Author Topic: What's Going On In Your Empire: C# Edition  (Read 9075 times)

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Offline vorpal+5

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Re: What's Going On In Your Empire: C# Edition
« Reply #105 on: July 30, 2020, 03:04:40 AM »
It has no armor!

You don't need armor when you have the right with you!
 

Offline mtm84

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Re: What's Going On In Your Empire: C# Edition
« Reply #106 on: August 01, 2020, 06:21:12 PM »
It has no armor!
300 teaches us that you don't need armor as long as you do an insane amount of crunches.
 

Offline Black

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Re: What's Going On In Your Empire: C# Edition
« Reply #107 on: August 01, 2020, 07:19:21 PM »
So I just wiped 94% of alien population during ground war on their homeworld, whoops. Over 3000 facilities remain on the planet, as well as over 1mil capacity of shipyards, but there is basically no one to operate them. Unfortunately their physiology is so different that the planet cannot be terraformed for humans without killing rest of the original inhabitants. Lets hope that the new members of the Federation have high birthrate.
 

Offline Lord Solar

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Re: What's Going On In Your Empire: C# Edition
« Reply #108 on: August 02, 2020, 10:25:20 PM »
Similar, but I didn't kill that many, they just had way more stuff than they could man. ~3m tons of ground troops turned into ribbons for my officers. I had about 200k, 10% loses, a few dead officers.
 

Offline GenJeFT

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Re: What's Going On In Your Empire: C# Edition
« Reply #109 on: August 04, 2020, 11:34:04 PM »
I am using the forum username option for officer names. Its neat seeing my user name pop up.

Downside is I have NOTHING for me to do.

*edit

Ah ha! I just got Steve as a scientist.
« Last Edit: August 05, 2020, 12:50:45 AM by GenJeFT »
 

Online froggiest1982

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Re: What's Going On In Your Empire: C# Edition
« Reply #110 on: August 05, 2020, 02:45:41 AM »
I just got Steve as a scientist.

Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!

Don't forget to check every now and then if we there yet.

Any resemblance to real events and/or to real persons, living or dead, is purely coincidental...
 
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Offline Rince Wind

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Re: What's Going On In Your Empire: C# Edition
« Reply #111 on: August 05, 2020, 04:32:08 AM »
In my game Steve gave his name to spoiler AMM bases.
 

Offline GenJeFT

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Re: What's Going On In Your Empire: C# Edition
« Reply #112 on: August 05, 2020, 09:37:04 PM »
I just got Steve as a scientist.

Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!

Don't forget to check every now and then if we there yet.

Any resemblance to real events and/or to real persons, living or dead, is purely coincidental...

Done. Its going to take another 900 years.

(I cant figure out how to post the picture so a link will have to do).

https://imgur.com/a/Amd9Pb9
 

Offline Hydrofoil

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Re: What's Going On In Your Empire: C# Edition
« Reply #113 on: August 06, 2020, 03:59:40 AM »
The year is 2039 and Earth mounted its first serious attempt to protect its only extra solar colony against the biological scourge that has been picking off its survey vessels and slowly spreading closer and closer to the Sol System. The attempt resulted in utter failure and loss of all hands. 2 missile frigates and 4 beam corvettes a total of 18 Thousand tonnes of ships were destroyed by craft smaller than our active sensors could reliable lock onto. Immediate work has been put into a new Active sensor that is able to detect these tiny ships to allow us to fight this threat. Things look bleak but the United Star Commonwealth will over come this foe!


Note: I started on a conventional start.

 
 

Offline Dawa1147

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Re: What's Going On In Your Empire: C# Edition
« Reply #114 on: August 06, 2020, 05:00:20 AM »
Against all odds, we managed to defeat the Empire of Tenbi and the Monnow Council (two NPRs in the same system). It will take time to finish conquering their homeworld, and we will need to bring infrastructure&terraformers as 38.000 dust is trying to cool it to 0°K. But when its done, we will have two homeworlds for the price of one!
As an added bonus, in the wake of the war the two NPRs seem to suddenly declare war on each other, as we found the Empire attacking Council transport ships, this should make our job easier and let them take care of cleanup by themselves.
With the lessons lernt, we will use the time we need to rebuild our armies to make them stronger, as the next war may come soon...
« Last Edit: August 06, 2020, 05:03:02 AM by Dawa1147 »
 

Offline skoormit

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Re: What's Going On In Your Empire: C# Edition
« Reply #115 on: August 06, 2020, 08:00:29 AM »
I just got Steve as a scientist.

Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!
...

Done. Its going to take another 900 years.

Worth it.
 

Offline Barkhorn

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Re: What's Going On In Your Empire: C# Edition
« Reply #116 on: August 06, 2020, 05:14:29 PM »
I just won my first planetary invasion.  25k ton infantry division vs 7.5k ton defenders, who I suspect were precursors.  The mechanized battalion did best, barely suffered any losses and constantly made breakthroughs.  Next best I think was the artillery battalion.  Didn't kill that much, but suffered no losses.  The two infantry battalions did kinda bad and had to be pulled off the line.  They did decent in terms of kills, but suffered pretty heavy casualties.  Orbital support does next to nothing, at least from full-size ships.  Maybe fighters would be better.  One thing I found strange was when the enemy's mechs, which I believe were medium vehicles, survived hits from orbital weapons.  Even 25cm spinal lasers.  The orbital fire support was only able to kill infantry.
 

Offline Steve Walmsley

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Re: What's Going On In Your Empire: C# Edition
« Reply #117 on: August 07, 2020, 05:59:48 AM »
I just won my first planetary invasion.  25k ton infantry division vs 7.5k ton defenders, who I suspect were precursors.  The mechanized battalion did best, barely suffered any losses and constantly made breakthroughs.  Next best I think was the artillery battalion.  Didn't kill that much, but suffered no losses.  The two infantry battalions did kinda bad and had to be pulled off the line.  They did decent in terms of kills, but suffered pretty heavy casualties.  Orbital support does next to nothing, at least from full-size ships.  Maybe fighters would be better.  One thing I found strange was when the enemy's mechs, which I believe were medium vehicles, survived hits from orbital weapons.  Even 25cm spinal lasers.  The orbital fire support was only able to kill infantry.

Yes, I think orbital support is too under-powered at the moment. I will probably adjust at some point.
 
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Offline Jorgen_CAB

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Re: What's Going On In Your Empire: C# Edition
« Reply #118 on: August 07, 2020, 07:13:53 AM »
I just won my first planetary invasion.  25k ton infantry division vs 7.5k ton defenders, who I suspect were precursors.  The mechanized battalion did best, barely suffered any losses and constantly made breakthroughs.  Next best I think was the artillery battalion.  Didn't kill that much, but suffered no losses.  The two infantry battalions did kinda bad and had to be pulled off the line.  They did decent in terms of kills, but suffered pretty heavy casualties.  Orbital support does next to nothing, at least from full-size ships.  Maybe fighters would be better.  One thing I found strange was when the enemy's mechs, which I believe were medium vehicles, survived hits from orbital weapons.  Even 25cm spinal lasers.  The orbital fire support was only able to kill infantry.

Yes, I think orbital support is too under-powered at the moment. I will probably adjust at some point.

I don't think people have actually tried using ships specifically designed for orbital support. They can be surprisingly effective and not very expensive. You can even make very cheap orbital platforms that you tug along using a tractor beam with your assault transports.

In my opinion general beam ships should not be that effective for bombardment support. If you make them effective you might also make dedicated bombardment platforms overpowered instead.
« Last Edit: August 07, 2020, 03:19:49 PM by Jorgen_CAB »
 

Offline ExChairman

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Re: What's Going On In Your Empire: C# Edition
« Reply #119 on: August 09, 2020, 02:40:39 AM »
I wonder if my placement of 3 Battlestations at the wormhole jump point, gave the spark to war...  ???
But they wouldn't see 3 60k battlestations as a prelude to war, would they?  ::)
Of course not!  ::)
They planned for war all the time, we were lucky to manage to place the first 3 of 6 planned, mere hours before broke out... :o

To date, after 16 days of war we have managed to destroy 31 destroyer sized warships and 39 light/heavy cruiser variants, but the last incursion were to big to destroy, so now gateway system have 9CL/CA and 4 DDs enemy on the lose, luckily they are targeting the point defences, the battlestations heavy shielding is still capable of withstanding all missile fire.

