Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post 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.
22
C# Mechanics / Re: An analysis of 2.2+ Missile Warfare
« Last post by bean on March 26, 2024, 10:23:19 AM »
I have done a bit more digging and can confirm that under single-missile allocation, shooting a lot of low Ph attacks is strictly worse than using an equivalent average hits of high Ph attacks. Basically, more shots means higher variance, and because you have no way of capturing the upside of the variance, you just lose on the downside. However, this is only true if there aren't decoys. If there are, it's possible to get at least some of the upside, and the disadvantages of more shots drops dramatically.
23
C# Mechanics / Re: An analysis of 2.2+ Missile Warfare
« Last post by bean on March 26, 2024, 08:15:52 AM »
Have you tried it with the Hughes' Salvo model? (especially Armstrong's stochastic version)
For reference:
https://github.com/doolanshire/Combat-Models/tree/master/salvo
That isn't really the right tool for this.  I can replicate the bits that matter easily enough in Excel.
24
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on March 26, 2024, 08:14:22 AM »
The change in minerals from mass driver always shows 0 for Earth, even the day after a packet arrives from a CMC. Is it normal?

EDIT: Disregard, it shows as recent for 12 hours, then disappears, so it's ok, but can look like not working if you run one day each time.
25
C# Mechanics / Re: An analysis of 2.2+ Missile Warfare
« Last post by Pedroig on March 26, 2024, 08:03:32 AM »
So I've looked into the math changes due to shooting at individual missiles very briefly (for those playing along at home, this can be done by taking the Monte Carlo spreadsheet and setting salvo size to 1), and in some ways, it changes surprisingly little.  I hacked the sheet to give me total leakers if we don't have decoys (with decoys, things get really complicated, so it natively counts only the percentage of salvos with leakers) and relative to doing normal salvos, single-missile engagement has fewer leakers if you're shooting a small number of high-Ph shots (because you can only have 1 leaker per salvo regardless) and more leakers if you're shooting lots of low-Ph shots.  It's still broadly in the same band, although I think the net result is that single-missile allocation makes gauss cannons somewhat better than railguns, at least if we're assuming that shots/HS is held constant.

Have you tried it with the Hughes' Salvo model? (especially Armstrong's stochastic version)
For reference:
https://github.com/doolanshire/Combat-Models/tree/master/salvo
26
C# Mechanics / Re: An analysis of 2.2+ Missile Warfare
« Last post by bean on March 26, 2024, 07:51:33 AM »
So I've looked into the math changes due to shooting at individual missiles very briefly (for those playing along at home, this can be done by taking the Monte Carlo spreadsheet and setting salvo size to 1), and in some ways, it changes surprisingly little.  I hacked the sheet to give me total leakers if we don't have decoys (with decoys, things get really complicated, so it natively counts only the percentage of salvos with leakers) and relative to doing normal salvos, single-missile engagement has fewer leakers if you're shooting a small number of high-Ph shots (because you can only have 1 leaker per salvo regardless) and more leakers if you're shooting lots of low-Ph shots.  It's still broadly in the same band, although I think the net result is that single-missile allocation makes gauss cannons somewhat better than railguns, at least if we're assuming that shots/HS is held constant.
27
C# Approved Mods / Re: Deep Blue Theme mod
« Last post by Pedroig on March 25, 2024, 07:37:12 PM »
Here is my base one that I tweak as a game progresses...
28
C# Approved Mods / Re: Deep Blue Theme mod
« Last post by Kaiser on March 25, 2024, 03:15:13 PM »
Hey guys, does this beautiful mod comes in pair with a event color set I can import in the game? If not, anyone willing to share his set of color event? there are to many events, and I get lost setting a proper color set for each of them.
29
C# Mechanics / Re: An analysis of 2.2+ Missile Warfare
« Last post by Warer on March 25, 2024, 01:38:13 PM »
Piggy backing off the back of this discussion, how would the assignment of "individual shots (not weapons) against individual missiles (not salvos)" interact with multiple projectile weapons, such as Gauss Cannons? Could a 5-projectile shot from a Gauss cannon target up to 5 missiles, or would it be limited to 1?
It's really clear, not trying to be rude but just pause and read it again.

individual shots (not weapons) against individual missiles (not salvos)
30
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by undercovergeek on March 25, 2024, 12:03:10 PM »
having set up a small moon as a colony due to ancient ruins ive recovered and pillaged all i need to - this colony is now no use - is there a way to 'un-colony' the moon?

You can use Delete Pop. Although I would remove anything of value, such as colonists, first.

Ahh there’s no one on it now the survey team has left but the planet shows up in my ‘colony’ list
Pages: 1 2 [3] 4 5 ... 10
SMF spam blocked by CleanTalk