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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by smoelf on Today at 01:20:23 AM »
Colonization of Ciutric is finally underway, decades after finishing the construction of a jump gate. The encounter of hostile forces in neighboring systems put colonization efforts to a halt as it was a little too close for comfort. However, since the successful second foray into Lankashiir with a new generation of attack crafts, the mobile hostile ships has been dealt with and it seems safe for the time being to start shipping the infrastructure. This will provide a much needed boost in corundium for our mining efforts.

Meanwhile, the fleet has undergone a much needed, complete overhaul. Recent breakthroughs in propulsion technology has paved the way for a new generation of engines.

Diplomatic endeavours with the Tarsis Empire is progressing at a steady pace. Diplomatic ships from each side have met at the Dorin-Pakuuni jumppoint and a temporary neutral ground has been established until embassies can be set up. We are considering expanding the network of jumpgates to meet the Tarsis efforts and allow for trade access. However, this will require the thorough elimination of the Palanhi aliens. Hostile from the beginning, they repelled our first efforts to subdue them, but once we have finished training the new set of elite raiders, designed specifically to fight in the cold, desert landscape of Palanhi-A III, we will set out once again. This time we even have the aid of the mighty Frost Wyrms, captured on our own poles and tamed for battle. This will be a spectacle for a generation.

C# Bureau of Design / Re: Max-Tech Dakka Battlecruiser
« Last post by xenoscepter on Today at 01:19:42 AM »
 --- Since I'm on a MaxTech kick myself, I thought I'd weigh in on this one. Here's my take on your Railgun ship:

Lexington-Class Kinetic Battlecruiser:
Code: [Select]
Lexington class Kinetic Battlecruiser      50,000 tons       1,592 Crew       73,180.7 BP       TCS 1,000    TH 75,000    EM 100,620
75001 km/s      Armour 25-120       Shields 3354-670       HTK 254      Sensors 37/37/0/0      DCR 75      PPV 94.25
Maint Life 1.92 Years     MSP 78,943    AFR 267%    IFR 3.7%    1YR 27,754    5YR 416,315    Max Repair 18750.00 MSP
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

T12500-100T Photonic Drive, Class 37500/150M (2)    Power 75000.0    Fuel Use 5.51%    Signature 37500.00    Explosion 15%
Fuel Capacity 2,000,000 Litres    Range 130.6 billion km (20 days at full power)
SR1677-670/T2500 Passive Defense Field Generator, Omega Class (2)     Recharge Time 670 seconds (5 per second)

Class 1 Naval Railgun, 50cm High-Velocity Type (15)    Range 1,400,000km     TS: 75,001 km/s     Power 15-15     RM 90,000 km    ROF 5       
Quad T50/17-60K Gauss Cannon, Class 8 Turret (4x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 60,000 km    ROF 5       
T300/1.4M-TS75K Beam FCS, Naval Grade (1)     Max Range: 1,400,000 km   TS: 75,000 km/s     99 99 98 97 96 96 95 94 94 93
T400/1.4M-TS100K Beam FCS, Naval Grade (1)     Max Range: 1,400,000 km   TS: 100,000 km/s     99 99 98 97 96 96 95 94 94 93
T100/226-27B100 Vacuum Energy Power Plant (1)     Total Power Output 226.3    Exp 50%

T100/10-75R1 Active Sensor Suite, Low Grade (1)     GPS 20     Range 21.9m km    MCR 2m km    Resolution 1
T25/37-5EM Passive Sensor Suite, High Grade (1)     Sensitivity 37.5     Detect Sig Strength 1000:  48.4m km
T25/37-5TH Passive Sensor Suite, High Grade (1)     Sensitivity 37.5     Detect Sig Strength 1000:  48.4m km

Compact ECCM-10 (2)         ECM 100

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

 --- I tried to stay as faithful as possible to your original design while attempting to make improvements on it. The 50cm Railguns offer 300 DPS compared to your 30cm Railguns with 280 DPS, all while doing it at a further range. My version of your Quad Gauss Turret uses 50 Ton Gauss Cannons to lighten the load, but their accuracy suffers with 17% compared to your 300 Ton's 100%. A pair of bigger, faster, boosted engines drive this version to 75,000 km/s, over twice the speed of the original, however this comes at the cost of needing WAY more fuel. I matched the fuel to your max burn time rather than your range, and came out with more than double the range anyway. Maintenance Life is less than half, but the IFR is a little better and this version carries a bit more MSP anyway. The engines are... expensive, to say the least. >.>;

 --- I cut way back on the number of Beam Fire Controls, while also reducing the ECM/ECCM count down. One Compact ECM and two Compact ECCM modules weigh the same as one Standard module of either type, saving a good deal of weight. The Active Sensors and the Passive Sensors ensure that the ship can provide it's own Target Locks as well as not be snuck up on too easily. Armor, shields and Deployment time all remain the same, while the DCR is a bit lower overall... 50 points lower to be exact. Not great, but on the bright side in a one on one fight, this version would never even be fired upon by the old version anyway, so it's a moot point really.
Which support ground units should I avoid giving the avoid combat trait?

