Author Topic: Trans-Newtonian Campaign - Part 17  (Read 4864 times)

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Offline Steve Walmsley

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Trans-Newtonian Campaign - Part 17
« on: June 22, 2009, 11:56:59 AM »
A very short update this time but its been a while since I posted anything

On April 21st 2050 the atmosphere of Hannover-B IV became breathable, making Hannover the only system in known space with three ideal habitable worlds. Hannover-B II already had a population of almost twenty-five million while a colony of 800,000 had been established on Hannover-B III in February 2050. A colony fleet expedition was dispatched from Sparta to establish a population on the newly habitable world.

Three weeks later, on May 10th, the small Commonwealth colony on the third planet of the Salt Lake system detected a strength-180 thermal contact moving into orbit. At first, the sensor operators at the planet's deep space tracking station assumed it was a Commonwealth civilian freighter bringing infrastructure to support  future expansion of the colony, until they realised there was no accompanying transponder signal. An initial hail went unanswered and suddenly there was panic as the realization dawned that an unknown alien ship was hanging over their heads like the Sword of Damocles. An immediate call for help was issued across the jump gate network.

Salt Lake III had a population of 840,000 and a small collection of factories and mines restored from the minor ancient ruins that were the original reason for the colony's existence. The system was located on the edge of explored space, three jumps from Sol via Los Angeles and Anchorage and had received a geological survey but no gravitational survey. It was of no military significance, which was no comfort at all to its inhabitants  The nearest warships were those of the First Striking Force in Sparta orbit, four jumps and twelve billion kilometres away. All five Redoutables, a Peter the Great and half the available escorts were all in overhaul, leaving a much reduced fleet except for the three Athena class Battlestars. The Fleet Admirals decided to leave their newest ships to guard the capital, along with six Sentinel class missile defence bases. The rest of the available ships, comprising the battlecruisers Peter the Great and Yuri Gagarin, along with three Tribals and three Trafalgars were immediately dispatched to Salt Lake. Meanwhile, the unknown alien ship departed orbit twenty-four hours after it arrived, after making no apparent attempt to contact the colony.

An amazing interstellar coincidence took place at 03:25 on May 13th 2050. The Magellan class survey cruisers Columbus and Drake were probing unexplored jump points on the opposite frontiers of known space. Drake was in Volgograd, adjacent to Xia, while Columbus was in the Inverness system, three jumps out from Sol via Prague and Leyland. Both ships transited into the same previously unknown system through different jump points within five seconds of each other. Commonwealth scientists estimated the chances of such an event were appropriately astronomical.

Note: From this point on the new missile guidance rules are in effect. The main differences are that fire controls can change targets without affecting missiles in flight and missiles in flight cannot change targets unless contact is lost with their designated target and they can detect a new target using onboard sensors. also in v4.1, atmospheric loss due to internal damage and secondary explosions can both be detected.

The Salt Lake Expeditionary Force arrived in the system on June 5th and set course for the colony. Four days later, with the fleet still five hundred and thirty million kilometres away, tracking stations on Salt Lake III detected three unknown active sensors at a distance of 1450m kilometres from the colony and 1540m kilometres from the fleet. The Expeditionary Force was to the north-east of the colony while the contacts were to the north-west. Each alien sensor had a range of seventy-six million kilometres and a resolution of ninety. Rear Admiral Dora Gilles, commanding the fleet from the escort cruiser Cherokee, decided to intercept as far from the planet as possible. The speed of the aliens was 4403 km/s, slightly slower than the 4500 km/s of the eight Commonwealth ships. The colony made several attempts to contact the approaching ships but their hails went unanswered.

[attachment=1:13qzguci]SaltLake.GIF[/attachment:13qzguci]
At 11:06 on June 11th, the Commonwealth Fleet moved within sensor range and detected five alien ships of three distinct classes, all of approximately 5450 tons. Three of the contacts, split between two classes designated as Beowulf and Grendel, were already radiating active sensor emissions. The remaining two contacts, of a third type designated as Hrothgar, had hitherto remained undetected. Rear Admiral Gilles took her own ship and the other two escort cruisers 200,000 kilometres ahead of the battlecruisers so that they could increase the engagement time against any incoming missiles targeted on the capital ships. Confident of her escorts' ability to protect her long-range missile combatants, she decided to hold fire until she was well within range in case the aliens reversed course and outran the Commonwealth missiles.

