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1
Hevereyn / Re: Hevereyn: Dark Elven Campaign - Comments
« Last post by nuclearslurpee on Today at 01:12:14 PM »
Some interesting happenings going on. I'm admittedly unsure how different Houses experience such different economic struggles if they all have the same basic set of TNEs to access, but I suppose it is differences in production plans that make the difference. Some very poor fortune for House Indrias with what happened to the Scry but I suppose this is what happens when you build a spaceship on the basis of arcane magicks and ritual incantations instead of the exact same thing but with equations science.  :P

Some...interesting survey ship design choices by Houses Fellshard and Indrett. Perhaps the most noticeable, both survey ship designs do seem a bit slow and I would probably suggest bumping up the ratio of engines versus sensors since ship speed does play an important role in surveying rate. However, more concerning is the crew quarters and engineering space allocations which seem far too little for the mission or especially the designed fuel range. I fully expect at least one ship captain to push the ship beyond its maintenance lifetime, and the after-incident investigation will note that the captain thought he was in good shape due to having over 50% fuel remaining at the time of the massive engine explosion that killed all hands aboard.

Quote
December 1030
House Fellshard trains the 1st Infantry Cadre compromising of 4 Infantry Phalanxes. These troops have far superior training, weaponry, and equipment to their militia predecessors.

I hope what is meant here is that one of the 4 Phalanxes also includes the Cadre headquarters. Otherwise, the Houses are likely to discover that they will run out of junior leaders to staff the sub-formations their senior officers control.

The change from 4:1 to 3:1 rank ratio for ground force commanders remains probably my singularly least favorite change in the C# version.

Quote
1032
House Indrias is eradicated from the face of Falldara. The vast technological superiority of House Fellshard and House Indrett outmatched the witches of House Indrias.

Aww.  :(

Quote
The Brivoki and the Viral continue surveying systems. House Fellshard, having not heard from either crew for a while elects to construct another Viral class vessel: the Akhiok.

In-universe, this is a rather amusing decision-making process. Having not heard from their ships, most races would worry that their crews have run into danger and consider sending a scout to find out what has happened, or perhaps assume the worst and postpone further explorations indefinitely until hearing from their crews. The Fellshard response to this possible danger is to immediately build more ships to send more people into the same danger. Truly an admirable lack of ethics is on display, albeit admirable mainly by super villains and mad megalomaniacs.

The construction of a 4,000-ton naval warship with two quite small guns is certainly an accomplishment in a field of naval shipbuilding. The question is which field this is, certainly it is not any of the fields traditionally considered essential for budding naval powers.

Looking forward to this promised new format and assuredly the dramatic developments its introduction must herald. I remain mildly distressed that not only has a faction been eliminated, reducing the potential for intrigue and infighting, but even more that it was clearly the best and most flavorful faction which perished, and I must insist that the author work extra hard to make up for this grievous offense.
2
Hevereyn / Re: Hevereyn: Dark Elven Campaign - Comments
« Last post by doodle_sm on Today at 11:56:43 AM »
Early post so that I can experiment with a new style in the next chapter.
3
Hevereyn / Hevereyn: Chapter 4
« Last post by doodle_sm on Today at 11:54:56 AM »
Chapter 4: Into the Unknown
Years 1030 through 1034

February 1030
House Indrett finishes the Andrii class Survey Craft in orbit of Falldara. She immediately begins her voyage into space.

April 1030
The Nadar and Seid are scrapped for parts.

October 1030
House Indrett discovers the Accatran Jump Point. House Captain Actaeus of the Andrii is ordered to survey the system. Actaeus receives the signal stating that Sharic and the neighboring worlds are controlled by House Fellshard. Actaeus remarks to his crew that it won't be that way forever. House Fellshard starts work on a new Viral class Survey Ship, the Brivoki.

December 1030
House Fellshard trains the 1st Infantry Cadre compromising of 4 Infantry Phalanxes. These troops have far superior training, weaponry, and equipment to their militia predecessors.

April 1031
House Fellshard ship designers contract Shantakojolt Armament Guild to prototype and develop a "Shardcannon" for use in future Fellshard Navy ships. The Shantakojolt Armament Guild craft a prototype Shardcannon with a range of 10,000 KM and with only a single barrel. It's cheap and shortranged. House Fellshard also creates a Jump Point Stabilization class known as the Guidance class. The Guidance is designed for constructing jump gates around secure routes. Aristocrats in the upper echelons of House Fellshard become weary that the other houses may use the jump points. The House Head of Fellshard calls for a summit Hevereyn to be scheduled. The other House Heads and the Dahanii tribes ignore the call.

