7. Set NPR generation chance back to whatever you want it to be.
8. Optionally, create a path of jump points between the two systems, if you want to ensure a quick meeting.

And that should be it.

10
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 25, 2017, 12:09:12 PM »
You can't assemble PDCs from ship components, but you can build pre-fabbed PDC sections that can be transported to and assembled on other planets, for a very small mineral cost. It should be an option in the industry tab somewhere. The PDC design screen will also tell you you how many pre-fabbed sections it will take to build at the bottom of the design.

But otherwise you're right, unfortunately you can't build components for them before you finish the design like you can with ships.

11
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 23, 2017, 03:53:05 PM »
Protection is also system-wide, so anything on Earth will also count towards protecting Luna (or any other colonies, even if they aren't actually protected).

12
Off Topic / Re: Game Keys
« on: April 22, 2017, 07:05:00 PM »
Sent you the key.

Thanks for taking them off my hands, everyone.

13
Off Topic / Re: Game Keys
« on: April 22, 2017, 10:04:06 AM »
Sent you a message. Just Space Hulk: Ascension left.

14
Off Topic / Re: Game Keys
« on: April 21, 2017, 06:07:34 PM »
Sure! I've sent you a PM.

15
Off Topic / Re: Game Keys
« on: April 21, 2017, 12:06:27 PM »
Still available, if anybody is at all interested.

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