[attachment=2:13qzguci]SaltLakeJune11th.GIF[/attachment:13qzguci]
Finally, at 11:35, with the alien ships at a distance of forty-nine million kilometres, she gave permission to open fire. Twenty SS-N-2 Sunburns streaked toward the alien ships at 18,000 km/s, followed sixty seconds later by a second salvo. After one hundred Sunburns had been launched Rear Admiral Gilles gave the cease fire order. She intended to assess the results of the first strike before deciding whether to commit any more of the expeditionary force's remaining two hundred and eight missiles

[attachment=0:13qzguci]SL-MissileLaunch.GIF[/attachment:13qzguci]
 

Offline Steve Walmsley

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Re: Trans-Newtonian Campaign - Part 17
« Reply #1 on: June 22, 2009, 12:01:39 PM »
With the Commonwealth missiles a quarter of the way to their targets and the range at forty-two million kilometres, the five alien ships suddenly reversed course, possibly indicating they were launching their own missiles. Sure enough, at 12:17 eight incoming size 5 missiles were detected, travelling at a speed of 16,300 km/s. Even though the alien anti-ship missiles were slower than the SS-N-2 Sunburns heading in the opposite direction, the Commonwealth ships were heading straight for them, resulting in a higher relative speed than the Sunburns, which were pursuing a retreating target. Confident of her fleet's ability to deal with such small salvos, Rear Admiral Gilles held her course and speed and ordered the escort cruisers to open fire.

[attachment=0:n8affkbk]SaltLake1stMissiles.GIF[/attachment:n8affkbk]
Despite her confidence, one of the first wave of missiles made it through the SS-N-2 Gauntlets launched by the three escort cruisers and headed straight for Cherokee. With the Trafalgars held back to protect the battlecruisers there was no close-in defensive fire available. Fortunately, the escort cruiser's last ditch evasive manoeuvres caused the missile warhead to explode too far away to cause any damage. To reduce the chance of taking a hit, the Admiral ordered her cruisers to modify their fire control systems to increase the number of anti-missiles targeted on each incoming missile from three to four. This would expend more anti-missiles but improve the overall chance of destroying each inbound. The increase in defensive fire proved effective and each wave of incoming alien missiles was halted well short of the fleet.

Even as the expeditionary force was defending itself, the first wave of its own missiles approached the enemy ships. Seven hundred and fifty thousand kilometres from the target, Commonwealth sensors registered a single, small nuclear detonation and one of the SS-N-2 Sunburns vanished. Unlike the alien races previously encountered by the Commonwealth, this one apparently possessed its own anti-missiles, although given only one Sunburn was destroyed those anti-missiles were either not particularly effective or only available in limited numbers. Even so, every few seconds there were more explosions and the attacking salvos were gradually worn away.  Only half of the original twenty missiles survived to make an attack run on one of the two Grendel class ships and just three struck their target, with no apparent effect.

Only nine of the second wave missiles penetrated the alien point defence but this time six of them smashed into the same ship in swift succession. It slowed to 3853 km/s and atmosphere was detected streaming from the hull. As it began to fall behind, the two Hrothgars reduced speed to stay in formation while the second Grendel and the Beowulf continued onward at 4403 km/s. The third wave missiles, eight of which were destroyed on approach, were targeted on the second Grendel and scored six hits. No atmosphere loss was detected. Meanwhile, the waves of eight alien anti-ship missiles attacking the Commonwealth fleet had ended without any damage, although they were followed by several additional salvos comprising just two missiles each.

Five out of nine surviving Sunburns from the fourth Commonwealth salvo struck one of the Hrothgar class ships and noticeable atmosphere loss followed every explosion. The Hrothgars were obviously far more lightly armoured than the Grendels. The wounded ship slowed to 2752 km/s. The fifth and final wave of Commonwealth missiles homed in on the second Hrothgar. Although the Hrothgar suffered only the same number of hits as its sister ship, two huge secondary explosions in the ship's engines or power systems were picked up by Commonwealth sensors. The vessel's signature abruptly vanished, to be replaced moments later by wreckage and life pod beacons. The life pods remained for less than a minute before they disappeared, presumably after being picked up by the other alien ships. Shortly thereafter, the last pair of alien anti-ship missiles were destroyed by the Tribal class escort cruisers.