Anything which does not fire in the ground combat phases.

Combat elements: Personal weapons, crew-served anti-personnel, anti-vehicle, bombardment, autocannon, and anti-air.

Non-combat elements: forward fire direction, logistics modules, headquarters, construction, geosurvey, xenoarcheology, and STOs.
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Tavik Toth on Yesterday at 06:20:56 PM »
Which support ground units should I avoid giving the avoid combat trait?
General C# Fiction / Über alles in der Welt - Election of 1938
« Last post by froggiest1982 on Yesterday at 04:26:30 PM »


Election night was due on the 31st of December 1938.

With the intentions of the Trade Party candidate already known, it was time for the Chancellor and the Republican candidate to draft their proposals.

After successfully delivering the Religion Ban, Chancellor Konovalova set her eyes on another important federalist battle: the institution of federal courts. The current constitution already allowed for state-controlled courts and the justice system. With the Germans now ruling over multiple countries that have had different constitutions until a few years ago, the only way to ensure consistent delivery of the law was to control everything directly.

The system did not allow for much freedom and complaints were often made over a procedure that would favour Germans over any other Republican Citizen pretty much in every ruling. The federal courts were an attempt of the Federalists to primarily promote their brand through a supposed regained freedom. In fact, while maintaining the state-controlled statute, the federalist component would have allowed courts to be assembled into the region of competence ensuring race or citizenship would have not been a bias during the ruling process. In reality, according to the constitution, the appointments of the single courts would have been still upon the central government judgement, so nothing much would have really changed unless the Republic as we knew it would have been changed as well.

Meanwhile, Jorg von Purgner understood that besides the Nationalists he could have counted also on the militarist vote independently of his Military Pension plan. He decided then to appeal the newcomer’s pool of votes instead. In doing that he could also bring on his side some Federalists with the institution of Free Trade legislation. Since the formation of new colonies on other planets, in the absence of clear regulation on interplanetary taxation, the rules of Earth applied to every trade deal and transaction of the Republic. Jorg proposed a Free Trade agreement for all goods that would have travelled from a planet to another with considerate savings on interplanetary duties, a new “off the rulings” taxation that the government was using to raise some cash due to the economic crisis.

In this election, 299 Senators would have been elected to follow the classic iter of Electing a Chancellor and forming a government. Before midnight, results came in:

  • FEDERALISTS 73 An outstanding performance driven by the popularity of the Chancellor thanks to the empathy demonstrated in dealing with the humanitarian crisis
  • PACIFISTS 52 The party is maintaining stable performances, losing some ground but remaining still popular
  • TRADE 60 The Trade Party managed to confirm themselves as a major player in the political landscape of the Republic. Again to have a proper majority, they will need to actively participate
  • NATIONALISTS 78 The Nationalists confirmed themselves as winners
  • MILITARISTS 34 Another good result considering the distrous polls prior the election with 4 more seats gained

The new senators proceeded then to the election of the Chancellor. The first round of preferences saw Iaraina Konovalova gaining 44.44% of the preferences with Kevin Selig and Jorg von Prugner ending up with respectively 29.97% and 25.59% of the preferences.
The preliminary results were then very similar to the ones in the previous election. As per the constitution, the 3rd candidate would have then been forced to drop his candidacy allowing for a final vote to be held between the first and the second. It was again the candidate of the Republicans, Admiral Jorg von Purgner to have been forced out from the run. With the Republicans more comfortable in governing along with a known Chancellor, the Admiral decided to pledge his supporters to vote for the Konovalova.

While not all his supporters decided to follow suit, the final result of 59.90% for the Chancellor was more than enough to counter the 43.10% of her rival’s preferences. Iaraina Konovalova was then confirmed as Chancellor of the Deutsche Republik for the second time. The Elected Chancellor proceeded then to analyze the coalition declaration of the senators. The possible Coalition numbers were as follows:

  • WAR PARTY 70

MAJORITY 149 seats

Before declaring the ruling coalition, a motion was called to contest the election. The high amount of spoil votes (6.73%) was concerning and left the feel of irregularities in many areas. Whilst the culprit was already identified in the vote held in the interplanetary colonies, where no proper police forces were present to ensure all procedures were followed, it was noted that even if all votes would have been given to any other party out of the potential majority that would have not sufficed to either form a new majority or elect a different Chancellor.

