Author Topic: Twelve Colonies Comments Thread  (Read 22391 times)

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Offline Destragon

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Re: Twelve Colonies Comments Thread
« Reply #120 on: April 25, 2022, 01:09:10 PM »
Hey Steve, maybe it won't work with the 2.0 database, but I would love to know what that huge galactic map looks like when you view it in the map tab of this utility:
http://aurora2.pentarch.org/index.php?topic=12292.0
 

Offline nuclearslurpee

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Re: Twelve Colonies Comments Thread
« Reply #121 on: May 13, 2022, 12:34:27 AM »
A lot of things happening on a lot of fronts, the galaxy is clearly very busy even if individual fronts are moving more slowly as a result of the compressed timeframes and increasingly thin Colonial deployments.

Possible bug note: in one screenshot of the Aeolus encounter, there is a Dragonscale-class freighter labeled as "FT-00" this looks like a class series number gone wrong? Should either be the proper series number or just omitted if series numbering is turned off for the freighter class?

I note with interest that near the end of the update we see the Colonial Marines transition from 5,000-ton battalions to 20,000-ton regiments as the base combat formation. I wonder what has motivated this, is this a needed change to combat a shortage of leaders or just to cut down on micromanagement?

The galaxy map is looking quite involved now - and it should, after 15 years I think this is one of Steve's longest-running C# campaigns? Certainly out of the TN start campaigns at least. I'm hoping that we start to see survey ships finding multiple routes into different parts of the alien empires to really turn up the strategic tension!
 
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Offline Kiero

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Re: Twelve Colonies Comments Thread
« Reply #122 on: May 13, 2022, 01:32:03 AM »
Question:
What would happen if a player would try to capture the raider ship by boarding, but before that happen raider ship would transit to their home system. Then the marines take the ship. Can they get back or are they stranded in the raider system?
 
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Offline Bremen

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Re: Twelve Colonies Comments Thread
« Reply #123 on: May 13, 2022, 02:50:26 PM »
I wonder how fighter supplies are, and if maybe the Colonies could make up for their lack of Battlestars by replacing colony garrisons with fighter squadrons (maybe supplemented by ground units). Particularly the older, slower fighters.
 

Offline Garfunkel

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Re: Twelve Colonies Comments Thread
« Reply #124 on: May 14, 2022, 09:24:50 PM »
Steve's already doing that to an extent - he noted that some colonies had Marine regiments and independent Viper squadrons.

Time to bring the fight to the Stave! Nice to see the AI consolidating fleets, or at least trying to do so.
 

Offline nakorkren

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Re: Twelve Colonies Comments Thread
« Reply #125 on: May 22, 2022, 04:45:27 PM »
Steve (or others with fighter experience), you commented in the update thread that one group of fighters were highly trained and experienced almost no delay in targeting/retargeting. How did they achieve that high training? Did you actively train them, or did they accumulate it through time and combat experience?

I'm accumulating fighters while my carriers are out working (fighting) and I tried training the fighters. They ran out of fuel almost immediately, even when I tried the somewhat hokey trick of putting a slower ship in the fleet. I could add a tanker, but they'd still be burning through fuel at an insane rate.

EDIT: right after I posted this, I realized that you may be training the fighters while they're docked in the carrier. If that's the case, please confirm.
 

Offline nuclearslurpee

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Re: Twelve Colonies Comments Thread
« Reply #126 on: May 22, 2022, 06:00:23 PM »
EDIT: right after I posted this, I realized that you may be training the fighters while they're docked in the carrier. If that's the case, please confirm.

I can confirm that this doesn't really help. The fighters simply drain fuel from the carrier in this case, so you will not run out of fuel as quickly but still often enough that it is very annoying to try and train them.
 

Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #127 on: May 23, 2022, 04:21:35 AM »
They have been active long enough for the background fleet training to take effect.
 

Offline skoormit

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Re: Twelve Colonies Comments Thread
« Reply #128 on: May 23, 2022, 06:13:09 AM »
EDIT: right after I posted this, I realized that you may be training the fighters while they're docked in the carrier. If that's the case, please confirm.

I can confirm that this doesn't really help. The fighters simply drain fuel from the carrier in this case, so you will not run out of fuel as quickly but still often enough that it is very annoying to try and train them.

Would adding a big tanker to the fleet, set to "refuel own fleet" help with this?
 

Offline nuclearslurpee

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Re: Twelve Colonies Comments Thread
« Reply #129 on: May 23, 2022, 10:38:54 AM »
Would adding a big tanker to the fleet, set to "refuel own fleet" help with this?

Possibly. I'm not sure (1) how the order would interact with the training mission, and (2) if it would be fast enough. You also still have the problem of maintenance failures blowing up fighters if they're not in a hangar.
 

Offline Garfunkel

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Re: Twelve Colonies Comments Thread
« Reply #130 on: May 23, 2022, 06:30:32 PM »
Make a training command, put fighters inside a carrier, move carrier under the training command with a tanker set to refuel own fleet.
 