July 1031
The Brivoki finishes construction in orbit. She is immediately sent to survey the remaining grav survey locations. House Fellshard and House Indrett make an alliance to destroy the Witches of House Indrias once and for all.

May 29th 1032
Two Hallic class Freighters enter production under authorization of the Mining Guild. The Hallic class is an improved hull of the old Malek class Freighters. She comes with a better engine and enhanced loading bays.

1032
House Indrias is eradicated from the face of Falldara. The vast technological superiority of House Fellshard and House Indrett outmatched the witches of House Indrias. The alliance between House Indrett and House Fellshard shatters after a disagreement of what to do with the refugees of the war. House Fellshard demands that they take the citizenry and bring them into Fellshard's fold, while House Indrett mandates that the aristocratic families are massacred; keeping the lower class serfs as thralls. Hevereyn is called by House Fellshard for two purposes: the establishment of new legal codes to prevent House Indrett from benefitting from the Indrias Conflict. House Indrett vows to destroy every witch and sorcerer they come across, regardless of what laws the Fellshard dark elves create.

March 3rd 1033
House Captain Drowzeethoa discovers a secondary jump point in the Falldaris system. Her surveying components are damaged and she's sent home to repair.

March 5th 1033
Dahanii Tribes create rudimentary mass drivers and automines and place them on Felmar. House Fellshard on Falldara receive word of the secondary jump point. They send orders for the Viral to travel through once repairs are made.

March 12th 1033
Drowzeethoa travels through the newly named Adrantis Jump Point. The Adrantis system has five planets and three moons. One planet is near habitable for Dundari settlers. Aboard the Viral, Drowzeethoa orders the crew to survey the larger terrestrial bodies then to return to the Falldaris system to resupply/refuel.


August 1033
Drowzeethoa finishes surveying the terrestrial bodies in the Adrantis system. Similar to the Accatran system the sensors detected low accessible mineral deposits. However, more planets have minerals at least:

Adrantis-A I
     Duranium 20,072,448   Acc 0.1
     Neutronium 7,225,344   Acc 0.1
     Corbomite 15,116,544   Acc 0.6
     Tritanium 746,496   Acc 0.1
     Mercassium 13,660,416   Acc 1
     Uridium 831,744   Acc 0.1
     Corundium 2,073,600   Acc 0.1

Adrantis-A II
     Duranium 211,768,200   Acc 0.1
     Tritanium 38,378,025   Acc 0.1
     Boronide 74,132,100   Acc 0.7
     Mercassium 87,329,025   Acc 0.1
     Vendarite 19,448,100   Acc 0.1
     Corundium 540,225   Acc 0.1
     Gallicite 68,807,025   Acc 0.1

Adrantis-A III
     Duranium 50,000,000   Acc 0.1
     Tritanium 60,062,500   Acc 0.1
     Vendarite 18,062,500   Acc 0.1
     Uridium 52,562,500   Acc 0.1

Adrantis-A IV
     Mercassium 24,285,184   Acc 0.1
     Vendarite 3,013,696   Acc 0.1
     Sorium 1,806,336   Acc 0.1

House Captain Teddighroth discovers a new jump point in the Accatran system. He orders the crew to continue for another few months before returning to Falldaris. Teddighroth notes in his logs: "Drowzeethoa is getting too popular." The Brivoki and the Viral continue surveying systems. House Fellshard, having not heard from either crew for a while elects to construct another Viral class vessel: the Akhiok.


House Fellshard finishes the research of the first ever Dundari military vessel: the Jackal class Corvette. It immediately goes into construction. House Fellshard navy designers are confident it will do its job.
Code: [Select]
Jackal class Corvette      4,000 tons       71 Crew       321.5 BP       TCS 80    TH 240    EM 0
3000 km/s      Armour 4-22       Shields 0-0       HTK 17      Sensors 0/0/0/0      DCR 2      PPV 1.95
Maint Life 2.70 Years     MSP 125    AFR 64%    IFR 0.9%    1YR 25    5YR 368    Max Repair 60 MSP
Baron    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

At'umr Guild Improved Nuclear Thermal Engine  EP120.00 (2)    Power 240    Fuel Use 65.73%    Signature 120    Explosion 10%
Fuel Capacity 384,000 Litres    Range 26.3 billion km (101 days at full power)

