Author Topic: Twelve Colonies Comments Thread  (Read 22435 times)

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Offline Steve Walmsley (OP)

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Twelve Colonies Comments Thread
« on: February 01, 2022, 08:49:29 AM »
Please put any comments in this thread.
 

Offline nuclearslurpee

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Re: Twelve Colonies Comments Thread
« Reply #1 on: February 01, 2022, 02:54:33 PM »
New Steve AAR surely means v2.0 is nearly here! For sure this time!!

Personally I hope once this story is finished and 2.0 is out we will have a return to the NATO vs Soviet with multiple player races, it has been too long since we had a Steve AAR with multiple player races and I don't think we've had one in C# yet. Of course I will not complain about what we are now receiving!  ;D

One question though:
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All spoilers active except Rakhas.
It is kind of a curious choice of spoiler to turn off since their effect on the game is so little and basically Precursors without the ships in practical terms. Actually, I wonder if they feel too redundant to you and perhaps could use a refresh in some future update?

Interesting ship designs. The titular Galactica class looks very formidable, at first I had difficulty realizing how you could fit so much hangar space and all those weapons before I realized that you won't need magazines in this campaign.  ;)  The Valkyrie class seems likely to have a troubled history, with such a weak maintenance life plus the need to provide MSP to maintain its complement it will likely have difficulty on true deep space missions, though maybe the support from the Lokis will prove adequate to avoid any major issues.

Small note, the Atlas class Tug does not have its name bolded, missed it on the first scroll through and wondered why you had stations but no tugs. Also don't see them in the starting fleet list.  ???

I'm very interested to see how the Colonial Marines will work out for you, since you are using ~5,000-ton battalions as your base unit type but have also doubled ground commander generation in v2.0. The thing to look for is whether such a formation size will work while building up a large enough army to actually invade planets, and having enough commanders for every formation.

Looks like the Mortis class are the first look at the revamped Raiders. So far they do not seem too threatening although having such quick fighters even at gas-core tech probably has a lot to do with that, but I expect that is by design and we will see more force if and when they decide to make a more significant incursion. Looking forward to seeing how this goes!

In the meantime we have the promise of hostilities with the Stave... to be honest as much as I look forward to fleet battle action in a Steve AAR, this is one of my gripes with the diplomatic system as it feels too inflexible and the AI too simplistic and unyielding, so usually if you encounter a race within a few jumps (less than 3 or 4) it is nearly guaranteed that there will be hostilities, regardless of militancy or xenophobia, just because the aliens will claim every system in a certain radius of their home system and refuse to be flexible if, say, Sol happens to be one of those systems. it would be nice to see some manner of establishing mutual buffer zones or intermediate borders that both races agree to respect if neither is particularly militaristic.
 

Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #2 on: February 01, 2022, 05:25:24 PM »
I've fixed the tugs :)

I created the Valkyrie because a half-size Battlestar with that name exists in the TV show. Its actually proven to be really useful. It functions as a secure mobile survey base, deploying survey Raptors into nearby systems and then providing overhaul and shore leave when they return. It also provides a long-range, forward combat capability, with both alien ships destroyed so far taken out by Valkyrie strikegroups. I have now added a Raptor-T tanker to the standard Valkyrie strikegroup (removing one of the two scout raptors) to extend survey Raptor range. Replenishment ships can keep it resupplied.

Re the Mortis: The Mortis is only lightly armed, but hard to detect. The 'stealth' AI also makes only minimal use of active sensors so, as in both situations in this campaign, you probably won't see it until it attacks. While the loss of a freighter and a FAC are not major, it could just as easily have wiped out a colony fleet, a troop convoy, unguarded terraformers, fuel harvesters, etc. The threat of that happening is the real problem, rather than dealing with a ship you already tracked down. Also, I just happened to have a suitable force in the right area. Finally, the new spoiler may summon reinforcements that can be a much more significant challenge, or invade smaller colonies.

With regard to diplomacy, I was actually shocked about the rejection in the Sol system. Given the huge Colonial population in Sol it should have been an easy decision for the AI. I've made peace with NPRs who have a home world two jumps from Sol and this one is at least three jumps away. While they might want a system, they do take into account the population and military forces of other races and will give up systems even if they assign some value to them. In this case, Sol must be particularly valuable to them. I suspect it is the first decent source of minerals and fuel they have found and that is why the AI won't give it up.
 
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Offline Garfunkel

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Re: Twelve Colonies Comments Thread
« Reply #3 on: February 02, 2022, 12:26:02 AM »
Poor Stave aliens, that is some crap RNG with mineral creation that'll lead to their extinction.
 

Offline db48x

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Re: Twelve Colonies Comments Thread
« Reply #4 on: February 04, 2022, 05:03:13 AM »
Yea, sounds like they’re in a tough spot. Maybe a dead–end chain?
 

Offline TallTroll

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Re: Twelve Colonies Comments Thread
« Reply #5 on: February 04, 2022, 08:20:50 AM »
Quite the windfall for the Colonials to this point. Trading Vipers and Marines for a pile of wrecks and prizes will smooth out the early game mineral crunch a bit, and some of those prizes might be added to the fleet at least temporarily, while others can be disassembled to see what tech upgrades can be had. At the very least, an early transition to Ion Engines might be in the offing.

