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91
Starfire / Re: Battles of the Empires Campaign
« Last post by procyon on December 17, 2010, 02:25:26 AM »
Death in the Silent Places (with my apologies to Mr Capstick)
Part 3 in the Sunset Saga

New Empires Campaign - Month 34

Following the battle for New Haven, forces were redeployed within the Wollf Confederation.  Defenses of the WP to the home system were strengthened and the remains of the battered Princess Mia Group were replaced by the Baltian Princess Amalthea Group.  The heavily damaged Escort Carrier Nile returned to New Euro space for repairs and replacement squadrons and crews.  The New Euro forces were hampered by the presence of a mazer nebula known as Inferno on the only available warp line to the Wolff Systems.  With no warships equiped to cross the system, the New Euro was dependant on the few Transit Carriers of the Cryocians and Baltians.  The transit ships were unable to carry anything larger than a New Euro destroyer, limiting the support that could be readily moved to the system.  
The destruction of four Drakar freighters near the asteroid belt by three squadrons of AI gunboats showed that the AI were still active in the system, but not willing to attack the defenses at New Haven.  The AI had often resorted to destruction of civilian shipping or unguarded populations when unable to immediately defeat an opponent.  The Drakar Rear Admiral Embressa realized that deploying elements to cover shipping and populations within the system would weaken the defenses of the Cryocian population, but with four unguarded Drakar colonies near the site where the freighers had been destroyed - was left no other choice.
The Drakar 1st Destroyer Squadron, Baltian Princess Amalthea Group, and several Cryocian Storm Class Corvettes were redeployed to the asteroid belt to hunt for the AI carrier, while the New Euro Escort Carrier Tigris and newly arrived Ruth Heavy Escort Group remained at New Haven.  A small group of Cryocian Strom Class Corvettes was also deployed to support the defense of New Haven.
Thirty seven days after the relief of New Haven, a single Drakar freighter was attacked in the asteroid belt.  Unfortunately the freighter was nearing the end of its run and was near a Drakar belt colony.  The AI gunboat squadrons destroyed the ship and then salvoed the last of their missiles at the colony.  The colony was severely damaged, but not destroyed.  The rapid response of the nearby Princess Amalthea Group prevented its complete destruction as the gunboats withdrew.
Anticipating a follow up strike, the only other nearby ships, the Cryocian Tempest and Typhoon were rushed to the colony.  When the AI follow up strike arrived 48 minutes later, the ships were dismayed to find that two AI destroyers now accompanied the three gunboat squadrons.  The five allied ships prepared to give their lives protecting the 600,000 colonists as the AI group closed.  But unknown to the AI, the Baltian ships had one ace up their sleeve.  The only New Euro ship left that was capable of crossing a system like Inferno was an old heavy missile collier designed to support battles against another race in a system known as Tiamat.  It had arrived with the New Euro Heavy Escort Group and had several magazines loaded with missiles designed to be compatible with the Baltian and Drakar launchers, but using far more advanced New Euro software.  With the new missiles, the allied ships hoped to make the AI pay for the lives they would destroy.


Baltian Forces
Rear Admiral Janus (LG -1/Green)

Light Cruiser Princess Amalthea (Average)
8XOb (EDMa x1/RbM-AFM x4)            CLb / 51HS
[3] (S1) x6 (A1)x9 Zb H Qa Mg (MNE) (MNE) (Ib) (Ib Ib) Qb (Ib) Rb Rb Rb Dzb Rb Rb Rb Rb Qb Yb ?a (Ib Ib) [4] / gig
(Rb x7/ Dzb x1/ ?a) RbM x52, RbM-ECM1 x35, RbM-LW x28, RbM-AFM x15

Heavy Escorts Rhiannon (Average) , Sarah (Average)
3 XOb (RbM-AFM x3)            CTb / 19HS
[2] S1 S1 S1 A1 A1 A1 Zb H Rb (Ib) Ya Dzb Rb (Ib) Qb (Ib) [6] / gig x1
(Rb x2 / Dzb x1) RbM x10, RbM-ECM1 x10

WP Explorer Van Goeh (Average)
                  FG / 22HS
[2] S1 A1 A1(MNE) (MNE) H Xb Qb (Ia) Yca (Ia) (Ia) [4] / gig


