Recent Posts

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Thanks for the help. I'm finding learning this game is very confusing, and there really isn't anything much in the way of tutorials. What is usually reccomended for a player new to this game with zero knowledge of how things work or what to do? I dont wan't to spam the board with a million questions everytime i do somthing. Thanks
The Wiki has been finally updated with all C# version changes so it is a good source of information now too.

Ehh, I'd be careful with statements like that. For example, I was just on there looking for laser warhead info, and the C-Missiles page is still saying that laser warheads have been removed when they got added back in nearly 2 years ago..
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Thanks for the help. I'm finding learning this game is very confusing, and there really isn't anything much in the way of tutorials. What is usually reccomended for a player new to this game with zero knowledge of how things work or what to do? I dont wan't to spam the board with a million questions everytime i do somthing. Thanks
The Wiki has been finally updated with all C# version changes so it is a good source of information now too.
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I can't remember, and the new wiki doesn't seem to cover this that I can find:

Considering the damage templates: https://aurorawiki.pentarch.org/index.php?title=C-Beam_Weapons#Armour_Damage_Templates

What happens to damage that would otherwise go to an adjacent column, once the the armour is breached? Does the rest go through, or does it still go to the sides? For example. A 20cm railgun shot hits a ship with 2 layers of armour. The shot has 4 damage. The first 2 points of damage drill 2 rows of armour deep, breaching the armour. Do the 3rd and 4th points of damage still go the columns on either side, or do they go to the internals, now that the armour has been breached?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Yesterday at 11:10:42 PM »
What is usually reccomended for a player new to this game with zero knowledge of how things work or what to do?

Start your first game or three with Real Stars and all of the other settings on their defaults (feel free to change the name of your empire, the theme lists, etc).

Before you do anything else in your first game, spice it up by turning on Spacemaster mode, selecting either Mars or Europa, then adding a random alien ruin to it. Then turn off SM mode and begin the game. Ruins can be a lot of fun, and it’s nice to find them right away so that you can get your xenoarcheology units set up.

You’ll have plenty of questions, but all of them have been asked here on the forums before. Usually in the Academy forum, but a search will turn them up wherever they happen to be.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Zax on Yesterday at 10:50:42 PM »
Wait. Just want to make sure the Larger Parasites change will allow for 5kton ship to now show up as a parasite. A massive literal Fleet carrier with 300Ktons of hangar bay would allow 10Kton ships to be parasites?

it should allow 100Kton ships as parasites, even one 300Kton ship.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by wolfhere on Yesterday at 09:54:51 PM »
Wait. Just want to make sure the Larger Parasites change will allow for 5kton ship to now show up as a parasite. A massive literal Fleet carrier with 300Ktons of hangar bay would allow 10Kton ships to be parasites?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Yesterday at 07:12:24 PM »
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+

http://aurora2.pentarch.org/index.php?topic=12523.msg159464#msg159464
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 07:11:00 PM »
Thanks for the help. I'm finding learning this game is very confusing, and there really isn't anything much in the way of tutorials. What is usually reccomended for a player new to this game with zero knowledge of how things work or what to do? I dont wan't to spam the board with a million questions everytime i do somthing. Thanks

Spam the discord.
Seriously though.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by fixfret on Yesterday at 05:38:27 PM »
Thanks for the help. I'm finding learning this game is very confusing, and there really isn't anything much in the way of tutorials. What is usually reccomended for a player new to this game with zero knowledge of how things work or what to do? I dont wan't to spam the board with a million questions everytime i do somthing. Thanks
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Kurt on Yesterday at 04:33:28 PM »
I've just finished designing a ship for my new Babylon 5 campaign, inspired by the Explorer class. It is intended as a very long duration survey vessel that can operate far from home. It can harvest its own fuel and support a strikegroup of up to 40,000 tons, including 32,000 military tons. As well as six 4000-ton jump-capable survey ships, it carriers an 8000-ton light troop transport, a 1000-ton AEW craft to overcome the limitations of commercial sensors, twenty energy-armed fighters, two recon shuttles that can launch drones, 60+ drones and buoys in storage and 30,000 tons of various ground force formations. I did consider adding a stabilisation module but decided that was a step too far.

I'm not sure how efficient it will be, but it was fun to design :)

Magellan class Explorer      500,000 tons       3,739 Crew       14,022.4 BP       TCS 10,000    TH 16,000    EM 0
1600 km/s    JR 3-50(C)      Armour 1-561       Shields 0-0       HTK 866      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 25,017    Max Repair 1,250 MSP
Hangar Deck Capacity 40,000 tons     Troop Capacity 30,000 tons     Magazine 400 / 0    Tractor Beam     
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Flight Crew Berths 800   
Fuel Harvester: 25 modules producing 1,000,000 litres per annum
Maintenance Modules: 20 module(s) capable of supporting ships of 32,000 tons

Orpheus-5000C Jump Drive     Max Ship Size 500000 tons    Distance 50k km     Squadron Size 3

Beigie-Bryant-400C Particle Thrust Engine  (40)    Power 16000    Fuel Use 2.24%    Signature 400    Explosion 4%
Fuel Capacity 8,179,000 Litres    Range 131.4 billion km (950 days at full power)
Refuelling Capability: 50,000 litres per hour     Complete Refuel 163 hours

Theia Sensor Buoy (46)    Speed: 0 km/s    End: 0m     Range: 0m km    WH: 0    Size: 6    TH: 0 / 0 / 0
Argus Sensor Drone (20)    Speed: 4,000 km/s    End: 6.3d     Range: 2,173.5m km    WH: 0    Size: 6    TH: 400 / 800 / 1,600

Oracle-30N Active Sensor (1)     GPS 1920     Range 31.5m km    Resolution 120
EM-8 Passive Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
TH-8 Passive Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

Strike Group / Ground Forces
2x Kestrel Shuttle   Speed: 3200 km/s    Size: 10
20x SF-1A Starfury Fighter   Speed: 10001 km/s    Size: 6
1x Charon Light Troop Transport   Speed: 1000 km/s    Size: 160
6x Icarus Survey Ship   Speed: 1750 km/s    Size: 80
1x Delphi Early Warning Craft   Speed: 4000 km/s    Size: 20
1x Engineer Battalion
2x Geosurvey Detachment
1x Marine Battalion
2x Xenoarchaeology Detachment

Icarus class Survey Ship      4,000 tons       109 Crew       870.2 BP       TCS 80    TH 140    EM 0
1750 km/s    JR 3-50      Armour 1-22       Shields 0-0       HTK 28      Sensors 8/8/3/3      DCR 2-5      PPV 0
Maint Life 3.43 Years     MSP 271    AFR 64%    IFR 0.9%    1YR 35    5YR 526    Max Repair 100 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Orpheus-40M Jump Drive     Max Ship Size 4000 tons    Distance 50k km     Squadron Size 3

Beigie-Bryant-140E Particle Thrust Engine (1)    Power 140    Fuel Use 20.29%    Signature 140    Explosion 7%
Fuel Capacity 419,000 Litres    Range 92.9 billion km (614 days at full power)

Oracle-30N Active Sensor (1)     GPS 1920     Range 31.5m km    Resolution 120
EM-8 Passive Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
TH-8 Passive Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Gravitational Survey Sensors (3)   3 Survey Points Per Hour
Geological Survey Sensors (3)   3 Survey Points Per Hour

IIRC, one of the primary missions of the B5 Explorer ships was to build jump gates in remote areas.  Perhaps a gate stabilization module?
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