Author Topic: NPR vs NPR in my v4.77 Game  (Read 709 times)

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Offline Beersatron

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NPR vs NPR in my v4.77 Game
« on: January 13, 2010, 10:09:05 PM »
So I am minding my own business, cleaning up some salvage from Precursors I had stomped on and waiting for a Gate to finish construction when I notice the time increments going slow. So I turn on SM mode and have a look at events at it talks about possible NPR action. So I go one level up and look around the NPR event logs and see this:

[attachment=2:af6uovlr]startOfFight.png[/attachment:af6uovlr]

I hurriedly load up the system map and go to the mention system to find this:

[attachment=1:af6uovlr]missileSpam.png[/attachment:af6uovlr]

Looking around I then see:

[attachment=0:af6uovlr]lifepods.png[/attachment:af6uovlr]
 

Offline Beersatron

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Re: NPR vs NPR in my v4.77 Game
« Reply #1 on: January 13, 2010, 10:11:26 PM »
*new post because max attachments to a post is 3?!*

Zooming in on the blob of ships shows an interesting close range dance:

[attachment=1:1tefb1pk]knifeFight.png[/attachment:1tefb1pk]

I then looked at this NPRs galaxy map, cleaned it up because they do not move the systems about, and as you can see - this fight is happening right beside their homeworld!

[attachment=0:1tefb1pk]galaxyMap.png[/attachment:1tefb1pk]

They are getting seriously beat up, think I'll watch it for a bit :)
 

Offline Beersatron

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Re: NPR vs NPR in my v4.77 Game
« Reply #2 on: January 13, 2010, 10:26:03 PM »
I think this set of NPRs is gimped though :(

This is one of their main combatants and I was wondering why a missile ship was engaging so close when there were other missile ships doing the correct standoff lobing of missiles.

Code: [Select]
Reaver class Jump Battlecruiser    18900 tons     1570 Crew     3483.2 BP      TCS 378  TH 1800  EM 0
4761 km/s    JR 3-50     Armour 4-63     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 12     PPV 10
Annual Failure Rate: 238%    IFR: 3.3%    Maintenance Capacity 1382 MSP    Max Repair 1444 MSP
Magazine 176    

J19000(3-50) Military Jump Drive     Max Ship Size 19000 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (30)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 700,000 Litres    Range 83.3 billion km   (202 days at full power)

CIWS-120 (4x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 5 Missile Launcher (2)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC42-R76 (2)     Range 95.8m km    Resolution 76
Size 5 Anti-ship Missile (58)  Speed: 28,800 km/s   End: 0m    Range: 0m km   WH: 8    Size: 5    TH: 96 / 57 / 28

Active Search Sensor S126-R76 (1)     GPS 9576     Range 95.8m km    Resolution 76
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m 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

The missile they are equipped with has no fuel!

There are a number of other NPR designs that are the same. Luckily they have some missile destroyers of this or similar design:

Code: [Select]
Demoraliser class Missile Destroyer    6300 tons     539 Crew     850.6 BP      TCS 126  TH 600  EM 0
4761 km/s     Armour 3-30     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 4     PPV 15
Annual Failure Rate: 79%    IFR: 1.1%    Maintenance Capacity 338 MSP    Max Repair 63 MSP
Magazine 264    

Ion Engine E8 (10)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 71.4 billion km   (173 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 3 Missile Launcher (5)    Missile Size 3    Rate of Fire 30
Missile Fire Control FC21-R76 (1)     Range 47.9m km    Resolution 76
SturmFeur Anti-ship Missile (88)  Speed: 19,200 km/s   End: 52.1m    Range: 60m km   WH: 4    Size: 3    TH: 64 / 38 / 19

Active Search Sensor S63-R76 (1)     GPS 4788     Range 47.9m km    Resolution 76
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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

They do have escorts with Gauss Cannons and Anti Missiles but they wont fire the AMMs and I don't think Steve has put in any logic to handle that kind of situation yet.
 

Offline Beersatron

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Re: NPR vs NPR in my v4.77 Game
« Reply #3 on: January 13, 2010, 10:44:44 PM »
The AMMs actually are being fired at the Precursors! It is funny reading 'strength 1 explosion x48 detected' :D

I count 15 lifepods for the NPR, I think there may have been more lost before I came along to watch and that their life support has ran out. I can not see wrecks, even with the option checked so I'll just have to wait until my own race finds this system and subjugates the NPR! The NPR is going to win - but it will be a Phyrric victory are their economy is in debt and they appear to be resource low with little out-system resourcing.

Steve - if I go and fix the ordnance loadout for the ships that contain missiles with no fuel will the NPR code be able to handle the change?
 

Offline Steve Walmsley

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Re: NPR vs NPR in my v4.77 Game
« Reply #4 on: January 15, 2010, 02:44:11 PM »
Quote from: "Beersatron"
The AMMs actually are being fired at the Precursors! It is funny reading 'strength 1 explosion x48 detected' :)

I seem to remember fixing something along these lines a while ago but can't remember if it was supposed to be in v4.77. I am going to start my own new campaign soon so I will keep an eye on it.

The lack of wrecks is because NPRs can't detect them. They don't salvage yet so from a performance POV I saw no point in detecting things they can't interact with

Steve
 

 

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