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C# Mechanics / Medals
« Last post by ExChairman on Today at 02:21:09 PM »
Is there a way to add more conditions for medals?
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General Discussion / Re: Aurora Question
« Last post by Black on Today at 12:17:22 PM »
OV means most likely that the fleet is overhauling. So it is waiting for overhaul to finish, before it can complete the task to refuel. Also, do you have Refuelling Capability on Earth? I don't play conventional start, but it is possible that there is no Spaceport or Refuelling Station present.

Number in System Generation and Display window shows if there is possibility for ground geological survey to discover new deposits. Higher number means higher chance. In main window, on the left side there is Survey Sites tab that show all these discovered sites.
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General Discussion / Aurora Question
« Last post by Kurt on Today at 11:25:39 AM »
Now that my Starfire campaign is wrapping up, I'm re-familiarizing myself with Aurora.  I've got the latest version installed, and after some trial and error I've managed to get a simple race up and running, starting from a conventional start.  The learning curve was a bit steep in the beginning, as a lot has changed since I last played Aurora, but I've mostly been able to figure things out, even if I'm not taking advantage of all of the bells and whistles yet.  I've built a couple of geo-survey ships and freighters, surveyed the inner solar system, and set up a couple of automated mining outposts.  Also, built simple garrison infantry battalions and then organized them into an infantry brigade with an HQ.  I know I made some mistakes there, but I'm learning, and the ground combat stuff is one of the biggest changes, I think, so I'm happy to have gotten that far. 

Having said that, I'm confused by some notations that have popped up that don't have any obvious explanation. 

The first is on the Naval Organization screen, Fleet selected, Movement orders tab.  I'm trying to give my survey ship orders to refuel, but its stuck.  I managed to run my survey ships out of fuel, something I used to do a lot in the old days until I learned to watch closer and set reasonable contingency orders.  So I figured out how to turn on SM mode and then manually relocated them to Earth.  One of them is overhauling, but the other one just sits there.  When I add an order to either refuel or overhaul, it shows up in the movement orders section, but with the following notation: Terra: Refuel from Colony (OV).  I suspect that the (OV) is trying to tell me there is a problem, and what it is, but I can't figure it out.

The second one is curiosity more than anything.  On the System Generation and Display window, the first column is the name of the system body, and the second is the type of system body.   In between is a column that shows the survey status.  I understand U, for un-surveyed, and M, for minerals present, but sometimes there is a number.  What is that number?  Sometimes it's just a number, and sometimes it's an M with a number, as in M3. 

I'm sure I'll have more questions in a bit.  Thanks in advance to anyone who can help!
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Bremen on Today at 09:39:50 AM »
Almost 3,000 AMMs? Not going to run that out of ammunition anytime soon.

That'd be pretty terrifying to try to close to beam range against, too. Those bases are always a pain.
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by AlStar on Today at 09:37:44 AM »
Almost 3,000 AMMs? Not going to run that out of ammunition anytime soon.
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NuclearSlurpee's Fiction / Re: The Stargate Command Campaign
« Last post by El Pip on Today at 03:19:49 AM »
I thought I would have weeks to digest the previous chapter, yet here we are again. We are indeed in the territory of behaviour unbecoming an AAR author.

Putting such thoughts to one side things are proceeding at an excellent pace, I for one am delighted to have skipped the "what are jump points, are their aliens, etc" portion that many AARs feel the need to include. Some may argue that two hostile aliens on the doorstep is excessive, but who am I to argue with a "lore-accurate AAR"?

It is a nice touch that Abydos is the first inhabited system, I feel I already know what the Danakreg home planet should be like - sand, souks, people being hit with sticks while looking at the distant Pyramids with a single tear in their eye, that sort of thing. They probably won't, but that is the image I have. Also after destroying the Dionysus I now have them pegged as miserable puritans.

I'd say something about the Chulak but there is little to say at present, naturally one has suspicions though and if correct I do look forward to how they are incorporated into this lore-accurate work.
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Steve Walmsley on Today at 03:03:24 AM »
Another factor I should have mentioned here is that the two Precursor bases, one armed with AMM and the other with energy PD, are each 29,000 tons, which is about double 'normal size', so this attack should probably be seen as equivalent to attacking four bases in a v2.1.1 game. This is because the AI has more varied design options in v2.2.

Num-Toorum class Missile Defence Base      29,068 tons       653 Crew       4,248.8 BP       TCS 581    TH 0    EM 0
1 km/s      Armour 7-84       Shields 0-0       HTK 142      Sensors 0/0/0/0      DCR 12-4      PPV 122
Maint Life 0.20 Years     MSP 1,096    AFR 563%    IFR 7.8%    1YR 5,392    5YR 80,885    Max Repair 1634.6 MSP
Magazine 5,532 / 222   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required   

Size 37 Decoy Launcher (6)     Decoy Size: 37    Hangar Reload 304 minutes    MF Reload 50 hours
Size 2 Missile Launcher (61)     Missile Size: 2    Rate of Fire 10
Missile Fire Control FC16-R1 (13)     Range 16.4m km    Resolution 1   ECCM-2
La Tablada Ship Decoy (6)    Signature: 7400 tons    ECM-2    Size: 37
Bahía Blanca AMM (2766)    Speed: 60,300 km/s    End: 0.5m     Range: 1.9m km    WH: 2.002    Size: 2    TH: 201/120/60

Active Search Sensor AS14-R1 (1)     GPS 80     Range 14.2m km    MCR 1.3m km    Resolution 1

Electronic Warfare Jammers:   Sensor 2    Fire Control 2    Missile 2   
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Steve Walmsley on Yesterday at 06:43:40 PM »
Very cool, but should it always reveal how many decoys there were like that?