Viper production might be a bit of a bottleneck though. The fleet was short of being full at the start of the war, and losses have been fairly substantial. Presumably, any expeditionary force can transfer Vipers from those left behind, which can then refill from production, but it seems it might be a while before the fleet as a whole reaches full nominal strength
 

Offline nuclearslurpee

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Re: Twelve Colonies Comments Thread
« Reply #6 on: February 04, 2022, 11:28:11 AM »
A quick inquiry here, I was re-reading the ship specs and I noted this line for the Viper class:
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Ares Kinetics VC-2 Viper Cannon (1x2)    Range 40,000km     TS: 8,001 km/s     Power 1-1.5     ROF 5
Emphasis added. Now, I might be misremembering but wouldn't a two-shot 10cm railgun require 1.5 power to fire? Looks like the partial capacitor (latter number) is represented correctly in the class summary, but the weapon power to fire is truncated incorrectly?

Some pretty good battle results as the Commonality War begins here. The Colonial Fleet is benefiting from the Commonality's lack of defensive missiles which would otherwise pose some serious problems for the Viper squadrons - I'm looking forward to seeing a future NPR which has such weapons so we can see how the fighters fare. All that being said, we have yet to face a full-size battle fleet which may prove considerably more difficult to defeat for the Vipers, especially since the Stave have Ion Drive tech already so they likely have a technology advantage which will come to bear once they amass a properly large fleet instead of the various escort groups encountered so far.

Personally I am hoping to see this fight taken to the Stave homeworld so we can see how Steve handles a planetary invasion...eight regiments will probably not be enough to invade a planet, perhaps building 800 would be one solution...  ;D
 

Offline Droll

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Re: Twelve Colonies Comments Thread
« Reply #7 on: February 04, 2022, 11:45:15 AM »
Personally I am hoping to see this fight taken to the Stave homeworld so we can see how Steve handles a planetary invasion...eight regiments will probably not be enough to invade a planet, perhaps building 800 would be one solution...  ;D

I've said this before and I'll say it again. I want to share the pain of trying to provide CAS to ground invasions with Steve.
 

Offline nuclearslurpee

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Re: Twelve Colonies Comments Thread
« Reply #8 on: February 04, 2022, 02:33:03 PM »
Personally I am hoping to see this fight taken to the Stave homeworld so we can see how Steve handles a planetary invasion...eight regiments will probably not be enough to invade a planet, perhaps building 800 would be one solution...  ;D

I've said this before and I'll say it again. I want to share the pain of trying to provide CAS to ground invasions with Steve.

Steve has cleverly avoided this problem by not building any ground support fighters.  :P
 

Offline Droll

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Re: Twelve Colonies Comments Thread
« Reply #9 on: February 04, 2022, 02:41:53 PM »
Personally I am hoping to see this fight taken to the Stave homeworld so we can see how Steve handles a planetary invasion...eight regiments will probably not be enough to invade a planet, perhaps building 800 would be one solution...  ;D

I've said this before and I'll say it again. I want to share the pain of trying to provide CAS to ground invasions with Steve.

Steve has cleverly avoided this problem by not building any ground support fighters.  :P

I cri evertim  :'(
 

Offline Migi

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Re: Twelve Colonies Comments Thread
« Reply #10 on: February 04, 2022, 06:34:39 PM »
I like the theme and the way you gave it a plausible origin. I must get around to watching BSG someday.
4 layers of armour on a 37kT ship is a little thin for my tastes, but I guess that's the problem with a hybrid carrier-cruiser.
I was surprised to see 120 resolution on the Skywatch class. Given the raiders stealth tech, will you swap the standard resolution on your general purpose sensors to target them? I'd like to see NPRs adopt sensors over time to match the ships of the race they are fighting.
 

Offline Garfunkel

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Re: Twelve Colonies Comments Thread
« Reply #11 on: February 04, 2022, 08:28:31 PM »
I guess we still can't tow wrecks to salvage stations over Earth...  :P
 

Offline kilo

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Re: Twelve Colonies Comments Thread
« Reply #12 on: February 05, 2022, 01:59:05 AM »
Have there been any engagement with the new spoiler race as of now? I am interested to see the nefarious things Steve came up with.
 

Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #13 on: February 05, 2022, 05:21:52 AM »
A quick inquiry here, I was re-reading the ship specs and I noted this line for the Viper class:
Quote
Ares Kinetics VC-2 Viper Cannon (1x2)    Range 40,000km     TS: 8,001 km/s     Power 1-1.5     ROF 5
Emphasis added. Now, I might be misremembering but wouldn't a two-shot 10cm railgun require 1.5 power to fire? Looks like the partial capacitor (latter number) is represented correctly in the class summary, but the weapon power to fire is truncated incorrectly?

Yes, you are correct. Took a while to pin this one down as everything checked out fine in the code. Turns out I was using a integer field in the DB for power requirement so the error only appears after saving and restarting the game. Fixed now.
 

Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #14 on: February 05, 2022, 05:27:37 AM »
I like the theme and the way you gave it a plausible origin. I must get around to watching BSG someday.
4 layers of armour on a 37kT ship is a little thin for my tastes, but I guess that's the problem with a hybrid carrier-cruiser.
I was surprised to see 120 resolution on the Skywatch class. Given the raiders stealth tech, will you swap the standard resolution on your general purpose sensors to target them? I'd like to see NPRs adopt sensors over time to match the ships of the race they are fighting.

The Valkyrie is really intended for survey operations rather than combat, although I will probably convert some of them to a non-survey use in the future.

All the major warships have res-1 sensors, as do all the small craft and fighter designs. The Skywatch stations are for monitoring transits, although I agree adding a small res-1 sensor is a good idea.
 
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