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Aurora Videos (C#) / Re: aurora 4X C# Youtube Videos
« Last post by AJS1956 on Today at 02:28:42 PM »
Good afternoon all,

We have nine new videos, from two creators, in just the past seven days!

Firstly, in version 2.0 (or later) news.

Kourgath223 has posted the next part of his playthrough (part 51). MyTurn2Game has posted the next eight parts of his playthrough (parts 82 to 89).

So, for version 2.0 (or later) we now have 312 videos with a total running time of 11 days, 7 hours and 20 minutes.

Next, for earlier/unknown versions.

All videos were for version 2+ this time.

So, overall, we now have a total of 1680 videos with a total running time of 55 days, 2 hours and 18 minutes.

As usual, I have added the latest copies of the spreadsheets to the first post.


Andy
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C# Bureau of Design / Re: New Hull Designations
« Last post by Xanithas on Today at 11:23:11 AM »
This is a good post, these are my normal ones:

Jump Light Cruiser JCL
Missile Defence Light Cruiser CLG-D
Orbital Anchorage FB-A
Orbital Traffic Monitor ODB-L
Deep Space Defence Monitor ODB-H



Atmospheric Support Fighter FTR-AT
Atmospheric Fighter Bomber FB-AT
Ground Support Carrier CV-AT

Bulk Carrier FT-B (Anything with a large cargo bay)
Prisoner Transport CS-P (I have one of these follow around my fleet for post fleet battle survivor collection and.... *Ahem* interrogation)
Fast Freighter FFT (Freighters that move at standard fleet speed but generally have not a lot of cargo space, I use them to set up forward command posts for my fleet when on campaign)
Dry Cargo Ship T-AKE (My combo ammo and MSP replenishment ship)
Fleet Oiler T-AO (Carries fuel and supplies)

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C# Mechanics / Re: Fortification speed
« Last post by nuclearslurpee on Today at 11:13:02 AM »
You missed an important detail:

Quote from: The Wiki
Given sufficient capacity (see below), a construction element can fortify any other element from its maximum self-fortification level to the maximum fortification level in 90 days.
emphasis mine. Point being, the 90-day rule applies to elements, not formations, so all is WAI.

This means that the intention is not to be able to fortify an entire formation to maximum, but one element at a time. An element, if you don't know the definition in this case, is the set of units in a formation which share a class - so if I have a formation of 1,000 INF+PW and 250 INF+LB, there are two elements: the first element is 1,000 INF+PW, and the second element is 250 INF+LB, both of which are 5,000 tons in size.

The way your CON will interact with this formation is that it will dedicate 5,000 tons of its fortification capacity to each element, with 2,168 tons left over which will be dedicated to some other element(s) in some other formation. If the formation has a third element of 250 INF+LAV, that element will receive the remaining 2,168 tons but since it is 4,000 tons in size will only fortify at a bit over half the maximum rate.

This does mean in general that large amount of CON are mostly useful for fortifying permanent units. They can be useful for emplacing relatively hasty defenses (in, say, 90 or 180 days in anticipation of an enemy attack), because even fortifying a portion of your force can still make your defense more stubborn, but you won't be fortifying a massive army in 90 days unless it is mostly CON.

Also note that there is a sort based on maximum fortification, so you will see your STOs, INF, and other STA elements fortified first. If you don't care about your armored vehicles fortifying (perhaps you prefer them on Front Line Attack stance) then the time to achieve a practical fortification level for a mixed army is less as well.
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C# Mechanics / Fortification speed
« Last post by nakorkren on Today at 08:34:06 AM »
Is the description on the wiki of the speed construction units can fortify still accurate?

Quote
The capacity of a construction element is equal to the construction rating of the elements unit class * number of units * race construction rating * commander production bonus * 100 tons. For example, a formation of 50 construction vehicles, each with 0.1 construction rating (2 const components at 0.05) for a race with 16 construction which is part of a formation with commander with 10% production bonus would be: 0.1 * 50 * 16 * 1.1 * 100 = 8800 tons. BTW a construction battalion of this type would cost 636 BP to build.

If I'm doing the math right, my 25kton construction formation (with 78 construction vehicles each of which have .1 CN capability) has a fortification rate of 0.1*78*12*1.3(assuming a decent officer)*100=12,168 tons per 90 days. That means the unit will take 185 days to fortify a formation of it's own size (25k). Put another way, if I wanted to fully fortify an army in two years, I would have to bring 25% of the army's size again in construction equipment (which, being vehicles, is pretty expensive).

For infantry/static units, that's still worth it, because their fortification can be doubled, but it still seems a little on the slow side, particularly given that the intended max rate is full fortification in 90 days.