Shantakojolt Armament Guild 10cm Single Shardcannon (2)    Range 10,000km     TS: 3,000 km/s     Power 0-1     RM 10,000 km    ROF 5       
MK1 Shardcannon Fire Control (1)     Max Range: 40,000 km   TS: 3,000 km/s     56 38 19 0 0 0 0 0 0 0
MK1 Pressurized Crystal Reactor (1)     Total Power Output 2    Exp 5%

May 7th 1034
The Jackal class vessel is constructed in orbit of Falldara. Her hull looms over the desert wastelands of the Dahanii Tribes and House Indrett.
4
General C# Fiction / Re: Über alles in der Welt
« Last post by froggiest1982 on October 17, 2021, 02:50:46 PM »
Enjoying the LP so far!

For colonization, I just slap a emergency cryo on a freighter and let the civilian colony ships handle the bulk of moving colonists. The two hundred delivered are more than enough to start spawning civilian ships. So I just dump a bunch of infrastructure with those people and let them figure it out. RP wise I just consider those two hundred as trained experts being delivered to set up the infrastructure while the civ ships fetch the colonists.

Yes that usually works. I think it is a common way to handle civilian spawn and development.

The problem in my case is that I play a modified DB. Colonies will not produce any "feee" installations until reached the 500 million pop, so pretty much never as I play with 10% terraforming.

Also, the civian are off leaving the colonization effort entirely on the player shoulders. Again this will make eventual installation relocation also a matter of fuel and logistic. It may be easier to produce installations on site or move them from a different and closer HUB.

As my AAR are mostly based on political aspects, it is important to have challenges beyond the classic spoilers or NPRs. The idea is that sometimes the government will have to make choices which will impact both short and long term development.

Thanks for following

 :)
5
Hevereyn / Re: Hevereyn: Dark Elven Campaign - Comments
« Last post by El Pip on October 17, 2021, 02:31:34 PM »
Finally escaped the system. RNG strikes again.
Putting it mildly!

Still there should be other JPs in the home system and hopefully one of them leads somewhere worthwhile. Of course that will take time and I'm not sure how much time the planet has before one of the Houses gets desperate and does something rash.
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Hevereyn / Re: Hevereyn: Dark Elven Campaign - Comments
« Last post by doodle_sm on October 17, 2021, 11:57:37 AM »
Finally escaped the system. RNG strikes again.
7
General C# Fiction / Re: Über alles in der Welt
« Last post by hostergaard on October 17, 2021, 11:54:52 AM »
Enjoying the LP so far!

For colonization, I just slap a emergency cryo on a freighter and let the civilian colony ships handle the bulk of moving colonists. The two hundred delivered are more than enough to start spawning civilian ships. So I just dump a bunch of infrastructure with those people and let them figure it out. RP wise I just consider those two hundred as trained experts being delivered to set up the infrastructure while the civ ships fetch the colonists.
8
Hevereyn / Hevereyn: Chapter 3
« Last post by doodle_sm on October 17, 2021, 11:42:54 AM »
Chapter 3: It's a Long Way from Falldaris
Years 1015 through 1029

January 1015
After the Fall Cajahan Summit, the Dahanii Tribes mobilize tribal forces across the sandy wastes. Meanwhile, the Indrett continue expanding the Mining Guild's operations across the Falldaris system.

February 1015
House Indrias supply of Corundium is not keeping up with production demands. Indrias industry is forced to halt construction of automated and manned mines. Dahanii Tribes strike frontier outposts of each other faction.

June 1015
House Indrias recalls their survey vessel Scry back to its shipyard on Falldaris.

1016
An uneventful year, as the Houses and the Dahanii Tribes build up their economies. Some say that the Dundari race may go extinct if the economy does not improve. Large factories begin to shutdown as each house struggles to finance and supply their operations. House Fellshard control vast mines on Felmar and Mordetala, but the accessibility to the minerals is too low to make a big enough impact. House Indrett approaches the House Fellshard's borders with more Militias. House Indrett's Militia are a disorganized mass of warriors with no clear command or hierarchy. Only the House Guard are capable and disciplined warriors in House Indrett. Dahanii Tribes continue their raids and attacks.