The motion was then dismissed without being discussed and the Chancellor proceeded to declare the winning coalition. With only the Republican or Democrat coalition sitting above the majority, the decision should have been to appoint either one. However, considering the Republican support and the fact that they had higher numbers, Iaraina declared the Republicans as the leading coalition for the Senate. The opposition would have then been composed of 118 seats against the 179 of the leading majority with over 60% of the total seats, close if not same as the previous term.

As expected, during her settlement speech the Chancellor elected ratified immediately her Federal Courts Legislation which the Senate would have discussed and approved within the first 100 days of the term.

This election had also seen an increase in the number of people voting with the 27.67% of the population actually deciding to exercise their rights for an increase of 1.46% and a total of 422.19 million people over the total eligible population of 1,111.04 million.

It looked like people were again gaining interest in politics and wanted their voices heard by the Republic.
Hevereyn / Hevereyn: Chapter 5
« Last post by doodle_sm on Yesterday at 03:11:25 PM »
Chapter 5: Dark Spires

Falldaris City, 1037
Dundari architects construct vast spire palaces made of ebony black materials which dominate the landscape of Falldara. These spires are illuminated by pillars of purple light illuminating from dark crystals harvested in the mines. Spire Palaces have labyrinthine halls, long passages, torture implements hung on the walls. Splendid and decadent smells fill the halls. If a human were to enter these halls, they would succumb to the intoxicating and luring chemicals in the air, rendering them ineffective in combat. There are doors which lead often to nowhere of importance. One such spire is the Citadelis in Falldaris City, seat of the Dundari house of Indrett. The exalted and regal Menelaus governed the cities of Falldaris under the approval of the Hevereyn and House Indrett.

"My cruel lord Menelaus." A thrall spoke quietly and bowed in servitude to the governor. Menelaus eyes barely glanced over the thrall "Speak quick and do not linger."
"The Hevereyn Concordat and House Fellshard sent word to you via the Dundari Arcane Nexus." The thrall said with gingerly caution. Menelaus rolled his dark purple eyes. "And? You're failing to speak quickly. You are lingering as well."

"Eternal lord of House Fellshard has given the planet of Foundall and Sharic to House Indrett with approval from the Hevereyn."
Menelaus suddenly locked eyes with the thrall. "The Hierarch gave Foundall and Sharic to... Indrett?"

Valtoc, capital of House Fellshard, 1037
Dundari architecture for Fellshard is smooth and curved. They're elegant in roundness and curvature. Walls have identical arches with mathematically calculated forms, albeit the decor in the interior design of Fellshard spires are quite spartan. The governor of Valtoc City is Dajvoor. In his office he keeps vast records of House Fellshard's history, finances, and members. These records are both physically copied and psychically memorized. Two of House Fellshard's aristocratic elite entered through the spiral door into the pristine office of Dajvoor. They both bow in perfect synchronization. "You may seat, brother and sister." The siblings wore robes with white and black fabrics. Their attire had the symbol of the Fellshard crystal on them.

Sister Viatt, 9th heir to House Fellshard, speaks in soft and deceptive tones: "The Hevereyn is in disarray after the collapse of the warlock and the witches of House Indrias." Dajvoor winches. The memory of the massacre of House Indrias is still fresh in his total recall. "Without sources of arcane communication, the Dundari civilization has lost contact with many of newly created or established off-world ships and settlements." The brother Piar spoke: "Hierarch Fellshard has decreed it is your responsibility to resolve the issue." Dajvoor hesitated, almost shaking his head. He nods instead. "Ofcourse." Dajvoor reasoned; this task is a fools errand or a well planned maneuver. Dajvoor's amassing of wealth and supporters from within House Fellshard put a target on his back. Hierarch Fellshard was a wolf among lambs, but he's afraid.

House Indrett
After the gift of Foundall and Sharic, House Indrett works towards exploration and colonization. House Captains of the Andrii and Valance are using the House Fellshard gateways, hoping to outwit and garner more favor with the House nobles. The Indrett nobles create the Accatran Protectorate with its capital being Foundall. This puppet government's design is to keep the vague sense of independence for the colonists while also retaining favor in the Hevereyn Concordat. The military plans to occupy the planet with Militia formations while the development of a naval patrol corvette is under way.

