Author Topic: More questions but it is starting to make sense  (Read 7896 times)

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Offline UnLimiTeD

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Re: More questions but it is starting to make sense
« Reply #45 on: April 07, 2010, 09:15:17 AM »
Use a mass Driver.
Set target Destination Earth.
Have a Mass Driver on Earth to catch the Packets.
 

Offline Hawkeye

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Re: More questions but it is starting to make sense
« Reply #46 on: April 07, 2010, 10:43:08 AM »
Quote from: "Hyfrydle"
 
The final requirement is fire control and this is the part I don't understand so any help would be appreciated.

Each area can be improved by research.

So in a combat situation the sensors detect a craft and the range is given on the system map the trick then is to get within range to fire. The missiles can fire on any target as long as it is on sensors of a craft in the same fleet. So the best case scenario is to have sensors that have a range at least as far as the range of the misiles.

Missiles come in two main varieties anti-ship and point defense with the only difference been the way the fire controls are setup.

Well that's my understanding so far please enlighten me if it's incorrect.

Re. Missile Firecons:

You need a missile firecon to fire at a target, that has been "tagged" by your active sensor (duh)

Your missile firecons (MFC from here on) are designed quite similar to active sensors (they are even on the same tab for desiging system as sensors are)
Like Sensors, MFCs have a resolution. If you want to use a MFC against enemy missiles (i.e. point defense) your MFC should have a resolution of 1.
If you expect enemy gunboats, a resolution of 15 to 20 is advisable, while against enemy ships resolution 50+ should be used.

After an engagement with the swarm, I am now in the process of refitting my missile ships with an additional, res-16 MFC, so I can engage them at long range.

You can engage a small enemy ship with a MFC with a larger resolution, but the same formula as for sensors applies (Range x ((Target size) / (Resolution))^2)
I.e. If your target is half the size of your resolution, you can engage it at only one quarter the MFCs maximum range.

The maximum range is also affected by enemy ECM. ECM-10 reduces range by 10% and so on. This can be countered by ECCM.
If, for example, your enemy mounts ECM-30 and your ship has an ECCM-20 assigned to the MFC, the total malus to range is 10%
ECM does not add, so only one per ship is needed, ECCM, however, only works on the single Firecon it is assigned to, so if you have 3 MFCs and want all of them to have ECCM, you need 3 ECCM.

Hope this helps.
Ralph Hoenig, Germany
 

Offline Deutschbag

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Re: More questions but it is starting to make sense
« Reply #47 on: April 07, 2010, 11:42:48 AM »
Quote from: "UnLimiTeD"
Use a mass Driver.
Set target Destination Earth.
Have a Mass Driver on Earth to catch the Packets.

Alright. Do I need one mass driver on Earth for each one on the mining colony in question?

And what if the colony is in a system other than Sol but I still need to get it to Earth? Same question as before. Do I need to set up a route with my freighters manually, or will civilians do it for me? Is it possible to set up mineral contracts in a similar way as it is possible to set up installation contracts? Also, can mass drivers fire packets through jump gates?

Edit: Oh, one more unrelated question. When you send a xenology team to recover a ruin and it comes back with the name, what does the "TL#" after the name mean? For instance, I recovered a ruined settlement, and the name of the empire to which it belonged was "Sivor Protectorate", and in the colony summary screen, it says "Sivor Protectorate - TL1" under the abandoned installation count. Does it perhaps mean "Technology Level"? And if so, what's the difference between, say, TL1 and TL2?
 

Offline Brian Neumann

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Re: More questions but it is starting to make sense
« Reply #48 on: April 07, 2010, 12:15:27 PM »
Quote from: "Deutschbag"
Quote from: "UnLimiTeD"
Use a mass Driver.
Set target Destination Earth.
Have a Mass Driver on Earth to catch the Packets.

Alright. Do I need one mass driver on Earth for each one on the mining colony in question?

And what if the colony is in a system other than Sol but I still need to get it to Earth? Same question as before. Do I need to set up a route with my freighters manually, or will civilians do it for me? Is it possible to set up mineral contracts in a similar way as it is possible to set up installation contracts? Also, can mass drivers fire packets through jump gates?

Edit: Oh, one more unrelated question. When you send a xenology team to recover a ruin and it comes back with the name, what does the "TL#" after the name mean? For instance, I recovered a ruined settlement, and the name of the empire to which it belonged was "Sivor Protectorate", and in the colony summary screen, it says "Sivor Protectorate - TL1" under the abandoned installation count. Does it perhaps mean "Technology Level"? And if so, what's the difference between, say, TL1 and TL2?

1.)  You will need one mass driver on the recieving end and at least one per mining point.  You may need more if the mining point generates enough minerals, generally around 60 minerals per month if you have all 11 minerals in the same location.

2.)  Mass drivers only work within the system.  They do not go through warp points.  I have not tried to set up a civilian contract to handle the jp yet.  Usually what I do is to find the nearest piece of rock to the wp, put a mass driver on it and have all the others in the system send it to there.  My ship comes by and picks up from this location therby saving me lots of time in system.