March 1st, 1017
House Indrett saboteurs planted on the House Indrias Survey Vessel Scry has sparked a crisis in the Hevereyn. The crew aboard the Scry moments before a massacre sent a distress signal back to Falldara. The distress signal was sent two months ago. The saboteurs destroyed the Nuclear Thermal Engine and murdered the engineers and security crew. House Indrias witches and sorcerers demanded that retribution be acted upon on the event. However, the Sorcerer Lord said to bide their time for revenge. A single crewmember aboard the Scry attempts to repair the engines to return home.

December 1017
House Indrett researches Laser technology. The House Guard improved weaponry goes into development as well. The sole crewmen of the Scry is killed. The Hevereyn convene again. The House Indrett representative blames the use of magic for the demise of the Scry. A legitimate claim, according to the Hevereyn laws. House Fellshard and the Dahanii Tribes, not interested in a large war against the fledging sorcerers, do not take a stance.

June 1018
Breakthrough! The researchers and scientists of House Fellshard complete Jump Point Theory. The team begins immediately researching into gravitational survey sensors to discover jump points in the Falldaris system.

March 1019
House Indrett finishes Jump Point Theory research. Similar to House Fellshard, they immediately move to research sensor and engine technology.

1023
The Houses have completed the preliminary technology to develop Jump Engines. House Fellshard and House Indrett research better infantry for their armies.

January 1024
House Indrias finishes Jump Point theory research. As before, they research technologies which are prerequisites to Jump Engines.

October 1024
House Indrett has finished their prerequisite technologies for Jump Engines and they researched Grav Sensors as well. House Fellshard is close to finishing the House Indrett trains a headquarter formation for the militia phalanx formations. House Fellshard begins reorganizing their forces by developing new types of battlefield roles like armor-shredders, jetbikes, multi-shredders.

January 1025
House Fellshard military planners complete the design of a Infantry Phalanx formation. The war is held off by the Hevereyn, citing that there is no legal cause for war. Yet.

Code: [Select]
Infantry Phalanx
Transport Size: 5,000 tons
Build Cost: 101.5 BP
1x House Phalanx Commander (1000)
595x House Infantry (1023)
50x Armorshredder Infantry (1024)
100x Multishredder Infantry (1024)

1026 through 1028
These years are quiet. House Indrett, Indrias, and Fellshard continue their build up. Jump Engines are completed and researched by House Indrett and Fellshard. The ship designers and researchers of House Fellshard construct the Viral class Survey Ship. The At'umr Guild assisted heavily in the research of the Jump Drive and new Engine technology. By December 14th 1028 the Viral finishes construction in the orbit of Falldaris. The older Condorra Survey Ships start being scrapped.

Code: [Select]
Viral class Survey Ship      9,000 tons       137 Crew       1,031.4 BP       TCS 180    TH 160    EM 0
888 km/s    JR 1-25(C)      Armour 1-38       Shields 0-0       HTK 35      Sensors 0/0/4/4      DCR 3      PPV 0
Maint Life 2.00 Years     MSP 214    AFR 216%    IFR 3.0%    1YR 71    5YR 1,071    Max Repair 100 MSP
Baron    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

At'umr Guild JC9K Commercial Jump Drive     Max Ship Size 9000 tons    Distance 25k km     Squadron Size 1

At'umr Guild Commercial Improved Nuclear Thermal Engine  EP80.00 (2)    Power 160    Fuel Use 10.06%    Signature 80    Explosion 5%
Fuel Capacity 418,000 Litres    Range 83 billion km (1081 days at full power)

Geological Survey Sensors (4)   4 Survey Points Per Hour
Gravitational Survey Sensors (4)   4 Survey Points Per Hour

House Indrett's Survey Craft is still being constructed. They are hopeful to compete with House Fellshard.
Code: [Select]
Andrii class Survey Craft      9,000 tons       136 Crew       1,022.2 BP       TCS 180    TH 125    EM 0
694 km/s    JR 1-25(C)      Armour 1-38       Shields 0-0       HTK 34      Sensors 0/0/4/4      DCR 3      PPV 0
Maint Life 2.01 Years     MSP 212    AFR 216%    IFR 3.0%    1YR 70    5YR 1,051    Max Repair 100 MSP
Baron    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Achlys Guild JC9K Commercial Jump Drive     Max Ship Size 9000 tons    Distance 25k km     Squadron Size 1

Commercial Nuclear Thermal Engine  EP62.5 (2)    Power 125.0    Fuel Use 11.18%    Signature 62.5    Explosion 5%
Fuel Capacity 262,000 Litres    Range 46.8 billion km (781 days at full power)

Geological Survey Sensors (4)   4 Survey Points Per Hour
Gravitational Survey Sensors (4)   4 Survey Points Per Hour

Meanwhile, House Indrias struggles to keep up at all. The Dahanii Tribes are secretly keeping pace with Fellshard and Indrett.