Offline ZimRathbone

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Re: Twelve Colonies Comments Thread
« Reply #131 on: May 23, 2022, 06:47:11 PM »
Make a training command, put fighters inside a carrier, move carrier under the training command with a tanker set to refuel own fleet.

also add a Supply ship set to Resupply own fleet (handles the maint failures assuming that all ships have at least enough MSP to repair the largest component on each ship).  I usually set this up for all my major fleets, and have these as a separate sub-fleet (along with an ammo collier) that can be detached before advancing into combat.  You do have to reset the Supply ship status periodically (at least after every save) as for some reason the status keeps reverting to No Resupply.
Slàinte,

Mike
 

Offline nakorkren

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Re: Twelve Colonies Comments Thread
« Reply #132 on: May 23, 2022, 11:04:57 PM »
I started a new thread to address the fighter training fuel cost discussion, so we can continue that conversation without taking the Twelve Colonies Comments thread on too big a tangent.

Looking forward to the next story update!
 
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Offline nuclearslurpee

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Re: Twelve Colonies Comments Thread
« Reply #133 on: July 04, 2022, 12:14:24 AM »
No comments yet? Wow, some people don't know how to have fun...

Introductory paragraph highlights one of the big downsides of carrier fleets. While fighter swarms can be powerful and, as shown, tactically more efficient than missiles, and of course strategically very sound, the ability to press an offensive against a tough defense is very limited without... cooperation from the opponent. Of course, you've got a shockingly "cooperative" NPR, as we read, and also battlestars with integral armament which can execute a WP assault reasonably well on their own, at least long enough to launch the fighters.

Quote
In November, the Twelve Colonies launched the first Odysseus class Survey Cruiser, a new ship type intended for long-duration survey missions. [...] Production of the Odysseus class would gradually free up the four survey-configured Valkyrie II class Battlestars for combat assignments.

I'm curious Steve - is this move being done largely because of the need for Valkyries on the front lines, or because you've found survey parasites to be more trouble than they're worth? I recently tried using survey parasites in a campaign which I abandoned fairly quickly, mostly because survey operations were a pain in the butt as there's no way to automate the process of recalling parasites, moving to a new system, and issuing the exact same standing orders another half-dozen times.

The rather shocking Stave counter-attack proved quite ill-conceived. Is this a NPR behavior likely to be corrected before 2.0 release, or more or less WAI? Seems rather suicidal, as long as the attacking race leaves a reserve behind, but could also be considered a high risk/reward move as there is the chance to ambush the logistics train of an assaulting fleet. Didn't work in this case, but I would also note that the Stave are strategically outclassed anyways as they have severe technological and economic deficits by now.

I didn't actually know NPRs knew how to use terraformers, so that was a learning experience for me!

Quote
Once within a few million kilometres, Colonial active sensors detected a ground forces signature of 458,900 tons, indicating somewhere between two and three million tons of fortified ground forces. A huge program of increasing Colonial ground forces would be required before any assault could be launched.

Hurry up, I wanna see the first-ever Steve attacking an alien homeworld in an AAR. Not only because I expect it will lead to a lot of ideas to improve ground combat, no, I have interest in the ground attack for its own sake too...  ;)

A bit surprised to see the Stave shipyards destroyed. I suppose it makes sense here, since the Colonial Union doesn't need a lot of shipyards to build Battlestars at the rate their economy allows, but still it is a lot of yards to let go to waste (I can't remember if the conversion factor is 20x or 50x, but that 78,000 ton signature is either 1,560,000 or 3,900,000 tons of slipway space, right?).

Quote
Across known space, one jump beyond the survey base in Electra, the survey cruiser Odysseus transited a jump point in the Odessos system and discovered Hydra, a red dwarf system with a single Venusian world. On the far side of Hydra from the entry jump point was a strange, never-before-encountered, phenomenon; a swirling, dark purple vortex with a diameter of ten million kilometres. It appeared be a rift that penetrated both normal space and the Aether. As soon as news of the discovery arrived at Earth, a tug was dispatched with an Outpost sensor station that would monitor the rift.
Quote
On July 8th 2316, one month after the discovery of the mysterious rift in the Hydra system, a similar rift was discovered in Sphinx, four transits from the Sparta colony via Orpheus, Rho Leporis and Delphi.

Things are about to get really exciting around here...  ;D

A great update, Steve. Overall a lot of excitement and action, but we've reached the point in the game where the action is all along major threads instead of the disjointed chaos of early game. The galaxy is taking shape quite nicely and I anticipate some interesting strategic challenges ahead for the Twelve Colonies.



 

Offline Ragnarsson

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Re: Twelve Colonies Comments Thread
« Reply #134 on: July 04, 2022, 02:58:06 AM »
The rather shocking Stave counter-attack proved quite ill-conceived. Is this a NPR behavior likely to be corrected before 2.0 release, or more or less WAI? Seems rather suicidal, as long as the attacking race leaves a reserve behind, but could also be considered a high risk/reward move as there is the chance to ambush the logistics train of an assaulting fleet. Didn't work in this case, but I would also note that the Stave are strategically outclassed anyways as they have severe technological and economic deficits by now.
I'd wager the AI was attempting to retreat rather than counter-attack, having decided the attacking fighter force was too much to handle. I'm not sure how such behavior could be corrected (if indeed it's actually "wrong" - despite the outcome in this case being objectively wrong from the AI's perspective!) without causing other problems - AI's pressing hopeless attacks rather than strategically retreating, as one example.