Cryocian Forces

Storm Class Corvettes Tempest (Green) , Typhoon (Green)
                  CTb / 19HS
[3] S1 S1 S1 A1 A1 A1 A1 A1 A1 Hs Qb (jb Jb) (Jb) (Jb) Eca+ [7] / gig x1
(Eca x1)


AI Forces

DD 25 (Average) , 26 (Average)
5XOa (RcaM x1/ RbM x3)      (AM1)   DDb / 35HS
[2] (S1) x8 (A1)x8 Za Ht Qa (Ib) (Ib) Rca (Ib) Db Rb (Ib) Yb Rb ?a Qb (Ib) [5] / gig
(Rca x1 - salvos 10/ Rb x2 - salvos 10/ Db x1/ ?a)

GBa x2 (ast internal weapon) - K external ordinance
GBa x1 (sYb internal) - R external ordinance


Setup
The entire map is an asteriod field (1/2 sensor range).
Drakus colony with 12 PTU remaining in center of map.
Princess Amalthea Group in escort formation with colony.
Heavy Escorts will always use EM at one and stay with the CL if the group moves from the colony, unless their datalink is lost.
Storm Class Corvettes start within 3 hexes of the colony.
Van Goeh starts within 10 hexes of colony.
AI gunboats start at 30 hexes from colony on any radian - facing toward the colony with AI DD's three hexes behind them.
AI gunboats with K external ordinance will target ships, R external ordinace will target colony.


Aftermath.
The battle was a brief and bloody skirmish.  The AI destroyed both of the Cryocian Corvettes, but not before one of the destroyers was deprived of its shields by the Baltian ships and torn apart by the energy beams of the Cryocians.  The Sarah was gutted by the gunboats but survived, and the EDM plus datalink point defense prevented all but four missiles from reaching the colony.  One AI squadron was lightly damaged by the AFM's before the small craft launched, and the gunboats immediately broke off following the launch.  The surviving AI DD was able to disengage with its shields still up.
After the engagement, the Princess Amalthea Group was relieved by the Drakus 1st Destroyer Squadron.  The dreaded attack by the AI battleship at large, or another attack by AI gunboats did not materialized.  

92
Starfire / Re: Battles of the Empires Campaign
« Last post by procyon on December 07, 2010, 10:13:02 PM »
Flames at Sunset (Part 2 of the Sunset Saga)

 New Empires Campaign - Month 32

Six days after the AI battleship destroyed the human colonies on the moons of the gas giant Regan, it arrrived at the Icy planet and its moon inhabited by the Cryocian colonists of Sunset.  Known as New Haven and Haven's Daughter, they held over twelve million Cryocians.  With fallout shelters only partially constructed, the populations awaited the inevitable result of the AI ships arrival.  The AI battleship and its accompanying destroyer began the bombardment of the surface of New Haven, but inexplicably stopped.  With casualties in the millions, it was a horrible event, but nearly three quarters of the population had survived.  Whether the ships had simply run out of munitions or were unwilling to use what they had was unclear.  The two AI ships then settled into an orbit of the planet at 7.5 light seconds and quietly waited.
Sensors from the planet would occasionally record another pair of destroyers circling farther out from the planet, but they would never approach closer than 11 light seconds, and the AI ships moved with reduced emissions making tracking difficult.  Broadcasts were made of the planets situation, but help would be unavailable for weeks. 
Fifteen days after the blockade of New Haven help would arrive in the form of the Baltian Light Cruiser Group commanded by Vice Admiral Beckett, the Drakus 1st Destroyer Squadron commanded by Rear Admiral Embressa, the Cryocian Exploration Cruisers Outreach and Traveller, and the Escort Carriers of the WP Security Group of Survey Squadron II.   

This would not be the first engagement to see the use of New Euro gunboats, but would be the first to find them faced with other armed small craft.  The first carrier vs carrier engagement of the New Euro would find two small River Class Escort Carriers intended to face pirates and commerce raiders thrust into use as main line combat units.