March 1029
House Fellshard discovers the first Jump Point in the Falldaris system. The Viral is immediately ordered to jump through.


April 5th 1029
The Viral discovers the Accatran system. A binary star system with a habitable world near the second sun.

October 1029
The three terrestrial bodies of the Accatran system are surveyed. Accatran-B I and III have no mineral deposits but II has plentiful resources but at low accessibility

Accatran-B II
     Duranium 56,817,800   Acc 0.1
     Neutronium 159,012,100   Acc 0.1
     Corbomite 9,734,400   Acc 0.1
     Tritanium 38,937,600   Acc 0.5
     Boronide 27,040,000   Acc 1.0
     Sorium 67,076,100   Acc 0.1
     Corundium 69,222,400   Acc 0.1
     Gallicite 8,940,100   Acc 0.1

House Fellshard declares themselves masters of Accatran-B II and name it Sharic, after an ancestor warrior.
9
General C# Fiction / Über alles in der Welt - Chancellor's Day 3
« Last post by froggiest1982 on October 17, 2021, 03:04:52 AM »

DAY 3

On the third day, the Chancellor asked to analyse the small military fleet stationed on Earth. The rudimental knowledge of the TN technology applied to space warfare resulted in a small number of ships being produced. The only weapons developed were some Gauss Cannons for missile defence and Plasma Carronades for short-range engagement. The long-range was handled by missiles instead.

The displacement of the first class of ships was set to 6,000 tons. They were identified as Corvettes and even if before the ships were classified by their roles and duties, the German way was all about the size of the hull. The ships would have then been assigned a different role in their nomenclature. While this was hard to understand by all Nations with long and established Naval history, the Germans were always known as pragmatic people and this was their way of put some orders into a very subjective way of classification happened so far. The design of the warships was handled entirely in Germany by German engineers only.



CLASS: DM Deutschland-NTa
HULL: Corvette (CT)
VARIANTS: M, B, PD
NUMBER OF SHIPS: 8 – M: DM Hyäne NTa, DM Wiesel Nta; B: DM Habicht NTa, DM Panther Nta; PD: DM Alk NTa, DM Hermelin NTa, DM Kondor NTa, DM Tiger NTa
PRODUCED BY: Germany

Code: [Select]
DM Deutschland-NTa M class Corvette      5,999 tons       138 Crew       655.1 BP       TCS 120    TH 270    EM 0
2250 km/s      Armour 3-29       Shields 0-0       HTK 39      Sensors 6/6/0/0      DCR 2      PPV 18
Maint Life 5.00 Years     MSP 684    AFR 107%    IFR 1.5%    1YR 46    5YR 683    Max Repair 120 MSP
Magazine 264   
Fregattankapitan    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Morale Check Required   

MK II Gruber Aeromarine Vessel Nuclear Thermal Engine (3)    Power 270    Fuel Use 226.40%    Signature 90    Explosion 15%
Fuel Capacity 311,000 Litres    Range 4.1 billion km (21 days at full power)

MK V Humbold Ordnance Size 5 ASM Launcher (12)     Missile Size: 5    Rate of Fire 3355
MK III Tisch Warning & Control ASM Fire Control FC33-R120 (2)     Range 33.4m km    Resolution 120
MK V Humbold Ordnance ASM5/11-33 (52)    Speed: 11,400 km/s    End: 49.6m     Range: 34m km    WH: 2    Size: 5    TH: 38/22/11

MK III Schellhorn Sensor Systems Active Search Sensor AS74-R120 (1)     GPS 14400     Range 74.7m km    Resolution 120
MK III Schellhorn Sensor Systems Standard THS (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK III Schellhorn Sensor Systems Standard EMS (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

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




Code: [Select]
DM Deutschland-NTa B class Corvette      5,999 tons       188 Crew       501.4 BP       TCS 120    TH 270    EM 0
2250 km/s      Armour 3-29       Shields 0-0       HTK 43      Sensors 6/6/0/0      DCR 4      PPV 28
Maint Life 5.82 Years     MSP 308    AFR 72%    IFR 1.0%    1YR 15    5YR 232    Max Repair 45 MSP
Fregattankapitan    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Morale Check Required   

