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The Academy / Re: How do your fighter survie the size1 missle spam?
« Last post by Michael Sandy on November 06, 2021, 01:32:16 AM »
If you know the location of the launching ship, and you know the range of their AMMs, and your fighters are faster than the target ship then it isn't really a problem.

You simply have your fighters enter enemy AMM range, and withdraw out of range.  Over and over until the enemy runs out of AMMs.

The trick is finding out what the maximum range of those AMMs, and ensuring the enemy launches when your fighters can get out of that range.

Or build some over-engined scouts, with more endurance than your strike fighters, which go ahead of your strike fighters to bait out AMMs.

A lot of my campaigns are scouting forays with the intent of finding out the specific ranges of enemy weapons, sensors, ship speeds, etc.  These scouting expeditions may take significant casualties, but if they get accurate information they can lead to very efficient victories.
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The Academy / Re: Diplomacy Rating
« Last post by db48x on November 02, 2021, 11:59:57 AM »
That number also represents the effort that the aliens have put in to your opinion of them, in an effort to make peace with you. However, I do agree that your diplomats should be able to find out something of their opinion of you. Even if they could only find out if it was positive/neutral/negative it would be an improvement.

But generally if you are using a small commercial–engined diplomatic ship, and it’s the only ship in their territory, then their relationship with you will be going up even if they are asking that ship to leave every week. You get a penalty from having your diplo ship in their system, but the diplomat can usually raise their opinion by a greater amount than the penalty. Might not work if your diplo ship is trespassing in their home system though; I would have to reexamine the numbers.
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The Academy / Re: Diplomacy Rating
« Last post by Steve Walmsley on November 01, 2021, 04:30:33 AM »
That number is absolutely useless to me as a player and henceforth will be completely ignored.

That number determines the options you have in dealing with the alien Empire. For example, trade treaties, geo sharing, grav sharing, technology sharing, friendly status, military alliance, etc. are all made available at different values of that number. Setting up those treaties will make it much more likely that the aliens will reciprocate.
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The Academy / Re: Diplomacy Rating
« Last post by Fistandantillus7 on November 01, 2021, 03:02:42 AM »
Well, as a game mechanic that deserves several expletive filled disparaging comments.
… If they are not shooting at your diplomatic ship and not sending threats to leave then you can be certain your relations are improving. …
Absolutely wrong. That is how I figured out the number is the opposite of what I thought. Turns out, they stopped sending leave messages because they have decided they hate my guts. And they were not shooting because they are in active combat with another AI.

As a human player, that value being positive or negative has no necessary relationship with how I plan to treat the AI. In addition it tells me nothing about what the AI thinks of me. What game mechanic is impacted by that number? Will my people riot and collapse my economy if I go to war with a race they like?

That number is absolutely useless to me as a player and henceforth will be completely ignored.
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The Academy / Re: Diplomacy Rating
« Last post by Rich.h on October 31, 2021, 05:29:06 PM »
Well, as a game mechanic that deserves several expletive filled disparaging comments.

It's a fairly solid mechanic that works. If they are not shooting at your diplomatic ship and not sending threats to leave then you can be certain your relations are improving. How long will it be until you can get that trade treaty signed and can you hurry it along? Well no that is the beauty of interstellar politics, more distance - more red tape buerocratcs.
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The Academy / Re: Diplomacy Rating
« Last post by Fistandantillus7 on October 30, 2021, 12:44:59 PM »
Well, as a game mechanic that deserves several expletive filled disparaging comments.
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The Academy / Re: Diplomacy Rating
« Last post by Ektor on October 28, 2021, 09:29:53 PM »
It's your people's opinion of the aliens. Diplomacy is bilateral, you can't know for sure what they think unless they open new treaties.
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The Academy / Diplomacy Rating
« Last post by Fistandantillus7 on October 28, 2021, 09:15:59 PM »
Is the "Diplomacy Rating" shown on the Intelligence and Foreign Relations window the NPC's opinion of me or what my theoretical opinion of the aliens would be if I was an AI. I have been assuming it is the former, but after looking at the relevant table in the database I think I was wrong.
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The Academy / Re: How do your fighter survie the size1 missle spam?
« Last post by nuclearslurpee on October 21, 2021, 07:15:22 AM »
Some folks mentioned that gauss is only effective when at high enough tech levels.
Still, gauss is probably one of, if not the best Point-Defense weapon.
So you could try putting them on fighters.

Railguns are more space efficient than Gauss for PD on a fighter as you don't use or need turrets. Railguns also require far less research to be effective in this regard. Gauss only become better if you fire six or more shots with them if memory serves me well.

Actually a bit worse for Gauss as ROF 8 tech is required to break even. At ROF 6 it is very close but usually it is possible to build a R3 reactor for the railgun which is <1 HS in size by the time you reach any tech level remotely close to Gauss ROF 6.
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The Academy / Re: How do your fighter survie the size1 missle spam?
« Last post by Garfunkel on October 21, 2021, 06:32:33 AM »
Yeah, for fighters which are always going to be fast as you can make them, railguns remain the superior choice. Gauss turrets can be more effective at high enough tech levels but they are also big and with fighters you lose their main advantage - turret tracking speed being separate from ship speed.

To OP, all the answers have already been given. I'd just point out that the easiest solution is that you don't, as was also mentioned. AMM spam is literally the rock against the scissors of beam fighters.

If you absolutely must fight your enemy with beam fighters, and you don't have time to design and build PD-fighters to accompany them, then use your commercial ships - transport, colony ships, tankers - as emergency "tanks" to absorb the AMMs. Send them in first to deplete the enemy missile stocks and send your fighters after them. It's extremely wasteful but better than getting your home world nuked from the orbit.
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