Its only the decoys that were hit, not the total decoys.

Allow me to rephrase. Isn’t it the idea that the defender cannot distinguish the decoys from the real thing? Then the defender should see incoming salvos of “Size 12 ×20” instead of “Size 12 ×4”, and instead of seeing “12× … attacked Salvo ID3140 … Missiles Hit 0 Missiles Destroyed 0 Decoys Destroyed 7” they should see “12× … attacked Salvo ID3140 … Missiles Hit 7 Missiles Destroyed 7”.

(Granted that the information about decoys vs missiles is probably invaluable during development of the feature!)

The defender sees the missiles but not the decoys. However, any AMM that detonates without a missile being destroyed is assumed to have hit a decoy, so you can get any idea over time of how many decoys you are facing.

If the defender saw the total decoys plus missiles as a single total, that would initially cause havoc with AMM targeting with the defenders unable to generate enough AMMs to cover all the missiles/decoys, but the defender would eventually work out the right number of AMMs with which to target each type of enemy missile. However, that would involve a huge amount of micromanagement, so its a lot easier to hand wave that part and tell the player how many missiles they are facing. There is probably still some adjustment for AMMs numbers per missiles, but nothing like the chaos if every decoy was assigned multiple AMMs.
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Steve Walmsley on Yesterday at 06:31:31 PM »
How well do the missiles do against an opponent of the same tech level and tonnage?

That would very much depend on the design of the ships of the two races. In this case, the attackers are lower tech, but have a 5-1 tonnage advantage. However, a third of that tonnage is AMM escorts and energy escorts, which are not directly involved, and the ships launching missiles are hybrid energy/missile combatants (see example below), so only a portion of their tonnage is effective. Conversely, the bases they are attacking are designed purely for anti-missile defence.

Royal Sovereign class Battleship      28,125 tons       764 Crew       4,135.8 BP       TCS 562    TH 1,800    EM 0
3200 km/s      Armour 8-82       Shields 0-0       HTK 163      Sensors 6/24/0/0      DCR 20-7      PPV 156.8
Maint Life 2.22 Years     MSP 1,838    AFR 316%    IFR 4.4%    1YR 504    5YR 7,564    Max Repair 300 MSP
Magazine 963 / 0   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Parsons PN-600 Triple Expansion Gas-Core Drive (3)    Power 1800    Fuel Use 28.58%    Signature 600    Explosion 10%
Fuel Capacity 817,000 Litres    Range 18.3 billion km (66 days at full power)

Twin 8-inch Ultraviolet Laser Turret (4x2)    Range 256,000km     TS: 8000 km/s     Power 20-7     RM 40,000 km    ROF 15       
Twin 5-inch QF Ultraviolet Laser Turret (4x2)    Range 160,000km     TS: 8000 km/s     Power 8-8     RM 40,000 km    ROF 5       
4-inch QF Railgun  (8x4)    Range 20,000km     TS: 4,000 km/s     Power 3-3     RM 20,000 km    ROF 5       
Barr and Stroud MK I Primary Laser Fire Control  (2)     Max Range: 256,000 km   TS: 8,000 km/s    ECCM-1     96 92 88 84 80 77 73 69 65 61
Barr and Stroud MK I Railgun Fire Control  (2)     Max Range: 80,000 km   TS: 4,000 km/s    ECCM-1     88 75 62 50 38 25 12 0 0 0
R-21 Gaseous Fission Reactor (4)     Total Power Output 85.2    Exp 5%

Armstrong Whitworth AW-12 Missile Launcher (8)     Missile Size: 12    Rate of Fire 695
Maxwell MF-60 Missile Fire Control (2)     Range 63m km    Resolution 120   ECCM-1
Perseus Anti-Ship Missile (80)    Speed: 22,500 km/s    End: 29.7m     Range: 40.1m km    WH: 9    Size: 12    TH: 75/45/22

Maxwell MX-6M Missile Detection Sensor  (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
Maxwell MX-80 Active Search Sensor  (1)     GPS 13440     Range 83.3m km    Resolution 120
Rutherford RT-6 Thermal Sensor  (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Rutherford RE-24 EM Sensor  (1)     Sensitivity 24     Detect Sig Strength 1000:  38.7m km
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by nakorkren on Yesterday at 05:04:14 PM »
db48x, I can see that being more realistic. From a gameplay perspective challenge is that under that approach the only indication you would get that the enemy is using decoys is you having a lower than expected hit frequency, which would be pretty nuanced to figure out and could be quite frustrating if you couldn't figure it out. Probably better to give some feedback even if it's not entirely realistic.

For handwavium, you could always argue that the BFC/MFC can always figure out what happened (wrt which targets were real vs decoys) AFTER the fact, just not consistently real-time.
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