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Posted by: Andrew
« on: April 10, 2024, 04:21:56 AM »

The staff officers of the Roman Navy have been sent for re-education after a missile salvo flew through the defenses of the fleet and destroyed a Bireme without being engaged and without the Bireme raising its shields.
It turns out when you refit ships to a new design they obvously lose their pre-existing weapon set ups and the new shields default to off, every ship in that fleet had just finished the e2 or e2 g1 refits and so not one of them had their weapons set up to fire or their shields on.Of course pre refit that fleet had been set up properly and I did not think to revisit that
Posted by: ISN
« on: April 07, 2024, 09:40:06 PM »

After watching Star Trek for the first time recently I was inspired to play a Star Trek-based game of Aurora. This has been something of a challenge as Aurora sadly isn't really set up for a Star Trek universe, so I've had to push the game quite a bit.

I'm using Real Stars with two NPRs, Klingons and Romulans. No Rakhas, Invaders, or Precursors; Aether Raiders are reskinned as the Orion Syndicate, and the Star Swarm are reskinned as the Borg. Ruins are set at 15% and minor races at 100%; the first minor race I came across I reskinned as the Vulcans.

One compromise I made is that unlike the Federation, I need dedicated warships. Rather than have every starship serve as both an exploration vessel and a combat vessel, I have a fleet of dedicated warships plus a few exploration cruisers meant to both conduct survey missions and hold their own in a fight. These are 32.5k ton vessels with a relatively small armament of phasers (particle beams) and photon torpedoes (short-range ASMs), shields and a deflector array (Gauss cannons) for defense, a 2.5 year deployment time, some probes, two shuttles to conduct gravitational surveys, and a geological survey sensor. (I conduct most geological surveys with small, dedicated science vessels; the geological sensor is just to allow the ship to check out particularly interesting planets without waiting for them to show up, and to give the science officer something to do.) Inefficient? Absolutely. But so far I've been able to keep a handful of these in service without breaking the bank, and being able to bring them back from survey missions to serve as flagships in larger fleet battles is really fun.

What about all the alien worlds that make up the Federation? Here I've had to abuse the game a little -- sorry, Steve. I wrote a small database editing script that lets you absorb another race into your empire, transferring over populations, ships, techs, etc. I wouldn't dare running this on anything but a minor race, and it definitely has issues -- e.g. every attempt to modify the FCT_RaceJumpPointSurvey table seems to corrupt all my unexplored jump points, so I've just left that alone -- but I just successfully formed a union with Vulcan, so I'm pretty happy with it. (Steve, plz implement!)

But to give it more of the feel of Star Trek I've had to go a bit outside the boundaries of the game. Every so often when exploring a new system I'll use an AI to roleplay some sort of encounter -- an alien vessel, a strange energy reading, whatever. (Claude is a pretty good GM, even with the free tier; ChatGPT and Gemini somewhat less so but generally still passable.) I use the ship's officers' stats to make skill checks, and depending on how it goes I might use SM mode to give myself some technology, add a ruin or construct, damage the ship, kill an officer, or even spawn an alien ship and get into a fight. It's been rather fun getting to know the crews just a little bit, like the science officer with a survey skill of only 5% who I couldn't get rid of, or watching officers rise through the ranks. To some extent I'm using Aurora as a framework and building my own game around it -- and it's fantastic that Aurora is flexible enough to allow that.
Posted by: Andrew
« on: March 31, 2024, 08:40:40 AM »

Sadly thats fairly normal. Massed AMM launchers are common around a lot of planets. You need a large fleet with good shields and lots of guns
Posted by: AlStar
« on: March 31, 2024, 08:21:00 AM »

So, I've managed to unlock a new fear: massed - massed- AMMs.

We were clearing out a new Precursor outpost, and were feeling kind of invincible with our newest generation of ships. We'd finally managed to get shield technology to a good place, and so everything was equipped with the newest 85 point shield. Even though this was - by far - the largest number of Precursor ships I'd ever encountered in one place before (I believe there were about three dozen, of a variety of different classes), we were handling their ASMs pretty well - just very minor armor damage upon approaching the planet.

Then we closed within about 500,000 km of the planet.... Well, let me post a screenshot.
Posted by: AlStar
« on: March 27, 2024, 07:32:04 AM »

In the 73rd year of the Steel Federation's ascendancy, there are grave questions about Terra's place in the Empire. While the undisputed birthplace of Humanity, the Sol system lies in an unenviable position in galactic space: of the three links to the galaxy at large, only one has any planets of note - Bernard's Star; once hailed as a new Terra, is even more isolated, with only links to Sol and the useless void of Luhman 16.