MK II Gruber Aeromarine Vessel Nuclear Thermal Engine (3)    Power 270    Fuel Use 226.40%    Signature 90    Explosion 15%
Fuel Capacity 311,000 Litres    Range 4.1 billion km (21 days at full power)

MK I Kirst Armaments 15 cm C1 Plasma Carronade (7)    Range 60,000km     TS: 2,250 km/s     Power 6-1     RM 10,000 km    ROF 30       
MK III Schellhorn Sensor Systems Multi Plasma Carronade Fire Control R64-TS8000 (2)     Max Range: 64,000 km   TS: 8,000 km/s     84 69 53 38 22 6 0 0 0 0
MK II Kuhn Energy Pressurised Water Reactor R8 (2)     Total Power Output 15.8    Exp 5%

MK III Schellhorn Sensor Systems Standard GPS (1)     GPS 1440     Range 23.6m km    Resolution 120
MK III Schellhorn Sensor Systems Standard THS (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK III Schellhorn Sensor Systems Standard EMS (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

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



Code: [Select]
DM Deutschland-NTa PD class Corvette      5,999 tons       144 Crew       586.5 BP       TCS 120    TH 270    EM 0
2250 km/s      Armour 3-29       Shields 0-0       HTK 34      Sensors 6/6/0/0      DCR 4      PPV 36.29
Maint Life 3.04 Years     MSP 344    AFR 72%    IFR 1.0%    1YR 56    5YR 837    Max Repair 157.45 MSP
Fregattankapitan    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Morale Check Required   

MK II Gruber Aeromarine Vessel Nuclear Thermal Engine (3)    Power 270    Fuel Use 226.40%    Signature 90    Explosion 15%
Fuel Capacity 311,000 Litres    Range 4.1 billion km (21 days at full power)

MK V Schnitker Precision Arms Quad Point Defense Gauss Cannon Turret (1x8)    Range 10,000km     TS: 8000 km/s     Power 0-0     RM 10,000 km    ROF 5       
MK III Schellhorn Sensor Systems Point Defense Fire Control R10-TS8000 (2)     Max Range: 10,000 km   TS: 8,000 km/s     0 0 0 0 0 0 0 0 0 0

MK III Schellhorn Sensor Systems Missiles Search Sensor AS10-R1 (1)     GPS 60     Range 10.7m km    MCR 963.4k km    Resolution 1
MK III Schellhorn Sensor Systems Standard THS (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK III Schellhorn Sensor Systems Standard EMS (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

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



The ships were designed to operate within the inner Solar System, ideally within the first asteroid belt. Currently, there was little to no reason for the Republic to be concerned or anything beyond that point. Eventually, being the only space power on Earth, high numbers of ships would have been either obsolete due to the fast technological advancements or not used at all due to the lack of competition. The designs and production were then a mere test to understand the challenges and capability of the Navy and, as a bonus, it would have been possible to keep the most talented officers busy.

All active scanners were set to the known displacement of 6,000 tons as there was no reason to believe any other spaceships were out there. The three variants were M for missiles, B for beams, and PD for point defence and a standard 3 layers of armour was used to reinforce them. The impressive speed of 2,250 km/s set a new record for humanity, way faster than the Duesenberg Model SJ (top speed of 225 km/h) which was the fastest car ever built. It was even faster than the highest speed ever recorded (400km/h in Daytona). The ships were supported by a vessel built to provide the necessary extra fuel and ammunition needed for longer operations.



CLASS: DKM Konigsberg-NTa
HULL: Support Vessel (SPP)
VARIANTS: M, B, PD
NUMBER OF SHIPS: 1 – DKM Konigsberg SPP
PRODUCED BY: Germany

Code: [Select]
DKM Konigsberg-NTa class Support Vessel      50,000 tons       356 Crew       1,193.7 BP       TCS 1,000    TH 950    EM 0
950 km/s      Armour 1-120       Shields 0-0       HTK 145      Sensors 6/6/0/0      DCR 1      PPV 0
MSP 9,744    Max Repair 32 MSP
Magazine 2,000   
Korvettenkapitan    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

MK II Gruber Aeromarine Commercial Nuclear Thermal Engine (19)    Power 950    Fuel Use 5.76%    Signature 50    Explosion 4%
Fuel Capacity 10,000,000 Litres    Range 625 billion km (7614 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 125 hours