The virtually simultaneous end to the two missile engagements signalled a pause in the battle. Both sides had attacked with anti-ship missiles and defended with anti-missile missiles and it was obvious that the Salt Lake Expeditionary Force had fared far better. The much smaller alien salvos had been easily defeated by the Tribals, increasing their growing stature within the Commonwealth Navy. The SS-N-2 Sunburns, despite being an eight-year old design that was now two generations out of date, had performed well and caused significant damage to the alien intruders. One alien ship had been destroyed, albeit through a very fortunate series of internal explosions, and two more damaged. The four survivors were fleeing in a disorganised manner with two ships at 4403 km/s, the damaged Grendel at 3853 km/s and the crippled Hrothgar at 2752 km/s.

The Salt Lake system had not yet been surveyed so Rear Admiral Gilles was keen to find out to where the aliens were fleeing. Therefore she ordered new salvos of twenty missiles each to be fired at the two damaged alien ships while her fleet slowly gained on the two moving at full speed. It soon became apparent that the damaged Grendel was bearing away from the course followed by the other three ships. While the intact alien ships and the Hrothgar were on a course of 311 degrees, the Grendel was on a course of 294 degrees. There was no obvious reason for this particular ship to choose a different heading, although Rear Admiral Gilles suspected the aliens were moving toward separate jump points.

In case anyone was wondering, the aliens are an NPR

Steve
 

Offline Beersatron

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Re: Trans-Newtonian Campaign - Part 17
« Reply #2 on: June 22, 2009, 01:36:43 PM »
Cliffhanger! :)
 

Offline waresky

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Re: Trans-Newtonian Campaign - Part 17
« Reply #3 on: June 23, 2009, 11:41:41 AM »
Good reaction Steve..:D
in "your" same campaign scenario,ive LOST same colony,because my (yours) battle fleets are engaged on another NPR ecnounter.
This NPR attack and destroy the small colony on planet,without warning.
good history,Steve.

See ya.
 

Offline Steve Walmsley

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Re: Trans-Newtonian Campaign - Part 17
« Reply #4 on: June 26, 2009, 02:50:56 PM »
A further update

At 13:16, forty-five minutes after the second Commonwealth missile launch, the first salvo of missiles reached the crippled Hrothgar. There was no sign of any defensive anti-missile fire, which indicated that if the thin-skinned Hrothgar was an escort vessel, the initial damage has taken out something vital such as fire control or active sensor. A ripple of missile detonations was punctuated by an magazine explosion and the alien ship disintegrated. The damaged Grendel, which had been moving away from the rest of the alien fleet, reversed course and headed for the Hrothgar life pods. Three minutes later it was struck seven times by the second Commonwealth salvo. The atmospheric loss that accompanied five of the hits suggested considerable internal damage; the ship slowed to 1100 km/s and continued on course for the life pods.

Rear Admiral Gilles decided to refrain from further missile attacks, conscious of her limited supply and the continuing missile shortage within the Commonwealth. Instead, she intended to close on the crippled vessel and destroy it with the railguns of the Trafalgar class escorts. Thirty-five minutes after the missile strike, the damaged ship repaired an engine and increased speed to 1651 km/s. Fifteen minutes later it recovered the life pods and resumed its original course, diverging from that of the two intact ships. By this point the leading Commonwealth ships were twenty million kilometres away from the crippled Grendel and forty million from the other two ships.

Once the fleet closed within two million kilometres of the alien warship, Rear Admiral Gilles detached the Trafalgar class escort Bellerophon while the rest of the fleet returned to its pursuit of the Beowulf and the undamaged Grendel. The Admiral saw no point in risking more than one ship if the alien did turn out to be armed with beam weapons.

[attachment=2:2ecmzt2j]CloseForTheKill.GIF[/attachment:2ecmzt2j]
Bellerophon moved to point blank range and engaged the 5450 ton alien vessel with just three of her nine 10cm Advanced Railguns, keeping the other six linked to fire controls set up for missile defence. Her initial salvo scored eleven strength-1 hits, seven of which penetrated the armour. With no resistance evident and no way to demand surrender, Bellerophon's captain, Commander Valentine Lamarliere, ordered his tactical officer to turn all available weapons on the alien, obliterating it in a hail of fire. The Commonwealth destroyer moved in and picked up one hundred and fourteen alien survivors from life pods than raced after the rest of the expeditionary force. The aliens were humanoid in shape, although taller than humans, and had a knobbly, chitinous exoskeleton covering their entire body. Attempts to communicate began immediately, primarily so that any captured alien crews could provide intelligence. Thereafter, the situation in Salt Lake became a simple stern chase, with the expeditionary force gradually closing on the two remaining alien ships.