Ship captains complain of the ten to fifteen billion kilometers needed to drag minerals from the rich outer systems back to Sol. They point to the dual worlds of Kruger Prime and Kruger Secondus, which still team with buried minerals, as well as being a mere two billion kilometers away from the vast asteroid mines of 70 Eridani. While the old guard elites on Earth, Luna, and Mars argue against this impropriety; even now, a massive fleet of tugs and cargo vessels ready themselves for the greatest transfer of production facilities ever witnessed.
Posted by: vorpal+5
« on: March 27, 2024, 07:22:13 AM »

Do aliens tend to glass or invade smaller outposts / listening stations?
Posted by: shalis
« on: March 26, 2024, 01:55:38 PM »

Hadn't played in a few years, and only had a couple cursory games in the C# version.

Decided it was time to dwelve deeply into it and see what magic Steve had done with it.

First game, conventional start, everything going great. .  except i forgot that i had left the # of systems until -FUN- at default. .  As i finished exploring my 22 system it dawned on me that i was woefully unprepared for any of the spoilers, and i wasn't even sure if they had changed much from the VB6 version.

Immediately recalled all explorers and hunkered down in Sol as i tried to get a semblance of a armed navy going.  It was too late thou, first SOL Aliens (not really but thats where they showed up almost immediately as my last geo survey ship docked on earth) showed up within days of exploratory fleet returning to earth.  They did not respond to any hails.  A missile cruiser was sent to escort them through the system, but they promptly shot at it damaging some armor.  A long series of skirmishes continued for the better of a year, with the result of over 15 of the alien's ships struck down across 3 different classes.  No losses for Earth's fleet.  Curiously, it was noted that the aliens left no lifepods and showed no signs of atmosphere within their ships.  They were faster than our original tech at 5500km/s, but during the course of the conflict we surpassed them.  Currently our slowest combat ships are at 6200km/s (missile escorts, cruisers and FAC tenders), while our close engagers (laser cruisers, destroyers and scouts) clock, what we thought was, a mighty 8000km/s.  In a way the Earth Federation was glad for the conflict, as it was low risk and provided a benchmark from whence the navy was optimized and improved to a functional and quite powerful state.  By the end of the conflict the navy was comprised of a 80k ton class FAC tender, 40 1k ton FACs (30 in a defense base over earth, 10 in the tender), 4 Close range Laser cruisers, 6 close range laser destroyers, 8 missile destroyers, 6 AMM Cruiser escorts, 2 Heavy missile cruisers, dedicated scout and diplomacy ships, supply ships, tankers, colliers, and the ground infrastructure to support it all. 

Just as the first aliens were dealt  with 2 more showed up in AX Micro and Iota Ursae.  The jump chain is SOL - AX Micro - Iota Ursae.  The AX Micro aliens turned out to be eager to speak to us, and with the use of a diplomacy ship we quickly started communications.  The ones in Iota on the other hand seemed to enjoy nothing but slaughter. 

We had established a colony on Planet I of Iota Ursae, the Earth Federation was heavily invested in it and had allocated more resources to it than any other colony asides from Mars.  The reason for such was the presence of a alien artifact that gave a massive boost to EW research as well as a small alien outpost.  On top of that the colony had a comparable cost to Mars at 2. 0 and after a land geo survey was conducted by an engineer corps, proved to have a diverse and rich mineral profile.  The earth federation had been shipping infrastructure, colonists and facilities for several years now.  In place were also 2 planetary defense regiments, 2 geological teams and 2 xenoarchaelogy teams.   In space, there was a fuel harvester fleet mining a nearby gas giant, and a diplomacy ship had been sent over to attempt to communicate with the aliens. 

The diplomacy ship followed the alien fleet to the second star of the system where within one of its planets its sensors picked up dozens of ships from the same species.  It was also noted that these ships were extremely fast at 13250km/s even thou their thermal signatures made them out to be fairly large ships.  Nothing in our navy could compare.  As our diplomacy ship got closer, the entirety of the alien fleet burst into action towards it.  Orders were given to withdraw, but it was too late.  The ships immense speed allowed them to catch the hapless unarmed diplomacy ship within seconds and it was quickly turned into scrap.  Orders were given to a nearby GeoSurvey ship to move into system in case it would be safe to collect the life pods.  But shortly after the whole wreck disapeared from the scanners. .  And the aliens werent done, in a few days they were spotted again.  This time right by the WH into AX Micro, a slow lumbering transport fleet were caught and completely destroyed as well as their cargo meant for the colony, a few days were allowed to pass and orders were given for the geosurvey ship on standby on the other side of the WH to transit and grab the lifepods. .  this was a mistake.  The aliens laid in ambush and the geo ship was quickly destroyed. 

