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Topic Summary

Posted by: Xkill
« on: Yesterday at 03:29:16 PM »

I have been thinking recently of making Highfleet-like airships for ground combat. Large (200+ tons), with big weapons and maybe armor. Think it might work better with the current mechanics and UI in which you need to assign each fighter individually to the supported formations.
Posted by: Paul M
« on: Yesterday at 12:55:31 PM »

Thank you, found where the bombardment pod was hidden on the missile design and upped the size of the pod to 10.  That seems like a good compromise.  Having turned off the raiders, the game has at least lasted 65 years now.  The amount of GC research that you need is something to bear in mind for a conventional start.

Fire control teams are assigned to each HQ.  Developing hanger bays so I can deploy the ground attack fighters.  I also developed magazines to carry them...as otherwise this group of humans only used direct fire weapons on their ships.
Posted by: Andrew
« on: Yesterday at 09:54:15 AM »

You develop the ground combat weapons then design them as missile pods and then place them in the ground support pods on your fighters.  Aa 1.6 hs pod will produce a weapon which tickles unarmoured humans. You need big pods , then you need lots of fighters , then you need the patience of a saint to deploy them, then they die.   Make sure you have fire direction centers for some of your trooops or you cannot deploy the ground support craft at all
Posted by: Paul M
« on: Yesterday at 09:44:42 AM »

I am trying to sort out how to use "fighter bombardment pods"

I researched them and then developed a 1.6 HS pod and can attach it to my dive bomber (fighter) that I have designed.  But this seems to be like a missile launcher. 

Do I then have to develop a "missile" to put into it?  Does the fighter then need missile fire control?

I am currently developing fighter autocannon pods in the hope these at least are more like a vulcan cannon on a ground attack aircraft.
Posted by: Froggiest1982
« on: September 25, 2024, 04:55:21 PM »

IS there a way to export the Events to a text file?

Not directly from the program, but you could from the database.

In addition to that you may a need a little formula to convert cycles into the proper date, as the DB does not have a "Date" entry. You can add your starting date and then just add the cycles to that so you can have an updated list of events by in game date. Or at least this was it the last time I looked into the event DB. Finally, you need to export these prior reloading the game, as there is a new purge function which was needed to avoid colossal slowdown or DB sizes due to large events entries, especially in multi race campaigns.
Posted by: Steve Walmsley
« on: September 25, 2024, 04:10:22 PM »

IS there a way to export the Events to a text file?

Not directly from the program, but you could from the database.
Posted by: relmz32
« on: September 25, 2024, 02:08:21 PM »

IS there a way to export the Events to a text file?
Posted by: GodEmperor
« on: September 24, 2024, 02:54:45 PM »

Quote
Scrap: Shipyard of the same or higher tonnage, shipyard of the appropriate commissioning (commercial or naval).
Welp there goes my idea of having minimal pop scrapping base around Jupiter..
Posted by: Froggiest1982
« on: September 22, 2024, 04:56:28 PM »

When scrapping a ship do i need a shipyard of its size or just a shipyard with an empty slipway? I cant find the answer for this..

The only limitation removed from a standard build order concerning scrapping ships is the tooling.

Scrap: Shipyard of the same or higher tonnage, shipyard of the appropriate commissioning (commercial or naval).
Refit: Shipyard of the same or higher tonnage, shipyard of the appropriate commissioning (commercial or naval), shipyard tooled for the target hull.
Construction/Repair: Shipyard of the same or higher tonnage, shipyard of the appropriate commissioning (commercial or naval), shipyard tooled for the building hull.
Posted by: GodEmperor
« on: September 22, 2024, 12:55:32 PM »

When scrapping a ship do i need a shipyard of its size or just a shipyard with an empty slipway? I cant find the answer for this..
Posted by: nakorkren
« on: September 21, 2024, 12:34:52 PM »

Anybody getting NPRs with lots of hefty warships and high speeds? Or is this just the norm in the 2.5.1 version. 12,000 km/s is darn fast when i'm still in Ion engine era ships.

Largest NPC ships I've run into so far in my long running 2.5.1 game was ~50ktons, with a spoiler coming in a ~80ktons. I've never seen the NPC have multiple military ships over 100ktons, much less ones moving at 12km/s even though I'm currently at Magnetic Fusion engine tech. No matter whether they are just running with seriously boosted engines or they're just much higher tech than you, you appear to be in for a tough fight. Please let us know in the "What's happening in your empire thread" how it turns out!
Posted by: lumporr
« on: September 21, 2024, 12:21:05 PM »

In terms of installation target size, does a construction factory (target size 20) have less of a chance of getting hit than a Ground Force Construction Complex (target size 400), or does it have the same chance of getting hit, but lower "HP"? I'm mostly referring to this post https://aurora2.pentarch.org/index.php?topic=8495.msg107703#msg107703, but it doesn't mention hit selection, so I assume that it's random, and that a larger target size is strictly better than a smaller one.
Posted by: downs9
« on: September 20, 2024, 10:15:51 PM »

Anybody getting NPRs with lots of hefty warships and high speeds? Or is this just the norm in the 2.5.1 version. 12,000 km/s is darn fast when i'm still in Ion engine era ships.
Posted by: mostly_harmless
« on: September 20, 2024, 01:20:26 PM »

Hi,

I have captured alien ships with half their missile load remaining. I also have the same alien missile types from earlier captures stockpiled on my planet.
Is their any way (incl. SM) to those stockpiled alien missiles into my alien ships?
Whatever I tried so far only got rid of the alien load out and left me with my own designed missiles.

Thanks!
Posted by: nakorkren
« on: September 14, 2024, 06:42:06 PM »

Does the chance of an internal component being saved from destruction due to the Instant Damage Control rating apply to electronics hit by high powered microwave?