In the Washington system, the newly refitted survey ship Galileo arrived at the capital. Although the ship was intended to begin a survey of the systems in the San Francisco nebula, the discovery of a new, hostile alien race in Salt Lake had changed those plans. The ship was immediately dispatched to support Rear Admiral Gilles in case the aliens did not reveal their entry point. The more advanced Magellan class survey cruisers were all involved in a survey of the Rosyth system, seven transits from Salt Lake, so the Fleet Admirals had decided to send Galileo rather than wait longer for the more capable ships.

Meanwhile, the pursuit across Salt Lake continued. At 00:24 on June 14th, sixty hours after the battle, with the Commonwealth ships less than twenty-three million kilometres behind the fleeing aliens, the two alien ships vanished into a previously unknown jump point. The active sensors on the two battlecruisers pinpointed the location; one point seven billion kilometres from the Salt Lake primary on a bearing of 317. Reluctant to risk the battlecruisers in a probe of the jump point, Admiral Gilles decide to hold position and request both instructions and assistance. The escorts were less critical units but their sensors were extremely short-ranged so they were of little use as scouts. The immediate response of the Fleet Admirals was to dispatch the fleet support vessel Aconcagua with fuel and maintenance supplies and the collier Douglas with ninety SS-N-2 Sunburns to partially replace those expended plus eight large thermal sensor buoys and a dozen SR-N-1 Raven Recon Drones. There was little available in terms of reinforcements without seriously compromising security in another part of the Commonwealth and Salt Lake was simply not important enough to consider such risks. For the moment, the expeditionary force was ordered to hold its position and interdict any alien traffic through the jump point.

Fourteen hours after the transit of the two alien warships, a new contact was detected at the edge of sensor range, en route to the same jump point from the south-west. Designated as the Breca class, the new ship was 3000 tons and moving at 4000 km/s.

[attachment=1:2ecmzt2j]SaltLakeNewJP.GIF[/attachment:2ecmzt2j]
[attachment=0:2ecmzt2j]SL-NewContact.GIF[/attachment:2ecmzt2j]
Guessing it was too small to be a warship, Rear Admiral Gilles assumed it was some type of scout or survey ship and ordered the launch of a single volley of ten SS-N-2 Sunburns. Forty-two minutes later, with no sign of defensive fire, the missiles reached the alien vessel. Despite almost a fifty percent chance to hit, only two missiles struck their target, both of which resulted in atmosphere loss. The only visible sign of damage was a drop in speed to 3000 km/s. Unwilling to expend further missiles on a minor target, the Admiral detached Bellerophon once more, with orders to intercept and destroy the damaged Breca. Commander Lamarliere carried out his assignment in his usual efficient way and the alien was eliminated twenty million kilometres from the jump point. Sixty-seven survivors were picked up.

The events in Salt Lake highlighted the Commonwealth's need for a way of setting up fleet bases away from major population centres. This resulted in a design for the Mulberry class Maintenance Base, a PDC that contained five maintenance modules. Although the base would only be capable of providing maintenance support for ships of up to 1000 tons, several Mulberrys working together could provide support for much larger vessels. It was more expensive than building normal maintenance facilities, far less flexible as it could not be moved once built or assembled and it could not produce maintenance supplies. However, it could be setup on small moons or even asteroids and required no supporting population, allowing much greater choice in terms of the location of a fleet base. Raw materials and maintenance supplies would need to be shipped in if required.