Cryocian Forces

Exploration Cruisers Traveller (Crack) , Outreach (Crack)
8XOb (PtcaM x1/ EDMa x1)      CLb / 51HS
[4] (S1) x3 (A1)x3 Za (Jb) (Jb Jb) Qa (MNE) (Jb) Qb (MNE) Xb H Te Epa (Bsa) H (Jb Jb) Dzb Yca Qb Tda (Jb) (Jb Jb) Eb [6] / gig & st
(Epa x1/ Eb x1/ Dzb x1/ Te / Tda)


Baltian Forces
Vice Admiral Beckett (LG/Average)

Light Cruiser Princess Mia (Average)
8XOb (RbM x8)            CLb / 51HS
[3] (S1) x6 (A1)x9 Zb H Qa Mg (MNE) (MNE) (Ib) (Ib Ib) Qb (Ib) Rb Rb Rb Dzb Rb Rb Rb Rb Qb Yb ?a (Ib Ib) [4] / gig
(Rb x7 - salvos 18 +4RbM/ Dzb x1/ ?a)

Destroyers Queen Elizabeth (Average) , Queen Mary (Average)
5XOa (RbM x5)            DDb / 35HS
[3] (S1) x3 (A1)x9 Zb Hs Mgs Qa (MNE) (MNE) Rb Rb (Ib) (Ib) (Ib) Rb Rb Yb Db Qb ?a (Ib) [4] / gig
(Rb x4 - salvos 16/ Db x1/ ?a)

WP Explorer Van Goeh (Average)
                  FG / 22HS
[2] S1 A1 A1(MNE) (MNE) H Xb Qb (Ia) Yca (Ia) (Ia) [4] / gig

Mobile Repair Ship 1 (Average)
                  FT4b / 32HS
[2] (MS7) H H Qa (Ica) (Ica) [2] / gig

Missile Collier 01 (Average)
                  FT0 / 7HS
[2] Mgs (Mg) x3 Hs Qa (Ica) [4] / RbM x204


Drakus Forces
Rear Admiral Embressa (LG/Average)

Destroyers Drannar (Average) , Drannaeus (Average) , Drassan (Average)
5XOa (RbM x5)            DD / 30HS
[3] (S) x3 (A)x3 Zb H Qa Rb Rb (Ia) (Ia) (Ia) Rb Rb Yb Da Qa (Ia) (Ia) [5] / gig
(Rb x4 - salvos 10/ Da x1)


New Euro Forces

River Class Escort Carriers Tigris (Average) , Nile (Average)
                  FT4b / 35HS
[2] S1 S1 A1 H (Icb) (Icb) (Icb) (Bga) (Bga) (BLa) Yb Dca Qa (Icb) [4] / gig , GBa x2(La internal weapon)
(GBa Sqn 37 , 39 - Crack, 38 , 40 - Average)


AI Forces

BB 01 (Average)
14 XOa (RcaM x3, GBa x1)      (AM1)   BB / 100HS
[3] (S1) x14 (A1)x13 Za Qb Qb Qb H (Ia Ia Ia) Mg Db Qb (M1) Rb Rb Rca Rb Rca Rb Rb Db (Ia Ia Ia) Db Rb Rb Rca Rb Rca Rb Rb Yb Db ?a Qb (Ia Ia Ia) [3] / gig
(Rca x4 - salvos 15/ Rb x10 - salvos 12/ Db x4/ ?a)

DD 02 (Average) , 03 (Average) , 04 (Average)
5XOa (RcaM x1/ RbM x3)      (AM1)   DDb / 35HS
[2] (S1) x8 (A1)x8 Za Ht Qa (Ib) (Ib) Rca (Ib) Db Rb (Ib) Yb Rb ?a Qb (Ib) [5] / gig
(Rca x1 - salvos 10/ Rb x2 - salvos 10/ Db x1/ ?a)

DDE 01 (Average) , 02 (Average)
5XOa (RbM x5)            (AM1)   DDb / 35HS
[2] (S1) x5 (A1)x5 Za Hs Qa (Ib) (Ib) (Ib) Db Db Db Rca Yb Db Db Db ?a Qb (Ib) (Ib) [5] / gig
(Rca x1 - salvos 10/ Db x6/ ?a)

CA - CVL 01 (Average)
8XOa (GBa x1)               CA / 60HS
[2] (S1) x3 (A1)x3 Qb Qb Qv Qv H (Ica Ica) (Ica Ica) (Bga) (Bga) BLa) Rb Rb Db Qb Db Yca (Ica Ica) [3] / gig , GBa x2(ast internal weapon)
(Rb x2 - salvos 10/ Db x2)  24CP for GBa in XO racks