We are in the process of developing a new missile, short ranged but capable of destroying a cruiser in one or 2 hits, smaller ships will not stand a chance.

In the planning of these defences, there were to be a carriere version of battlestation, the Gotland class, a small group of fighters/interceptors for mopping up damaged ships, still no one built due to war broke out way to early.

Over Faraway colony, ground based lasers/railguns have killed 2 destroyers that got to close. After 36 hours of ground war their colony were taken by our superior forces.

Enighten (Unity) class Battlestation

Quote
Enigheten class Battlestation      59 992 tons       1 890 Crew       15 654.9 BP       TCS 1 200    TH 0    EM 76 800
1 km/s      Armour 20-136       Shields 2560-480       HTK 520      Sensors 14/14/0/0      DCR 159      PPV 264.35
Maint Life 8.78 Years     MSP 21 039    AFR 223%    IFR 3.1%    1YR 489    5YR 7 336    Max Repair 768 MSP
Magazine 2 898   
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 36 months    Morale Check Required   

Haynes Defence Technologies Theta S320 / R480 Shields ( 8 )     Recharge Time 480 seconds (5.3 per second)

Schofield & White Armaments 30cm C5 X-Ray Laser (10)    Range 480 000km     TS: 8 000 km/s     Power 24-5     RM 70 000 km    ROF 25       
Warner Armaments Twin Noble Weapon Systems Gauss Cannon R400-100 Turret (5x8)    Range 40 000km     TS: 10000 km/s     Power 0-0     RM 40 000 km    ROF 5       
Newton-Ball Gauss Defence Calculator (5)     Max Range: 48 000 km   TS: 20 000 km/s     79 58 38 17 0 0 0 0 0 0
Williamson-Potts Electronic Systems Long Range Beam Calculator (1)     Max Range: 384 000 km   TS: 20 000 km/s     97 95 92 90 87 84 82 79 77 74
Byrne-White Beam Fire Control R480-TS32000 (1)     Max Range: 480 000 km   TS: 32 000 km/s     98 96 94 92 90 88 85 83 81 79
Cartwright & Matthews Aircraft Engine Co Large Stellarator Fusion Reactor R72 (1)     Total Power Output 71.6    Exp 5%

Johnson Precision Arms Standard Missile Launcher (15)     Missile Size: 6    Rate of Fire 15
Henderson-Duncan Missile Fire Control FC103-R100 (5)     Range 103.7m km    Resolution 100
Bell Electronics Missile Fire Control FC22-R1 (1)     Range 22.3m km    Resolution 1
Frost-Rowley ASM Maverick MkII (483)    Speed: 55 000 km/s    End: 12.7m     Range: 41.8m km    WH: 12    Size: 6    TH: 348/209/104

Matthews Warning & Control Standard Early Warning Radar (1)     GPS 140     Range 25m km    MCR 2.2m km    Resolution 1
Price Electronics Industries Standard EM Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Doyle-Owen Defence Industries Standard Thermal Sensor TH1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m 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

Gotland class

Quote
Gotland class Battlestation- Carrier      59 948 tons       1 583 Crew       12 235.8 BP       TCS 1 199    TH 0    EM 76 800
1 km/s      Armour 15-136       Shields 2560-480       HTK 460      Sensors 14/14/0/0      DCR 159      PPV 119.74
Maint Life 8.14 Years     MSP 16 456    AFR 223%    IFR 3.1%    1YR 442    5YR 6 631    Max Repair 520 MSP
Hangar Deck Capacity 9 000 tons     Troop Capacity 750 tons     Magazine 2 898    Cryogenic Berths 2 000   
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 36 months    Flight Crew Berths 180    Morale Check Required   