Code: [Select]
Mulberry class Maintenance Base    6650 tons     645 Crew     1086.2 BP      TCS 133  TH 0  EM 0
Armour 5-31     Sensors 1/0     Damage Control Rating 0     PPV 0
Maintenance Modules: 5 module(s) capable of supporting ships of 1000 tons
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections

Steve
 

Offline sloanjh

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Re: Trans-Newtonian Campaign - Part 17
« Reply #5 on: June 26, 2009, 09:14:10 PM »
Quote from: "Steve Walmsley"
With no resistance evident and no way to demand surrender, Bellerophon's captain, Commander Valentine Lamarliere, ordered his tactical officer to turn all available weapons on the alien, obliterating it in a hail of fire.
Have you thought at all about surrender mechanisms?  I've run into this situation a lot - I ambush an unarmed survey vessel (silly aliens - always trying to survey the same survey point...), knock out all its engines, then have to destroy the hulk because there's no way to demand or recognize surrender.  I like the idea of boarding shuttles and boarding parties/marines, but realize that's a bit much on the coding side....

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The aliens were humanoid in shape, although taller than humans, and had a knobbly, chitinous exoskeleton covering their entire body.
How did your race figure this out?  The "Races" (ctrl-F2) screen doesn't show any computer-controlled NPR for me, even if they've been contacted/captured.  (BTW, I'm expecting an answer of "I used my deity-like powers as the author of the game :-)" )  

BTW, I've also not yet seen any intel come out of prisoner interrogations, even though I've probably captured prisoners from 20-30 ships from this race (although I forgot to attempt communications for a long time, so only 10 pickups might have happened since I had comm established).
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Guessing it was too small to be a warship, Rear Admiral Gilles assumed it was some type of scout or survey ship and ordered the launch of a single volley of ten SS-N-2 Sunburns. Forty-two minutes later, with no sign of defensive fire, the missiles reached the alien vessel. Despite almost a fifty percent chance to hit, only two missiles struck their target, both of which resulted in atmosphere loss.
I noticed a similar effect (few hits from big salvo) when ambushing survey ships.  To counter-act it, I've started using ripple-fire volleys, where I fire one missile every 5 seconds for a fleeing or stationary target (for a closing target, I would probably use a 10 second spacing).  The advantage of this is that the first hit slows down the target, raising the hit probability of follow-on missiles.  The ripple fire is a bit of a micro-management pain to control, though, since you have to advance in 5-second increments and change launcher assignments every timestep.  I suspect you wouldn't want to ripple-fire at a target that had anti-missile defenses, though :-)

John
 

Offline Steve Walmsley

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Re: Trans-Newtonian Campaign - Part 17
« Reply #6 on: June 26, 2009, 10:00:35 PM »
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
With no resistance evident and no way to demand surrender, Bellerophon's captain, Commander Valentine Lamarliere, ordered his tactical officer to turn all available weapons on the alien, obliterating it in a hail of fire.
Have you thought at all about surrender mechanisms?  I've run into this situation a lot - I ambush an unarmed survey vessel (silly aliens - always trying to survey the same survey point...), knock out all its engines, then have to destroy the hulk because there's no way to demand or recognize surrender.  I like the idea of boarding shuttles and boarding parties/marines, but realize that's a bit much on the coding side....
I have been thinking about surrenders, partly because of the above situation and partly to make true pirates more doable. I think the simplest way would be to carry out some form of check when a ship was damaged. If the ship is unarmed or unable to fire and there are no friendly forces within a certain range then I think surrender should be possible. I just need to work out some parameters. As to boarding, I am not against the idea but I would need to come up with some realistic mechanism. Perhaps a fighter-size craft with a mechanical grapple and a new Marines/Barracks system for ships. The actual combat resolution for boarders shouldn't be too difficult.

Quote
Quote
The aliens were humanoid in shape, although taller than humans, and had a knobbly, chitinous exoskeleton covering their entire body.
How did your race figure this out?  The "Races" (ctrl-F2) screen doesn't show any computer-controlled NPR for me, even if they've been contacted/captured.  (BTW, I'm expecting an answer of "I used my deity-like powers as the author of the game :-)
That is a good idea. In this case the chance to hit was 47% so I just rolled horribly :)