3.)  The TL listed is an indication of how high tech the systems recovered will be.  TL1  will be the first generation of equipment.  TL 5 is the highest I have seen and will get you 5th generation equipment,  For example you can get Nuclear pulse engines for TL2 and Capaciter 2 weapons.  TL 5 systems would be ECCM-5, 25cm Far UV Laser with a Capaciter 5.  The higher the TL the better the equipment that you will find.  The tech you get sometimes from reactivating a reasearch lab is different.  It will be a random tech that you could currently reasearch, or one of the "advanced" techs that are only available from these labs.

Brian
 

Offline Deutschbag

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Re: More questions but it is starting to make sense
« Reply #49 on: April 07, 2010, 01:29:32 PM »
Quote from: "Brian"
Quote from: "Deutschbag"
Quote from: "UnLimiTeD"
Use a mass Driver.
Set target Destination Earth.
Have a Mass Driver on Earth to catch the Packets.

Alright. Do I need one mass driver on Earth for each one on the mining colony in question?

And what if the colony is in a system other than Sol but I still need to get it to Earth? Same question as before. Do I need to set up a route with my freighters manually, or will civilians do it for me? Is it possible to set up mineral contracts in a similar way as it is possible to set up installation contracts? Also, can mass drivers fire packets through jump gates?

Edit: Oh, one more unrelated question. When you send a xenology team to recover a ruin and it comes back with the name, what does the "TL#" after the name mean? For instance, I recovered a ruined settlement, and the name of the empire to which it belonged was "Sivor Protectorate", and in the colony summary screen, it says "Sivor Protectorate - TL1" under the abandoned installation count. Does it perhaps mean "Technology Level"? And if so, what's the difference between, say, TL1 and TL2?

1.)  You will need one mass driver on the recieving end and at least one per mining point.  You may need more if the mining point generates enough minerals, generally around 60 minerals per month if you have all 11 minerals in the same location.

2.)  Mass drivers only work within the system.  They do not go through warp points.  I have not tried to set up a civilian contract to handle the jp yet.  Usually what I do is to find the nearest piece of rock to the wp, put a mass driver on it and have all the others in the system send it to there.  My ship comes by and picks up from this location therby saving me lots of time in system.

3.)  The TL listed is an indication of how high tech the systems recovered will be.  TL1  will be the first generation of equipment.  TL 5 is the highest I have seen and will get you 5th generation equipment,  For example you can get Nuclear pulse engines for TL2 and Capaciter 2 weapons.  TL 5 systems would be ECCM-5, 25cm Far UV Laser with a Capaciter 5.  The higher the TL the better the equipment that you will find.  The tech you get sometimes from reactivating a reasearch lab is different.  It will be a random tech that you could currently reasearch, or one of the "advanced" techs that are only available from these labs.

Brian

1. Alrighty.

2. Good idea, I hadn't thought of that... But then I haven't had more than one extra-solar mining colony in a single system yet, haha.

3. Alright, cool. I did in fact recover some ECCM modules from the settlement, which was a pleasant enough surprise. If you recover artifacts which you don't yet have the tech to reproduce on your own, can you reverse-engineer it in some way?
 

Offline The Shadow

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Re: More questions but it is starting to make sense
« Reply #50 on: April 07, 2010, 01:32:33 PM »
Quote from: "Deutschbag"
3. Alright, cool. I did in fact recover some ECCM modules from the settlement, which was a pleasant enough surprise. If you recover artifacts which you don't yet have the tech to reproduce on your own, can you reverse-engineer it in some way?

You can disassemble the components, giving you a 1-in-40 chance of each one to figure out the tech.

In 5.1, I understand that will change;  each component disassembled will instead give you 1-5% of the research points you need for it.
 

Offline Brian Neumann

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Re: More questions but it is starting to make sense
« Reply #51 on: April 07, 2010, 01:36:55 PM »
Quote from: "Deutschbag"
3. Alright, cool. I did in fact recover some ECCM modules from the settlement, which was a pleasant enough surprise. If you recover artifacts which you don't yet have the tech to reproduce on your own, can you reverse-engineer it in some way?
Yes.  On the Industrial tab of the Population on Production screen (F2) you can dissasemble any components that you have found.  You will need to go to the stockpile of components.  The button is on the left about 2/3 of the way down the screen.  You then select the component you want to dissasemble and press the dissasemble button.  Currently you have 1/40th chance per background tech to get something.  As of the next version (5.1) Steve has said it will be about 1-5% of the research points for a background system.  This is important as you will want to take the components to a planet with reasearch labs to finish the reasearch.

Brian

P.S.  You need to have a single ship with enough cargo capacity for the entire item to be shipped.  A system that is individually to big will not be moved by ship.
 