Haynes Defence Technologies Theta S320 / R480 Shields (8)     Recharge Time 480 seconds (5.3 per second)

Warner Armaments Twin Noble Weapon Systems Gauss Cannon R400-100 Turret (2x8)    Range 40 000km     TS: 10000 km/s     Power 0-0     RM 40 000 km    ROF 5       
Newton-Ball Gauss Defence Calculator (2)     Max Range: 48 000 km   TS: 20 000 km/s     79 58 38 17 0 0 0 0 0 0

Johnson Precision Arms Standard Missile Launcher (15)     Missile Size: 6    Rate of Fire 15
Henderson-Duncan Missile Fire Control FC103-R100 (5)     Range 103.7m km    Resolution 100
Bell Electronics Missile Fire Control FC22-R1 (1)     Range 22.3m km    Resolution 1
Frost-Rowley ASM Maverick MkII (483)    Speed: 55 000 km/s    End: 12.7m     Range: 41.8m km    WH: 12    Size: 6    TH: 348/209/104

Matthews Warning & Control Standard Early Warning Radar (1)     GPS 140     Range 25m km    MCR 2.2m km    Resolution 1
Price Electronics Industries Standard EM Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Doyle-Owen Defence Industries Standard Thermal Sensor TH1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Strike Group
16x Wasp Interceptor   Speed: 22978 km/s    Size: 5.22
8x Mosquito Beam Fighter   Speed: 18915 km/s    Size: 8.46

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

Wasp

Quote
Wasp class Interceptor      262 tons       10 Crew       138.8 BP       TCS 5    TH 42    EM 0
22978 km/s      Armour 1-3       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 6.43 Years     MSP 33    AFR 5%    IFR 0.1%    1YR 1    5YR 21    Max Repair 105 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Hawkins Thrust Interceptor Drive (1)    Power 120    Fuel Use 1394.27%    Signature 42.00    Explosion 30%
Fuel Capacity 51 000 Litres    Range 2.5 billion km (30 hours at full power)

Donnelly-Russell Weapon Systems Fighter Gauss (1x4)    Range 30 000km     TS: 22 978 km/s     Accuracy Modifier 25.00%     RM 40 000 km    ROF 5       
Brady Electronics Industries Interceptor FC (1)     Max Range: 30 000 km   TS: 5 000 km/s     67 33 0 0 0 0 0 0 0 0

Payne & Franklin Interceptor Radar (1)     GPS 56     Range 12.2m km    Resolution 10

This design is classed as a Fighter for production, combat and planetary interaction

Mosquito

Quote
Mosquito class Beam Fighter      423 tons       18 Crew       230.7 BP       TCS 8    TH 56    EM 0
18915 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 2
Maint Life 3.26 Years     MSP 34    AFR 14%    IFR 0.2%    1YR 5    5YR 73    Max Repair 70 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Hawkins Thrust Fighter IF Drive (2)    Power 160    Fuel Use 505.96%    Signature 28.00    Explosion 20%
Fuel Capacity 30 000 Litres    Range 2.5 billion km (37 hours at full power)

Cox & Hodgson Fighter Laser (1)    Range 120 000km     TS: 18 915 km/s     Power 6-0.25     RM 70 000 km    ROF 120       
Newton-Barlow Fighter Laser FC (1)     Max Range: 120 000 km   TS: 2 500 km/s     57 52 47 42 36 31 26 21 16 10
Hopkins-Howarth Fighter Reactor (1)     Total Power Output 6    Exp 5%

Payne & Franklin Interceptor Radar (1)     GPS 56     Range 12.2m km    Resolution 10

This design is classed as a Fighter for production, combat and planetary interaction

Now we are only waiting for the 2 battle fleets that are in transit, in total some 70 combat ships, from the giant carriers to the small, old but still capable Napoleon destroyers, soon we will invade the contact system, 2 tank divisions is also being transported to Gateway system, with other support units in transit from Terra, Mars and Luna.
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

 

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