Steve
 

Offline sloanjh

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Re: Trans-Newtonian Campaign - Part 17
« Reply #7 on: June 27, 2009, 01:03:33 AM »
Quote from: "Steve Walmsley"
have been thinking about surrenders, partly because of the above situation and partly to make true pirates more doable. I think the simplest way would be to carry out some form of check when a ship was damaged. If the ship is unarmed or unable to fire and there are no friendly forces within a certain range then I think surrender should be possible. I just need to work out some parameters. As to boarding, I am not against the idea but I would need to come up with some realistic mechanism. Perhaps a fighter-size craft with a mechanical grapple and a new Marines/Barracks system for ships. The actual combat resolution for boarders shouldn't be too difficult.....
I was actually (partially) wondering if you've thought about the physical mechanism a ship would use to indicate that it's surrendered, especially if it was a "first contact" situation (i.e. no comms).  The Honorverse uses "striking the wedge", but in Aurora that could just mean total engine failure (but still working weapons systems), plus who knows if an alien would recognize that as a surrender signal.  The easy (i.e. most I would lobby for in 4.1) option is to assume the odds of a surrender being recognized is folded into the surrender chance, i.e. not deal with it :-)  This issue is also (partially) why I mentioned boarding - the real test of whether an enemy has surrendered is when you try to put a prize crew on board....
Quote
For v4.0 it would have to be deity-like powers but on the new v4.1 Foreign Relations window, you get a picture of any race with which you establish comms. I guess I could update that to include any race for which you have prisoners. Capturing crews adds espionage points. You get one point for every 10 crew and the cube of the rank of any captured officer. So 1 point for rank 1, 8 points for ranks 2, 27 points for ranks 3, etc. Once you reach 100 points you get a check on the espionage table, although that will not always result in gaining knowledge. If you don't have comms then any points gained from this source are reduced by 80%
Aaaah - that probably explains it.  I've been picking up ~20-50 personnel per ship, and gathered crew from ~20 ships, so I'm probably only just now reaching the 100 points.  Will the message tell me if I picked up any officers?  So far I haven't seen any....

John
 

Offline mrwigggles

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Re: Trans-Newtonian Campaign - Part 17
« Reply #8 on: January 15, 2010, 02:30:28 PM »
Boo!

This story has been so freaken awesome so far, and having it end with no conclusion is making me all foamy at the mouth!

I spent two day straight reading it.
 

Offline Steve Walmsley

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Re: Trans-Newtonian Campaign - Part 17
« Reply #9 on: January 15, 2010, 02:36:15 PM »
Quote from: "mrwigggles"
Boo!

This story has been so freaken awesome so far, and having it end with no conclusion is making me all foamy at the mouth!

I spent two day straight reading it.
Allowing me to write stories like this one is why I designed Aurora. Unfortunately, I then add a few new toys and decide to start a new campaign :). Eventually I will recreate a Rigellian Diary type campaign (one I played in Starfire with a write-up much longer than this one), that will really grab my imagination and go on for months or maybe even years.

Steve
 

Offline Morrigi

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Re: Trans-Newtonian Campaign - Part 17
« Reply #10 on: January 22, 2010, 02:33:25 PM »
Great series, great stories. I spent last night and a good part of today reading them, having nothing else to do. They're helping me understand aurora a bit more which is always great for a noob like me :P
 

Offline TheLastRonin

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Re: Trans-Newtonian Campaign - Part 17
« Reply #11 on: January 31, 2010, 09:45:33 PM »
Steve (sorry if this has been answered) are you playing all the Earth factions or are you playing one and letting the AI do the rest? If so which one are you playing? I'm reading through the first part of your write-up and I'm wondering how you got such detailed information without controlling all the factions?
 

Offline Father Tim

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Re: Trans-Newtonian Campaign - Part 17
« Reply #12 on: February 01, 2010, 07:39:29 AM »
This campaign predates the NPR AI programming, so Steve was playing all the factions (as well as the aliens).  Steve has said the separate naming themes and maps really help him get in the 'mindset' of each empire, and base decisions only on what they know.
 

Offline waresky

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Re: Trans-Newtonian Campaign - Part 17
« Reply #13 on: February 01, 2010, 03:55:13 PM »
Awesome's Steve "EvilMind" when take a Alien's side:P

I like that.

George.
 

Offline Steve Walmsley

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Re: Trans-Newtonian Campaign - Part 17
« Reply #14 on: February 02, 2010, 08:19:17 AM »
Quote from: "TheLastRonin"
Steve (sorry if this has been answered) are you playing all the Earth factions or are you playing one and letting the AI do the rest? If so which one are you playing? I'm reading through the first part of your write-up and I'm wondering how you got such detailed information without controlling all the factions?
I am playing all the Earth factions. Some of the aliens are AI-controlled (The ones that attacked New London for example) but the Tulan were controlled by me.

Steve
 

 

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