Content with their destruction, they proceded to "eat" the wrecks. .  every single one of which disapeared from our scanners.  This was problematic. .  the transport ships were over 100k tons in size each. .  and they had just salvaged 5 of them plus the smaller ships they had taken out in system.  In the colony everyone was starting to panic. .  it was obvious that no more help would be coming through that WH for awhile.  And sure enough within a week the aliens themselves showed up in orbit of Iota Ursae I.  The STOs did they best to keep the enemy at bay, but they were simply too fast.  Most shots missed, those that hit did slight armor damage that didn't even phase the invaders.  In return every single STO was hit with orbital bombardment and destroyed.  What came next was completely unexpected. .  but perhaps it shouldn't had been.  The aliens made land fall, the earth Federation had about 30k tons of troops in the planet, heavily entrenched and defended but the aliens drop down almost 400k tons of their own in response.  It was at this time that we finally discovered the identity of what we were facing. .  The Swarm.  A massive army of heavily armoured and armed insects swarmed towards the colony, the marines did their best to hold ground but in the end there was just too many of them and they were too heavily armoured.  Every single colonist and marine in Iota Ursae I was slaughtered and became bug food. The colony was lost.  All travel to the system was forbidden, a picket was placed on the AX Micro side of the WH and the earth federation is taking their time to lick their wounds and figure out what they can do.  Not only is the enemy more powerful and technologically advanced, but now they have a huge amount of resources to grow from due to their complete obliteration of the earth forces in the system.  Things aren't looking good.
Posted by: Veneke
« on: March 16, 2024, 03:28:41 AM »

50 years in after a conventional start and the galactic map has had to be redrawn several times to account for unexpected loops of jump connections. Exploration of the Barnard's Star and Lalande branches look strange now, and the Barnard's Star connection effectively forks off into its own sector. Exploration and exploitation of both though made sense at the time.
 
Unexpected variety in spoilers compared to my quick test game prompted a rush for a much faster system defence corvette than had been initially planned. Even that redesigned initial corvette was still too slow though. In spite of that, the Battle class corvettes been in service now for 20+ years, and remained in production until about 5 years ago. Of the 40 built, 6 have been lost - although probably the same again or even more have had to be repaired almost from scratch after engaging the enemy. They're now slowly being phased out by faster, but more importantly turreted, system defence corvettes. System defence frigates of twice their size will probably replace both though in the years ahead. The raiders in my game move at approx. 6250km/s, and apparently at some point they'll research better engines? I thought for sure my second generation would outpace them easily. Instead I'm just able to reach their speed so I'm probably still going to have to do some kind of a pincer move to bring them into range. Research is slowly getting to the point where I can start designing an offensive fleet, which will eventually be armed with missiles. I'm not sure if it's the conventional start, poor luck in scientists, changes in the game, or me being rusty but everything feels much slower than I remember. Not in terms of performance, but research / construction.
 
First system defence corvette
Off-Topic: show
Battle class Corvette      5,985 tons       161 Crew       815.8 BP       TCS 120    TH 600    EM 0
5013 km/s      Armour 4-29       Shields 0-0       HTK 40      Sensors 8/8/0/0      DCR 2-3      PPV 15
Maint Life 1.88 Years     MSP 370    AFR 143%    IFR 2.0%    1YR 134    5YR 2,007    Max Repair 150 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 7 months    Morale Check Required   

Korolev M300-30 Nuclear Gas-Core Engine (2)    Power 600    Fuel Use 51.96%    Signature 300    Explosion 10%
Fuel Capacity 250,000 Litres    Range 14.5 billion km (33 days at full power)

Clayton-Zweibel 19cm NUV Spinal Laser (1)    Range 192,000km     TS: 5,013 km/s     Power 9-3     RM 30,000 km    ROF 15       
Clayton-Zweibel 10cm QF NUV Laser (3)    Range 90,000km     TS: 5,013 km/s     Power 3-3     RM 30,000 km    ROF 5       
Rowley Gun Battery Fire Control R96-TS5100 (1)     Max Range: 96,000 km   TS: 5,100 km/s    ECCM-0     90 79 69 58 48 38 27 17 6 0
Rowley Spinal Gun Fire Control R192-TS5100 (SW) (1)     Max Range: 192,000 km   TS: 5,100 km/s    ECCM-0     95 90 84 79 74 69 64 58 53 48
Korolev Gaseous Fission Reactor R4 (3)     Total Power Output 12    Exp 5%

G-Class Small Active Missile Detector Mk2 (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
G-Class Large Active Search Sensor Mk2 (1)     GPS 8000     Range 66.2m km    Resolution 100
G-Class Small EM Sensor Mk2 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
G-Class Small TH Sensor Mk2 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km