MK V Humbold Ordnance ASM5/11-33 (400)    Speed: 11,400 km/s    End: 49.6m     Range: 34m km    WH: 2    Size: 5    TH: 38/22/11
Ordnance Transfer Rate: 64 MSP per hour     Complete Transfer 31.3 hours

MK III Schellhorn Sensor Systems Standard GPS (1)     GPS 1440     Range 23.6m km    Resolution 120
MK III Schellhorn Sensor Systems Standard EMS (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK III Schellhorn Sensor Systems Standard THS (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

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


It was finally time for the Chancellor to move into more administrative roles of the job. The research laboratories and the industry was waiting to know what would have been the focus of the administration. After a brief look at the current resources, the Chancellor identified 2 priorities. Number one was to find new TN mineral sources for sure. The 117 mines on Earth were the maximum that could have been built and with no possibilities of expanding further, there was a big concern that the current output of minerals would have not been sufficient to expand and fulfil all the Republic needs.

The Sorium was being mined and converted into fuel at full capacity. Any expansion in this field would have resulted in a shortage of material. There were 2 roads laying ahead now: the first was to wait to know if and what minerals were available in the system, and the second was to study new ways to convert minerals faster. With the small data currently known, the Chancellor opted for the former option. The Senate was again set on a different tune. It was noted that there was no need to rush things and that a decision should have been made only when more data would have been available. The Chancellor’s motion was then rejected with 172 votes against versus 104 in favour.

Iaraina then moved to the second priority, the maintenance costs of the fleet and the general maintenance capacity. A double motion was needed, one to increase the capacity of the current support facilities and one to double the current number of facilities from 25 to 50. In this case, the Senate was more reasonable and approved the expansion of the current capacity while rejecting the built of new factories. The main point made was that both would have simply not been of use as they thought it was just a copy of the same request. The Chancellor was then sitting on a dangerous 3 motions refused against only 1 approved and could not afford any other mistake. Her credibility was already on the line after only 3 days. She knew that the only thing the Senate would have been united was the economy. As the Republic desperately needed more freight capability and output she asked for the approval of a new Commercial Shipyard and the built of 5 new DKM Hatsukaze-Nta 25k.

Both motions went extremely well with the construction of the Hatsukaze passed with 214 votes against 62. The DKM Katsuragi CRG, DKM Myoko CRG, DKM Onami CRG, DKM Sendai CRG, and DKM Shikinami CRG were then ordered to be produced.

Reinvigorated by the results, the Chancellor asked for the approval of a new Naval Shipyard as well. Her goal was to lay the foundations for a great space nation. The Senate was divided on the matter. While many wanted to make sure all the resources would have been invested into more productive sectors, many others thought that without the military control and power the Republic would have been in great danger. After hours of consultations, the vote was held and the resolution passed with great surprise of just a few votes: 142 in favour and 134 against.

Finally, with a few research labs still available, the Chancellor decided to close the day with a final motion. As all commercial ships were still using traditional cargo shuttles for their operations, she thought, after studying all designs, that upgrading the current equipment with TN ones would have increased the productivity and the overall speed of the operations. Impressed by the acumen demonstrated, the Senate decided to reward the knowledge and commitment of the Chancellor by approving the resolution with a convincing 191 votes in favour versus 85 against.

The day ended then way better than it started and with a good plan now drafted it was time to start looking at the future with a bit more optimism. The Chancellor again retired in her quarters for the night after thanking all the people that supported her through the rough beginning of her term.
10
Stormtrooper's Fiction / Re: Time's End comments thread
« Last post by Stormtrooper on October 16, 2021, 07:27:28 PM »
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I wouldn't want the default to be so chaotic, but I do agree that more interconnection would be good. Personally I would want to see the JP code rewritten so that systems are aligned to a hexagonal grid with on average 3-4 connections per system, enough that there are multiple short loops to get between any two systems so JP defenses are not viable in most cases but there is still interesting galactic terrain and some chokepoints. Alas this would probably mark the end for the poor AI and its rudimentary understanding of space warfare.

Multiple short loops would probably be the best, after looking at some other galaxy maps from other games it seems to be the case when interstellar movement is not restricted.

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Quote from: Stormtrooper on September 07, 2021, 06:10:06 PM

    So... I guess this is the moment I'm supposed to clarify stuff, comment the comments and all that... ::)


Funny, I always take these moments to confuse the readership, not to clarify things...  ;)

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hopefully the next updates begin resolving things instead of further confusing the readership.

*random Groaxian confusion screams intensify*

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We keep hoping it is the endgame and the plot keeps thickening as discussed above...