House Fellshard
Upset with House Indrett for the destruction of House Indrias, they now constantly seek to restore the knowledge that House Indrias held. Various expeditions are sent into the now necropolises of the House Indrias cities. Many explorers venture into the stars, discovering 4 new systems: Aeolus, Adrantis, Adastrapol, Aerius. The operational range of the Viral has strained exploration efforts because of their short range. Navy Designers hope to refit the ship. House Fellshard gifted Foundall and Sharic to get support from the Hevereyn. In secret, House Fellshard promises the Dahanii Tribes those planets after a takeover. In addition, House Fellshard has placed spies and agents to disrupt the bureaucracy in the Accatran system.
C# Suggestions / Re: C# Suggestions
« Last post by xenoscepter on Yesterday at 03:09:51 PM »
~snip snip~

I like all of these, internal armor would have to be incredibly expensive (tonnage and resource-wise) for it to be balanced IMO and also unavailable for stations that use structural shells.
Your bunker/transport idea is interesting because it allows infantry to better play a much larger role in offensives and also allows the player to explicitly define APCs/IFVs that transport troops.

 --- The Internal Armor wouldn't really need to be any more or less expensive in terms of resources or tonnage than Turret Armor already is. For one, since it adds HtK to everything mounted, this scales up tonnage wise quite quickly indeed. Secondly, since more armor already costs more anyway, you might as well just make it cost whatever that many layers would. Finally, HtK requires more repairs to fix and such is rather balanced in the sense that an Internally Armored ship may survive, but will be out of action while it undertakes repairs.
General Discussion / Re: Wow! Look at those Systems!
« Last post by Droll on Yesterday at 02:49:38 PM »
53bn carrying capacity would make for a hell of a shipyard complex.
C# Suggestions / Re: C# Suggestions
« Last post by Droll on Yesterday at 02:47:58 PM »
--- Internal Armor: In the Class Design Window, I'd like to see a second box for "Internal Armor". This would function just like Turret Armor, adding HtK per layer for each component added to the ship. So a ship with say, 5 Crew Quarters, an Engine and some smattering of other parts would have more HtK with 1 layer of Internal Armor over the exact same ship with 0, and so on and so forth. They would be heavier and more expensive than a ship without of course. :)

 --- "Bunker / Transport / Transport - Small" Ground Modules: For Static units only, Bunker modules would be a component that could apply the Static Unit's extra armor to all units either in the same formation as itself or those directly supporting it. It would have a specified tonnage much like an HQ module and would give diminishing returns much like an HQ module if more units than it can handle are added. Transport Modules would work the same way, but would only be for vehicles. Bunker modules would also confer their Hit Mod, that being of a Static unit as well as all other limitations of a Static unit to it's formation and any assigned to directly support it. Transport Modules would confer the Vehicle's armor and Hit Mods as well along with the Armor bonus for breakthroughs to any unit within it's formation. Transport modules would also differ from Bunker modules in that they would need to be directly support a formation to confer their bonus to it if not actually within the formation itself, while Bunkers would need to have formations assigned to directly support them instead. Transport - Small Modules would be smaller than regular Transport Modules, but would only count infantry. All three modules would confer their Terrain / Environment bonuses to units alongside their Hit Mod, Armor and other imitations, but only at half the rate. A new Ground Commander Trait, "Mechanized Operations" or something like that, could increase this... maybe up to like... 75% or something, idk.

 --- Missile Batteries: An STO unit that draws from the planet's own stockpiles. Missile Batteries use existing Missile Launchers, much like regular STOs, but any launcher used in them has double the fire rate. Missile Batteries consume ordinance from the planet's stockpiles, using missiles that are specified for them via some new UI element.

I like all of these, internal armor would have to be incredibly expensive (tonnage and resource-wise) for it to be balanced IMO and also unavailable for stations that use structural shells.
Your bunker/transport idea is interesting because it allows infantry to better play a much larger role in offensives and also allows the player to explicitly define APCs/IFVs that transport troops.
General Discussion / Re: Wow! Look at those Systems!
« Last post by xenoscepter on Yesterday at 02:21:19 PM »
How is it that all those asteroids have a colony cost of 1 when they don't have water, which I thought would make it a minimum colony cost of 2? I've never tried colonizing anything that required low G infrastructure... does low G infrastructure negate the need for hydro extent or something?

 --- I have no idea, to be honest with you. Might be a bug, might be WAI. Steve himself would need to weigh in on this as far as I know.
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