Mobile Repair Ship 01 (Average)
                  FT4b / 35HS
[2] (Icb) (Icb) (Icb) H Qa (MS7) (Icb) [4] / gig

Missile Collier 01 (Average)
                  FT1 / 12HS
[2] (Mg) x8 H Qa (Ica) [3] / RcaM x180


Setup
New Haven (Ice planet) in center of map.  Haven's Daughter (O1 moon) at 3tH on radian 3.
AI datalinks are BB 01/DD 02, DD 03/DDE 01, DD 04/DDE 02.
The BB is escorting DD 02, while the DDE are escorting thier linked ship.
No two links may start in the same hex.
BB 01, DD 02, DD 03, DDE 01 are at 30tH from New Haven on radian 9.
All other AI are at 60tH from New Haven on radian 9 with shields down, drive fields off.
The GBa on CVL 01's XO racks are crewed and ready for launch.  There is no crew for the GBa on the BB's XO's.
ast weapons on the gunboats can damage ships.

AI, Baltian, and Cryocian ships regenerate shields at 1 per turn if not hit.
Drakus regenerate shields at 1 per turn if not hit for 3 consecutive turns.
There was no ramming in this scenario, although technically the Cryocians would be allowed.

'Historically' the main group of the allied forces come in between radians 1 and 2.
The allied ships all approach on the same vector, with the non-combat ships and carriers trailing the warships by 16tH.
The AI were able to monitor the allied group as it approached and positioned themselves with the planet oriented as described.

Technically, the Ultra rules only allow one bay per 30HS (FRU).  We have always felt this was to small and allowed one per 30HS (FRU), plus one.
So a 35HS ship can mount 3 bay systems [35/30 (FRU) = 2, plus one for 3) instead of two.  This does seem to make small carriers more powerful than small warships, but balances the small carriers against the big carriers.  The big carriers always seem to overshadow the big warships, so the disparity on the small end didn't seem that 'unfair'.   It also allows a small carrier with GB's or FQ's to overpower a low tech carrier with a bunch of ast's, which only seems right.  But enough with house rules.


For us, this was a difficult scenario to run, simply due to the distances that were invovled.   Our hex map is about 100 x 120 hexes, and we still had to shift the play and tuck an extra map along one side to get enough room.  The initial battle involved the fleets closing to missile / beam range with the carriers hanging back, but as missiles ran low the ships began to congregate around the carriers to protect them.

Aftermath.
The battle openned with the war fleets closing while the gunboats moved to support them.  With neither side having enough small craft to dominate the field initially, the battle raged between the allied ships and the AI.  The Cryocian cruisers, never intended for front line combat, were torn apart as they closed with the AI battleship. Then the Baltian and Drakus warships began the murderous duel with the AI destroyers and battleship.  The Euro gunboats helped to cripple a pair of the AI destroyers, while the AI gunboats focused on the Euro small craft.  The Euro carriers stayed forward in the battle to quickly rearm the gunboats, but paid the price as two AI destroyers were able to break free of the melee and pursued the unarmed carriers.
As ships began to exhaust their magazines, the battle began to draw apart.  The Princess Mia finally fell to the firepower of the AI battleship, but the two Royalty Class destroyers refused to break off, and continued to duel with the battleship even as other ships withdrew.  The Drakus Destoryer Squadron and Baltian Missile Collier displayed conspicuous galantry (and recieved several awards) as they docked and transferred missiles even under pressure from continued attacks by AI gunboats.
The Euro gunboats finally managed to win superiority and destroy the AI carrier, but lost one squadron in the effort, with the remaining three so badly damaged that only post battle reorganization allowed them to operate as two functional squadrons.
At the end the battle drifted apart with neither side claiming a clear victory.  The allied forces had relieved the planet, and destroyed three AI destroyers and the light carrier, but the battleship and three other destroyers successfully withdrew from the battle.  The Allied forces lost both of the Cryocian light cruisers and the Princess Mia. Admiral Beckett died when the Mia fell. The Queen Mary was left a wreck barely capable of combat.  The Nile was damaged so badly it was no longer able to operate as a carrier with all of its bays damaged or destroyed.
Incredible bravery in the face of the enemy was the only thing that saved the allied forces - the Baltian destroyers galantry in the face of the AI battleship, the Drakus destroyers parked with their drive fields down to dock and reload protecting the Missile Collier with their point defense as AI gunboats pressed home attack after attack, and the single minded drive of the Euro gunboat crews as they died one after another attacking the AI carrier to ensure its destruction.  The lists of medals and citations stretched for pages, far to many post humously.