Down to the deeper layers of Iether, without any light or a surface to cling to, only endless storms and thick hydrogen clouds.

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A flanking attack works very well on land, sea, or even in the sky, but not so well in space at thousand km ranges.

Well, imagine a fleet speeding at thousands of kilometers per second, heading towards enemy and then another fleet warps at its flank and heads towards it. The flanking fleet could then proceed to fly around its target in circles meanwhile the flanked fleet would need much time and fuel to adapt their course accordingly, not to mention an attempt to change velocity and direction would end up in them slowing down and slowing down is not something you want to do when enemy targeting algorithms send weapons at the speed of light at your predicted position from a few light seconds away... Unless they don't use lasers. But it'd still suck to have them predict your position after a few seconds right. Of course you can rotate in place all you want regardless of velocity and direction of flight and probably should have guns sticking out of every side just in case, but still hitting something that rapidly circles around you is probably a bit hard.

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A thrilling and exciting space battle - as an aside I commend the writing as it is the best battle yet in terms of the description which went into it, IMO.

Umm... Thanks, I guess?... It was so damn hard to write, these are not the times of exiciting Bootes Wars with minimal differences of speed that spewed cool screenshots and scenarios automatically at a high rate making it rather easy to write about them. Describing battles with so much of a technological difference is hard. And probably the biggest irony is that there in fact isn't that much of a difference in terms of their speed and firepower, it's just that they're 4 damn ECM levels below me. 4 levels!!! How could that even be possible for them to have all those designs and not bother with ECCM?

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in the end, the Groaxians become the Dark Forest Lords. This is actually a prequel as the Groaxians travel back in time to destroy the humans for Ascending where Groaxians will eventually fail.

... :-X

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You will probably be pleased to know that I can no longer tell which weapons are what kind of normal Aurora weapon anymore

Lasers, spinal lasers and plasma carronades... Though I can see why Soulgrain Phasing Bomb Launchers might sound like meson cannons in terms of how they work, but the physics behind them is different from meson particles. Whatever physics is behind mesons, that is... :P

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...I was joking, man! I didn't mean it, I take it back!

You scared now, human being?

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they will either be destroyed or destroy

some random alien about some other random alien in a Dark Forest, probably

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Now it really is the endgame I think, the Groaxians have to overcome not only the hostile galaxy but in fact their own nature and the nature of all life if they want to Ascend. If they fail, they will either be destroyed or destroy the Dark Forest Lords but also take their place. The stakes are absolutely astronomical.

Yes, it really is the endgame. Yes, the galaxy is hostile. Yes, you'd wish it'd be only one galaxy (hint: it's the entire universe). Yes, the stakes are astronomical. It's space warfare, what did you expect? :P

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This is an age-old debate... did our genes make us do it, or are we responsible for our own choices?

"Our genes make us do it and thus we are responsible for our own choices" - random Groaxian genetic engineer after failed experiment, probably

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Interesting results, but really I would say not unexpected. In keeping with the theme of balance, awareness of both is necessary to make the wisest choice. With only the awareness of war, war sounds like the only answer. With only the awareness of peace, war sounds like the easy answer because the consequences of it are not known. Only with awareness of both war and peace can the value of peace be appreciated in light of the high costs of war necessarily paid to keep peace.

-some random Groaxian philsopher, probably

That comment is perfectly balanced, as all things should be.

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Of course, since this is a Groaxian the idea is far smarter and more clever than if a mere human thought of it

That statement is perfectly balanced, as all things should be.

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The first battle of the Executor is every bit as terrifyingly powerful as anticipated. What is even scarier is that there is probably an even greater technology beyond it...

Of course there is. Random starship firing black holes and phasing antimatter bombs inside enemy ships via quantum teleportation is probably not too scary compared to what other Dark Forest Lords who've been Dark Forest Lords for a while came up with...

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It seems like the "obvious" answer is to wipe out the Achernar biomass before they respawn

Spawncamping at its finest.

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If they are allowed to carry out their technological boom they will surely overpower the Groaxians.

Executor goes brrrrrrrrrrr

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I think the latest series of updates have been some of the best

Thanks, I wrote all this to feel like I'm finally getting there only to suddenly feel nostalgic to how this DLC started out even though I've felt the beginning was worse than the previous AAR... Anyways, this is endgame of an endgame now, Dark Forest goes brrrrrrrrrrrrrrrrrrr...
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