Upgraded system defence corvette
Off-Topic: show
Weapon class Corvette      5,988 tons       170 Crew       1,120.8 BP       TCS 120    TH 750    EM 0
6263 km/s      Armour 4-29       Shields 0-0       HTK 36      Sensors 11/11/0/0      DCR 3-5      PPV 15.65
Maint Life 2.24 Years     MSP 638    AFR 76%    IFR 1.1%    1YR 171    5YR 2,564    Max Repair 375 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required   

Korolev M750-60 Ion Drive (1)    Power 750    Fuel Use 24.49%    Signature 750    Explosion 10%
Fuel Capacity 150,000 Litres    Range 18.4 billion km (34 days at full power)

Single CZ 20cm UV Laser Turret (1x1)    Range 256,000km     TS: 16000 km/s     Power 10-4     RM 40,000 km    ROF 15       
Twin CZ 10cm QF Laser Turret (1x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Rowley Gun Battery SR-TSW Fire Control Mk1 (1)     Max Range: 128,000 km   TS: 16,000 km/s    ECCM-1     92 84 77 69 61 53 45 38 30 22
Rowley Gun Battery LR-TSW Fire Control Mk1 (1)     Max Range: 256,000 km   TS: 16,000 km/s    ECCM-1     96 92 88 84 80 77 73 69 65 61
Korolev Magnetic Mirror Fusion Reactor R5 (3)     Total Power Output 15    Exp 5%

G-Class Small Missile Detector Mk3 (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
G-Class Large Active Search Sensor Mk3 (1)     GPS 10500     Range 89m km    Resolution 100
G-Class Small TH Sensor Mk3 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
G-Class Small EM Sensor Mk3 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km


Ground forces have been growing over time and in 2-3 years I expect to have 2 million tonnes which I'll be able to use to launch an invasion of a Rakhas held planet. Hopefully that's enough. Work will continue on a much larger force to - in time - invade the homeworld of the Iota Ursae Majoris aliens. They haven't yet left their home system presumably they're a minor race - I don't think that there's a way to tell? Honestly though for performance I might just set NPRs to 100% minor races.. A survey ship maintains a lonely picket of the known jump point into their home system while design work continues on a more long-term solution. The lack of available shipyard space preventing construction currently is particularly concerning as very large shipyards (18k tonnes and above) have sat idle for decades awaiting a decision on the battle fleet.


I haven't played in about 2 years and it's been a real pleasure to get back into it. I'm 50 years in and very much looking forward to the next 50!
Posted by: AlStar
« on: March 13, 2024, 10:09:20 AM »

We've finally managed to turn a corner in our ship designs - our fleet was able to overcome the Precursor base that had been giving us problems for decades; then was able to take on another (admittedly smaller) outpost later the next year with minimal losses - without even having to run them out of ASMs by using ablative warships!

Initial ground combat was disappointing - the ~120,000 tons of troops that I had used to take out a Rakhas nest about a decade ago (and thus were rather out-of-date) were able to defeat their infantry units fairly easily, and when I saw hundreds dying every 8 hours, I was feeling good about our chances. Unfortunately, as the numbers of infantry dwindled, I was forced to accept that we weren't killing the heavier units at anything near sustainable levels - trading dozens of tanks for a single heavy mech.

Four companies were merged down to two, then merged again. The survivors were forced to retreat back to the transports.

That pushed back the timetable, but a second landing with up-to-date weapons and armor tech finally cleared the planet, revealing both a ruined city as well as a 100% sensor technology artifact site - a worthy prize for all our blood and tears.
Posted by: Kaiser
« on: March 06, 2024, 03:19:40 AM »

Those are the wrecks in that system.
Posted by: vorpal+5
« on: March 06, 2024, 02:09:36 AM »

Wrecks?
Posted by: TheBawkHawk
« on: March 06, 2024, 01:18:31 AM »



I may have missed it in the patchnotes, but what are those orange x's next to Sigma Draconis and Orpheus? I can't recall seeing them before.
Posted by: vorpal+5
« on: March 06, 2024, 01:08:10 AM »

Posted by: nuclearslurpee
« on: March 05, 2024, 08:56:13 AM »

spreadsheet

Bah! Steve and his fancy technology! Real servants of the Imperium use plain text files with brackets [ ] for checkboxes as the Emperor intended!  ;D
Posted by: Steve Walmsley
« on: March 05, 2024, 05:12:34 AM »

Is that "real stars" but some are renamed? or is there a name theme that has real stars?

Yes, its real stars, but I renamed some using a WH40k theme. I have a WH40k spreadsheet with c300 ship names arranged by class, c300 system names and c500 ground formation names. I shade the cells as I use them, then just remove all the shading for the next campaign