But both sides still had footholds in the system, and neither intended to be pushed out easily.....

93
Starfire / Re: Battles of the Empires Campaign
« Last post by procyon on November 26, 2010, 01:14:54 AM »
Tears at Sunset

New Empires Campaign - month 30

This battle did not actually involve the New Euro, but was the opening engagement of a war one of her allies is fighting.  It occurred two months after the closing of a trade and defensive treaty between the New Euro and the Wolff Confederation - a group of three races caught together in one system by the closing of the warp points.  Its members include the original inhabitants of the system, an ice race known to the Empire as the Cryocians, the Cryocian's original partner race known as the Drakus, and a population of Euro and Chinese colonists placed there after partnership was gained with the Cryocians.
After the warp points reopened they expanded from their system and now claim five other systems.  The first system reached was named Sunset and is a larger red star with a few planets and a small asteroid belt.  The Drakus placed colonies in the belt, with the humans (now calling themselves Baltians after their new home planet named Balto) occupying the two moons of the innermost gas giant.  The Cryocians have a colony and small population on the innermost Ice planet and its moon.
The situation starts with a Drakar colony in the belt detecting a distant drive field signature approaching the inner system at slow speed.  A series of drones launched to investigate discovers that the signature belongs to ships with a drive field matching that of the old enemy of the Empire, a machine race simply called the AI.  Genocidal and implacable, the only result of contact would be war.
The Drakar colonies of the asteroid belt immediately blacked out their emissions, as did the human colonies.  The Cryocian populations began the preparations to 'go bush' and try to disappear.  With the Cryocian holdings on the far side of the system, and the Drakar colonies in the belt being nearly impossible to find, the greatest danger now lies to the human populations orbitting the only gas giant of the system.
The only defensive elements in the system in range to intercept the AI ships were a small group of human patrol ships based on the old Heavy Escort design (and named for famous Imperial craft), and the Cryocian Cruiser Squadron.  The Cryocian ships were the best of the Cryocian fleet, and represented the bulk of its combat power.  Due to the creatures long lives, the ships were actually veterans of the original battles with the AI when they had found a WP into the Cryocian home system.  They had fought the massive AI ships and only barely managed to save the Cryocian homeworld with the assistance of two Chinese Battlecruiser groups, plus the Pan European Nike Independant Cruiser Group.  The battle had ended within sight of the Cryocian homeworld with nearly every allied ship damaged or destroyed, and the AI withdrawing under heavy losses, but not destroyed.

They understood this battle, if lost, would cost the lives of the 23 million inhabitants of the system.
With the Cryocian ships designed for combat in their home system - a nebula - and the AI generally being designed as LRW platforms, the Cryocian Admiral chose to wait for his foe where their course would bring them into the belt, disrupting the AI sensors and allowing the Cryocians a chance to bring their weapons into range.




Cryocian Forces
Admiral:  Xenexis, LG+1

Cryocian Cruisers Dark Angel (Heroic) , Demon Child (Crack) , Lucifer's Hammer (Crack)
10 XOb (EDMa x1, PtbM x2)      CAb / 67HS
[4] S1 S1 S1 (A1)x9 Zb Qb Qe H (Jb Jb) (Jb Jb) (MNE) (MNE) Ptb (Jb Jb) Eb Epa (M1) Qe (Jb Jb) Dzb Ptb Yb ?a Epa Te (Jb Jb) Eb [5] / gig x1
(Eb x2/ Epa x2/ Ptb x2 - salvos 10/ Dzb x1/ Te x1/ ?a x1)


Baltian Forces

Heavy Escorts Tatianna (Average) , Anastasian (Average) , Rebecca (Average)
3 XOb (RbM x3)            CTb / 19HS
[2] S1 S1 S1 A1 A1 A1 Za H Rb (Ib) Ya Dzb Rb (Ib) Qb (Ib) [6] / gig x1
(Rb x2 - salvos 10/ Dzb x1)


