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61
Development Discussions / Re: Naming Theme Suggestions
« Last post by Ush213 on June 27, 2025, 08:06:07 AM »
Used ChatGPT to put together some ship names based on my favourite book Series Red Rising.

Creates names from charactor names to place names along with some common phases from the whole series.

Examples:

Reaper’s Revenge
Cassius's Honor
The Gorydamned
Thorn of Ilium
Society’s Fall
Breaker of Chains
Blood of the Rim
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Pallington on June 27, 2025, 06:08:00 AM »
New Casus belli unlocked. Harvasting those sweat XCM mines.

Whats the best way to capture these without accidently blowing them up.

It has to be flying in with a super fast and decently shielded/armored troop drop craft and using ground forces, right? Anything else risks blowing them up.

In other news, New Meta: Corvette built around having a single AdvSp Particle Lance for the full 900 (? I think?) tons and then like 800 tons of engine ramped up to 250% burn ratio from a gauss/AMM spam carrier. Total size approx 2kt, replacing and in fact totally invalidating plasma for small craft. Also nullifies armor lategame entirely, because the thing does 100 piercing, that crap WILL find and blow up your power plants/engines.

Edit: I should specify it only invalidates plasma for small but not tiny craft. You can't fit this thing on an actual FAC let alone a fighter, and support modules (jamming, defenses, etc) means it's main use is as a better one-shot beam alternative for stuff between 2-4kt. At least, that's what I'm seeing.

Also, Lasers are no longer sufficient anti-craft PD. If they're equal tech BFC, they just sit on the edge at 80%* range, small lasers barely deal any damage even if they hit, and they deal full damage. Everything about this is scary. At the same time, how exciting! Pair it with a more well defended AMM dump corvette (mass box launchers + armor/shields) to defend against enemy AMM and a bomber corvette (more mass box launchers but carrying 1-2mil km max damage "bombs") and you have a three corvette nuke on a stick, <10kt.

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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Ush213 on June 27, 2025, 06:01:03 AM »
New Casus belli unlocked. Harvasting those sweat XCM mines.

Whats the best way to capture these without accidently blowing them up.
64
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on June 27, 2025, 03:24:35 AM »
Ex-Civilian Mining Complex

v2.6 adds a new type of mining installation  - the Ex-Civilian Mining Complex (XCM). This has the following characteristics:
  • The XCM can only be created by capturing enemy Civilian Mining Complexes, in which case each CMC becomes an XCM.
  • The XCM has the same mining output as the CMC, equal to ten automated mines.
  • Unlike the CMC, the XCM can be transported by freighter. It requires the same transport capacity as a research facility, which is double the capacity required for ten automated mines.
  • The XCM is not a civilian installation and cannot be converted back into CMC
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C# Mechanics / Re: PD ECCM vs Missile ECM
« Last post by Pallington on June 27, 2025, 12:28:25 AM »
Big support on the ECM/ECCM change that just hit 2.6.

Incredibly big support. Huge support. I want to thank that post multiple times, but I'm pretty sure alts are against forum rules (they usually are).

Off topic, Spinal Particle Lance sounds so scary. MacroFAC/"corvettes" running one single spinal particle lance is going to be such a threat now XP

If/when I stop my current forever game (or put it on pause), next run is speccing particle/gauss and ignoring lasers.

In light of this ECCM change... how to do this? Probably have similar W*(0.75)^(Enemy - Own), where W is constant base weight like 5 (current even tech behavior) or 3-4 (slightly worse at even tech, full power above even tech, much better at lower tech). So decoys are always helpful but only a tiny bit if your ECM is drastically overpowered, and ECCM is helpful if better tech.

I personally think if there's an upper clamp then Even Tech should put it slightly below the upper clamp but that's just my opinion, and I've only played for a month or so.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Garfunkel on June 26, 2025, 07:43:02 PM »
Thanks for the ECM/ECCM change!
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on June 26, 2025, 04:54:09 PM »
NOVA CANNONS!!!!!!!!!

 ;D ;D ;D ;D ;D

Yes, I was already thinking that :)
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by nuclearslurpee on June 26, 2025, 04:20:44 PM »
NOVA CANNONS!!!!!!!!!

 ;D ;D ;D ;D ;D
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by GrandNord on June 26, 2025, 04:01:18 PM »
Wow, thank you very much for this workaround. That definitely changes things. I'll try this for the next version of my long range torpedo.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on June 26, 2025, 12:07:14 PM »
Also, while you got me yapping about weapons, I think Particle Beams (and especially Lances) not fitting into Spinal mounts is a crime. A Spinal Lance is such a widespread sci-fi trope, it honestly feels weird not having access to them. Not to mention how this would fit the Lances' implementation (tremendous penetrative damage, agonizingly long reload) absolutely perfectly.

Added for v2.6:
http://aurora2.pentarch.org/index.php?topic=13463.msg173777#msg173777
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