Has anyone else done the math on this... am I calculating correctly?
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by ExChairman on Today at 07:15:27 AM »
2 August 1831, 04:11:20 Gamma Scorpii system, Search sensor activates, almost on top of the destroyer squadron Klas Horn, they are classified as 3xAbadan, Heavy Cruisers and 4xAshdod, Destroyers, then they fire taking out HMS Klas Horns, bridge and Engineering stations, the ship blows up in seconds, few reaches its life pods, at the same time HMS Decidee and HMS Eveille goes the same way, in less than 5 seconds, 3 human destroyers are destroyed, the Asdads have heavy laser armaments, a massive laser bellygun, delivering a 94 megaton hit as well as 3 twin heavy laser turrets, doing 42 megatons of damage, each, the poor human ships hit don't stand a chance...
A few seconds later the Ashdods fire at the 4 remaing human destroyers, their crews scrambling to their battle stations, few make there, in the next 10 seconds the remaing 4 Terran destroyers are blown apart by massiv Ashdod fire, they are armed with 13 twin light lasers, firing every 5 seconds...  HMS Tonnarre is hit hard by some 20 hits, blowing up, HMS Ville de Marseille gets a broadside of being hit badly by enemy fire but stioll alive, more or less fire from bow to stern, firing defiantly at the enemy, trying to cover the remaing destroyers escape, but next to Marseille HMS Arquebuse is blown in two halves then the engine detonates, at almost the same second HMS Arc is also hit, by a single beam, a huge explosion follows and the ship is gone. In a last effort the Ville de Marseille fires its last lasers, penetrating an enemy ship, to no appearant effect, then it detonates, HMS Dupleixe is destroyed as the last ship only some 15 seconds after the battle began...

Their "Black boxes" sends out the Omega code in al direction, after an hour its picked up be the Imperial Gate Network and sent on-wards, less then 8 hours after the Destroyer squadron, Klas Uggla, 2 jumps away gets the news and turns around, the scarce information on the enemy ships, but Commodore Theo Gustafsson believes he can get there in less than 9 days, his ship are slightly slower than the enemy, 110 km/s but having some 100000 km longer weapon ranges should keep them safe...
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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by bankshot on Yesterday at 11:40:06 PM »
Joining a mad max to the fleet post-battle it transferred the 100x Sundew CMs but would not transfer the Albacore ASMs.  With only one shuttle MSP transfer is slow, so I'm not sure whether it started immediately or waited until after the missiles were transferred.  This was done while refueling was in progress. 

So the issue may be with multiple missile types on a collier.  But I tried detaching just one ASM that needed reloading along with the collier after it had offloaded the Sundews and it still wouldn't reload.
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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by bankshot on Yesterday at 01:38:59 PM »
Good thought, but it did not reload after refueling was complete.  Mad Max has one 500 capacity commercial magazine with the following loadout:
100x Albacore 3x ASM (size 4)
100x Sundew 4 CM (size 1)

The Andenes ASM 2 loadout is as follows:

90x Albacore 3x ASM (size 4)
405x Albacore 4 ASM (size 4)

Maybe because the Mad Max has both ASM and AMM, or the Andenes has two types of missiles it won't load?  I'll have to experiment with that after this battle is over.

I didn't build enough ordinance factories to fully resupply with the new missiles, but the old ones are faster (12 damage) where the new ones are slower 16 damage, so it does make some sense to have both, but the micromanagement to load 45 missile tubes manually is annoying so after this fight I think I'm going to scrap the old 3x missiles. 

I also have non-combat tanker/supply ships and they have been able to refuel and resupply survey ships without issue.  But those tankers don't carry ordinance.

I haven't been able to reliably duplicate it yet but I'm also seeing some hangups with issuing a refuel/resupply/reload order when the ships have an odd magazine size (re: 97% full but can't load another missile).  The order seems to get stuck waiting for the reload to complete but it never does because it can't load another missile to get to 100%. 




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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by nuclearslurpee on Yesterday at 12:56:04 PM »
I'm having a problem with combat colliers.  My battle fleet has destroyed several enemy and now that I've eliminated their fast interceptors I brought up my combat colliers to reload before engaging the main enemy fleet, but they won't load ammo.  Normally I attach them as a subfleet but I also tried moving it to the main fleet.  I also tried both reload and replace options.  The Mad Max class is a combination tanker/supply ship/collier and it appears to be refueling the fleet just fine but it won't load ordinance. 

See Battle Fleet in Camlann which is currently out of range of all known contacts.  Mad Max is a tanker, supply ship, and collier with one cargo shuttle bay, a refueling system, and ordinance transfer system.  It is loaded with 100x size 4 Albacore 3x ASM missiles and 100x size 1 Sundew AMM.  DD-3 has fired all 90 of her Albacore 3x but isn't reloading.  It does refuel the fleet.

Do the ships have a correct ammo loadout specified? I can't check your DB right now but this is the most common reason for this issue.

The other thing to check is if the fleet reloads after refueling. I don't know the mechanics here, but it may be that only one of those things can happen at a time. I've never used a hybrid tanker/collier to check this.
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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by bankshot on Yesterday at 11:02:35 AM »
I'm having a problem with combat colliers.  My battle fleet has destroyed several enemy and now that I've eliminated their fast interceptors I brought up my combat colliers to reload before engaging the main enemy fleet, but they won't load ammo.  Normally I attach them as a subfleet but I also tried moving it to the main fleet.  I also tried both reload and replace options.  The Mad Max class is a combination tanker/supply ship/collier and it appears to be refueling the fleet just fine but it won't load ordinance. 

See Battle Fleet in Camlann which is currently out of range of all known contacts.  Mad Max is a tanker, supply ship, and collier with one cargo shuttle bay, a refueling system, and ordinance transfer system.  It is loaded with 100x size 4 Albacore 3x ASM missiles and 100x size 1 Sundew AMM.  DD-3 has fired all 90 of her Albacore 3x but isn't reloading.  It does refuel the fleet. 
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The Academy / Re: How to change point defense mode from 3 to anything else?
« Last post by okim on Yesterday at 04:14:40 AM »
Indeed!
I swear I tried but must have been dragging on point defense mode in frustration and not on MFC.

Thanks
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