AI Forces

DN / CVA 01 (Average)
18 XOa (RcaM x5, GBa x1)   (AM1)   DN / 130HS
[3] (S1) x24 (A1)x24 Za Qa Qb (Ia Ia Ia Ia) Qv Qb Qb Qb Db Db Qb (Ia Ia Ia Ia) Bga Bga Bga Bga BLa H Qv (M1) Rca Rca Rca Qb Rca Rca Yca ?a (Ia Ia Ia Ia) [3] / gig, GBa x4 (ast internal weapon), 40 CP GB crew in Qv (Average)
(Rca x5 - salvos 10/ Db x2/ ?a)

BB 01 (Average)
14 XOa (RcaM x7)      (AM1)   BB / 100HS
[3] (S1) x14 (A1)x13 Za Qb Qb Qb H (Ia Ia Ia) Mg Db Qb (M1) Rb Rb Rca Rb Rca Rb Rb Db (Ia Ia Ia) Db Rb Rb Rca Rb Rca Rb Rb Yb Db ?a Qb (Ia Ia Ia) [3] / gig
(Rca x4 - salvos 15/ Rb x10 - salvos 12/ Db x4/ ?a)

DD 01 (Average) , 02 (Average)
5XOa (RcaM x1/ RbM x3)   (AM1)   DDb / 35HS
[2] (S1) x8 (A1)x8 Za Ht Qa (Ib) (Ib) Rca (Ib) Db Rb (Ib) Yb Rb ?a Qb (Ib) [5] / gig
(Rca x1 - salvos 10/ Rb x2 - salvos 10/ Db x1/ ?a)


Initail Setup:

AI DN and BB will be in escort formation with BB escorting the DN.
AI DD's will be in the same hex spaced 5 tH in front of the DN/BB.
Two AI GBa (including the one from the XO racks) will be on CAP in the DN hex.

Cryocian and Baltian forces start in same hex on any facing the player wishes.
Cryocian and Baltian forces start with DF and shields down.
Due to a miscalculation on the Cryocian Admiral's part, the Cryocian and Baltian ships begin in a hex 28 tH from the AI course.
The scenario begins at any time the Cryocian Admiral orders his ships to turn on their DF or Shields.  As the AI will be unable to detect the Cryocians at a range of 28 tH, the Cryocian ships may begin anywhere on the map 28 tH from the AI course.
The Baltian Forces will not ram.  The Cryocians may.
ast weapons may damage large units. (OK, I know the Starfire site has officially ruled that they can't, but this occured before that.)

All forces regenerate shields 1 per turn if not hit.

This scenario is terribly tricky for both sides.  The AI have a huge firepower advantage, but the reduced sensor range of the asteroid field forces them to close to use their missiles.  The Cryocian and Baltians have to try to make telling attacks while avoiding the AI gunboats and the murderous DN/BB broadsides.  The AI gunboats can be devastating when using their LRW's, but only having ast weapons as a back up makes them rather helpless when the external ordinance is fired.
Using the tractors on the CA's helps to keep the gunboats from rearming, but limits your ability to use the needle beams decisively.

Aftermath.
The battle was a grimly fought affair, with no quarter given or asked from any side.
A battle fought at the edge of sensor range opened the hostilities  The tractors and energy beams of the cruisers tore at the gunboats, while ships struggled to trade position to allow shields to regenerate while others bore the fury of the huge AI ships.  The battle quickly changed to a murderous charge into the AI formation as the gunboats attempted to land and rearm.  In the end it was over in minutes.  The Cryocian ships were destroyed almost within sight of the AI ships, with the last one - Lucifer's Hammer - dying as it tried to ram the drive field of the AI battleship.
The last of the Heavy Escorts died in a long running duel with the AI gunboats after its engine burned out from extended detuning.
For the AI, one of the DD's was destroyed, and the other heavily damaged.  The DN was gutted into a floating wreck by the Dark Angel and Lucifer's Hammer.  Only the BB escaped without severe damage.
In the end it was a mixed victory.  The BB turned back with the damaged DD and one GBa on its XO's (sans crew).  But it rejoined the forces covering the WP the AI had used to enter the system.

Nineteen days later the Baltain moons of Sunset were wiped clean by the AI battleship and three accompanying destroyers.....and the Wolff Confederation's Home System would be cut off from its colonies.