Offline Deutschbag

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Re: More questions but it is starting to make sense
« Reply #52 on: April 07, 2010, 05:31:41 PM »
Awesome, thanks guys, you've been much help.
 

Offline Hyfrydle (OP)

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Re: More questions but it is starting to make sense
« Reply #53 on: April 08, 2010, 02:34:27 AM »
The alien race I met the other night have now colonised a world two systems away from Sol and we are currently on neutral terms I have ships monitoring there activity.

Due to the discovery of an alien race we are starting to concentrate on defense so a Missile Cruiser has been designed. On the design the missile launchers state 5 missiles is this per salvo?

Also still having trouble keeping track of all my ships what do you guys do to help keep track and organise things?

Also what about starting a newbie story telling thread where we can all update the events in our empires and ask questions as they arise this would be a kind of learning by play kinda thing. If anyone fancys joining up with me and starting a thread please let me know.
 

Offline AndonSage

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Re: More questions but it is starting to make sense
« Reply #54 on: April 08, 2010, 03:42:00 AM »
Quote from: "Hyfrydle"
Also still having trouble keeping track of all my ships what do you guys do to help keep track and organise things?
Did you try my suggestion when I answered you previously, on page three of this thread?
"You can have peace. Or you can have freedom. Don't ever count on having both at once." - Robert A. Heinlein
"Just because you do not take an interest in politics doesn't mean politics won't take an interest in you!" - Pericles (430 B.C.)
"A government big enough to give you everyt
 

Offline Hyfrydle (OP)

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Re: More questions but it is starting to make sense
« Reply #55 on: April 08, 2010, 03:56:22 AM »
Yes and I'm still having trouble seem to be constantly renaming fleets and having to reassign orders. Is there a way to group all ships at one location into a single fleet then move them to the location where there required and ungroup them to carry out tasks?

Maybe it's just me been very unorganised but I can see this becoming more of a problem as the number of ships, fleets and colonys grow.
 

Offline waresky

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Re: More questions but it is starting to make sense
« Reply #56 on: April 08, 2010, 04:16:43 AM »
am follow a "Traveller @" Naval doctrine,as Steve know also very well.

viewtopic.php?f=15&t=2337 (Squadroon Concept and Imperial Naval Doctrine" read..if u like this:)

Squadroon task concept.

When am build up a "specified Squadroon for specified task" am follow simple rule:
R Escort? so am build and TRAINING toghter the "Escort" task ships.
r Carrier?same above and so on.

am never join different task Squadroon because the situation goes very boring and badly to follow and left all ships alone..

ES 1 = Escortron squadroon 1 (and all ships inside never left the squadroon..to the death:)

when more squadroon need at same point am send all but never groupping all togheter.

this is my Naval doctrine.
 

Offline Hyfrydle (OP)

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Re: More questions but it is starting to make sense
« Reply #57 on: April 08, 2010, 04:27:31 AM »
How does this work with survey ships which work better alone is it best to have one survey fleet and split it up as and when required?

Only problem with doing the above is having to keep renaming the fleets here is an example:

Say I have a survey fleet of 2 grav survey ships, 2 geo survey ships and a jump tender this fleet is called survey 1. When I arrive in the system to be surveyed I need to detach all the ships and give them orders to survey individually. When the ships detach they are renamed whatever name the ship has. I leave the jump tender by the jump point just in case.

Once the system has been surveyed all ships then reform into the fleet and for some reason the now empty task groups are still in the list which is very confusing especially if I detach again because then duplicate names appear which causes error messages.

Is there a quick one click solution to reform a fleet of all ships at a location and also a way to keep orders for detached fleets this would make things much easier.

Hope this makes sense I think part of the problem is trying to learn the game as I go along so organisation has not been top of my agenda.
 

Offline waresky

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Re: More questions but it is starting to make sense
« Reply #58 on: April 08, 2010, 04:54:03 AM »
ahi ahi..u open a can of worm..:D

yes am know damn very well what u mean..
and r same problem of mine.
Survey,detach and regroup arent so clear.And arent easy to manage'them.
Steve can resolve or answer.
 

Offline Steve Walmsley

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Re: More questions but it is starting to make sense
« Reply #59 on: April 08, 2010, 07:48:34 AM »
Quote from: "Hyfrydle"
In my current game I'm starting to amass a fair few ships and the survey ships as noted in the tutorials work well alone not in a fleet so I now have ships all over the place. Is there anyway to organise things better and what methods do other people use? I know you can see what the ships are up to in the Tactical display but this doesn't allow you to select and go straight to the the ship which would be a good feature.
Assuming you are using the latest version, the easiest way to organise and maintain an overview of your fleets is to use the Naval Organization tab on the F12 Fleet window. viewtopic.php?f=1&t=2250

The F12 window also allows you to centre the map on each fleet as you select it so you can cycle through and see what every fleet is doing

Another way is to use the F11 Galactic map, which shows which systems contain ships. If you make sure the OOB sidebar view is selected then clicking on a system will list the ships within that system.

Steve