Twenty one days after that the New Euro River Class Escort Carriers Tigris and Nile would enter the system with a rag tag collection of Cryocian, Drakar, and Baltian ships to try and liberate any remaining colonists in Sunset.
(To be continued.)
94
Aurora / Re: Active Precursors
« Last post by Erik L on August 04, 2010, 06:02:32 PM »
Quote from: "Brian"
Quote from: "Steve Walmsley"
Be aware that if the ruins are all the same race, as soon as a Xenology team cracks one of them, it will crack all of them. The Xenology teams work on a racial basis, not on each specific ruin.

Steve
Any way to make it so that you actually need to have the xenology team on the planet and spending a little time to realize that it is a previously deciphered language.  Not long, just a month or two as they clear out debris, find writing samples, ect.

Mostly I do not want it to be discover and reactiveate one ruin, then discover another ruin with a survey ship and presto the ruin is ready for engineer brigades to move in and start activating the remains.

Brian

I like that idea too.

The background is that one race (hence the homogenity of precursor ruin races) terraformed a number of planets in the distant past.
95
Aurora / Re: Active Precursors
« Last post by Brian Neumann on August 04, 2010, 03:59:09 PM »
Quote from: "Steve Walmsley"
Be aware that if the ruins are all the same race, as soon as a Xenology team cracks one of them, it will crack all of them. The Xenology teams work on a racial basis, not on each specific ruin.

Steve
Any way to make it so that you actually need to have the xenology team on the planet and spending a little time to realize that it is a previously deciphered language.  Not long, just a month or two as they clear out debris, find writing samples, ect.

Mostly I do not want it to be discover and reactiveate one ruin, then discover another ruin with a survey ship and presto the ruin is ready for engineer brigades to move in and start activating the remains.

Brian
96
Aurora / Re: Active Precursors
« Last post by Steve Walmsley on August 04, 2010, 03:19:42 PM »
Quote from: "Erik Luken"
I generated 20 systems, about half got terraformed, most of them ended up under 1x cost. All terraformed systems got a ruin. And all existing JP links were broken.

Then I added Sol and the Humans.

Now I need to go into the db and make all the ruins the same race.
Be aware that if the ruins are all the same race, as soon as a Xenology team cracks one of them, it will crack all of them. The Xenology teams work on a racial basis, not on each specific ruin.

Steve
97
Aurora / Re: Active Precursors
« Last post by Erik L on August 04, 2010, 02:57:53 PM »
I generated 20 systems, about half got terraformed, most of them ended up under 1x cost. All terraformed systems got a ruin. And all existing JP links were broken.

Then I added Sol and the Humans.

Now I need to go into the db and make all the ruins the same race.
98
Aurora / Re: Active Precursors
« Last post by Brian Neumann on August 04, 2010, 01:43:26 PM »
Generate 20-30 systems and pick the ones you want to have terraformed.  Set up the jump point network for the first few transits.  You do not need to fill every jump point with a destination, just those leading to the worlds you have designed.  I would then save a copy of the database and while still in SM mode check what tech levels each ruin is for.  Better yet, if you can go into the database and set them to the same race/empire and tech.  Otherwise check what tl each is at, and if you find one that doesn't work for what you want you could go back to the original save and change it.  Keep doing this untill you are satisfied as to the ruins that are left around for your pc's to find.

Brian
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Aurora / Re: Active Precursors
« Last post by Erik L on August 04, 2010, 01:04:56 PM »
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
I'm contemplating a scenario in which precursors genetically engineered the human race to what it is. At the same time, they terraformed a number of planets to human tolerances.

I'm trying to decide if I should generate a number of systems prior to game start and seed the terraformed planets (with ruins) or to play and use SM mode to modify candidates found during play.
I think it would probably be more immersive if you set it up prior to game start. Modifying as you go would feel too artifical I think and break-up the flavour of the campaign..

Steve

That's what I was thinking too. Now to figure out the best way to accomplish that. :)
100
Aurora / Re: Active Precursors
« Last post by Steve Walmsley on August 04, 2010, 12:58:27 PM »
Quote from: "Erik Luken"
I'm contemplating a scenario in which precursors genetically engineered the human race to what it is. At the same time, they terraformed a number of planets to human tolerances.

I'm trying to decide if I should generate a number of systems prior to game start and seed the terraformed planets (with ruins) or to play and use SM mode to modify candidates found during play.
I think it would probably be more immersive if you set it up prior to game start. Modifying as you go would feel too artifical I think and break-up the flavour of the campaign..

Steve
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