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Aurora - the 4X dwarf fortress

JagreenLern

Erudite
Patron
Joined
Jul 6, 2010
Messages
1,061
Location
Compton, California
MCA Project: Eternity
GarfunkeL said:
Do the components show up in the list?
Yeah, under "Available Components", but the "Brief Summary Display" just reads "Text1"
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
jiduthie said:
GarfunkeL said:
It is. I play this on my 1280x800 laptop quite successfully. When you first launch the game, you get that main window-bar thingy, click "Game Parameters" and "Reduced Windows". That should help a lot.

Oh cool that does help. Still, why Visual Basic? It's not even an OO language is it? I can't imagine what benefit over another "easy" language, like Python or Java, it might have.

I guess the author is way more familiarized and experienced with VB than with those "easy" programming languages.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
JagreenLern said:
GarfunkeL said:
Do the components show up in the list?
Yeah, under "Available Components", but the "Brief Summary Display" just reads "Text1"

Oh, sounds something has been buggered to hell and back. Try re-installing, because it should look like this:

SylaA.jpg
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Post up your offensive ships designs (and missiles)! Currently my fleet is composed of several 8-10kt ships I have designated as cruisers (and a light carrier), supplemented by a slapped together 1kt frigate to fully utilise my shipyards for offensive production. I use missiles as offense only, relying on laser turrets for point defence. Most of the ships carry heavy armour and strong shields. I'm in the year 2084.

The Fulcrum command cruiser is the biggest ship I currently field, it contains all sensors and jump drives for the cruisers and carriers. It has no offensive capability but it's the most heavily armoured ship in the fleet.
2 under construction.
Code:
Fulcrum class Command Cruiser    10,000 tons     798 Crew     3428 BP      TCS 200  TH 300  EM 1530
6250 km/s    JR 6-100     Armour 9-41     Shields 51-360     Sensors 70/1/0/0     Damage Control Rating 21     PPV 0
Maint Life 0.1 Years     MSP 214    AFR 800%    IFR 11.1%    1YR 2087    5YR 31307    Max Repair 540 MSP

10200 Military JJ     Max Ship Size 10200 tons    Distance 100k km     Squadron Size 6
MCF Drive - Military (10)    Power 125    Fuel Use 50%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 72.0 billion km   (133 days at full power)
Power Shield (17)   Total Fuel Cost  255 Litres per day

Missile Search Sensor II (1)     GPS 540     Range 75.6m km    Resolution 1
Extra Large Probe (1)     GPS 28000     Range 392.0m km    Resolution 100
Thermal Sensor TH5-70 (1)     Sensitivity 70     Detect Sig Strength 1000:  70m km

ECM 30

The light carrier is the second biggest ship, carrying 10 fighters each.
2 under construction.
Code:
Sloth class Light Carrier    9,650 tons     497 Crew     2247 BP      TCS 193  TH 300  EM 1350
6476 km/s     Armour 6-40     Shields 45-360     Sensors 1/1/0/0     Damage Control Rating 21     PPV 0
Maint Life 0.19 Years     MSP 146    AFR 744%    IFR 10.3%    1YR 757    5YR 11351    Max Repair 125 MSP
Hangar Deck Capacity 4000 tons     

MCF Drive - Military (10)    Power 125    Fuel Use 50%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 167.9 billion km   (300 days at full power)
Power Shield (15)   Total Fuel Cost  225 Litres per day

Strike Group
10x Gazelle Heavy Fighter   Speed: 10250 km/s    Size: 8

The heavy fighter provides strong firepower, provided they are not destroyed by point defence systems. Each are capable of 6 damage per 5 seconds, although they must close to within 80,000km to be effective and are not especially fast.
40 in service, 20 under construction.
Code:
Gazelle class Heavy Fighter    400 tons     14 Crew     167.5 BP      TCS 8  TH 19.68  EM 0
10250 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 80%    IFR 1.1%    1YR 23    5YR 340    Max Repair 73 MSP

MCF Fighter Drive (Enhanced Output) (1)    Power 82.5    Fuel Use 6000%    Signature 19.8    Armour 0    Exp 50%
Fuel Capacity 15,000 Litres    Range 1.1 billion km   (30 hours at full power)

15cm AS Laser Cannon (1)    Range 80,000km     TS: 10250 km/s     Power 6-6     RM 5    ROF 5        6 6 6 6 6 5 4 3 0 0
BeamFC Fighter Mod77 (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
MCF Reactor - Micro (3)     Total Power Output 6    Armour 0    Exp 5%

The missile cruisers are the primary offensive ships, containing large batteries of size 4 missiles and a large magazine.
16 in service, 6 under construction. Several armed with legacy missiles due to shortages.
Code:
Sentinel class Missile Cruiser    8,000 tons     734 Crew     2027.56 BP      TCS 160  TH 240  EM 1350
6250 km/s     Armour 4-35     Shields 45-360     Sensors 1/1/0/0     Damage Control Rating 1     PPV 36
Maint Life 0.62 Years     MSP 158    AFR 512%    IFR 7.1%    1YR 256    5YR 3846    Max Repair 125 MSP
Magazine 762    

MCF Drive - Military (8)    Power 125    Fuel Use 50%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 67.5 billion km   (125 days at full power)
Power Shield (15)   Total Fuel Cost  225 Litres per day

Missile Launcher/4 Mod77 (12)    Missile Size 4    Rate of Fire 50
MissileFC ER Mod77 (2)     Range 210.4m km    Resolution 80
Starfire ASM (190)  Speed: 46,900 km/s   End: 39m    Range: 109.9m km   WH: 7    Size: 4    TH: 281 / 168 / 84

The escort cruiser provides the fleets point defence coverage with batteries of lasers. They double as heavy close range firepower in an encounter around a jump point.
8 in service, 4 under construction.
Code:
Claymore class Escort Cruiser    8,000 tons     856 Crew     2319 BP      TCS 160  TH 240  EM 720
6250 km/s     Armour 4-35     Shields 24-360     Sensors 1/1/0/0     Damage Control Rating 1     PPV 69.96
Maint Life 0.43 Years     MSP 181    AFR 512%    IFR 7.1%    1YR 423    5YR 6344    Max Repair 125 MSP

MCF Drive - Military (8)    Power 125    Fuel Use 50%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 67.5 billion km   (125 days at full power)
Power Shield (8)   Total Fuel Cost  120 Litres per day

Triple 10cm AML Turret MkII (6x3)    Range 80,000km     TS: 20000 km/s     Power 9-9     RM 4    ROF 5        3 3 3 3 2 2 1 1 0 0
BeamFC PD Mod77 (3)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
MCF Reactor - Standard (3)     Total Power Output 60    Armour 0    Exp 5%

The missile frigate supplements the firepower of the cruisers, and is capable of independent jump.
12 under construction.
Code:
Valkyrie class Missile Frigate    1,000 tons     94 Crew     234.24 BP      TCS 20  TH 30  EM 0
6250 km/s    JR 1-50     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 4.67 Years     MSP 73    AFR 16%    IFR 0.2%    1YR 5    5YR 82    Max Repair 125 MSP
Magazine 67    

Small Diameter JJ - Military     Max Ship Size 1200 tons    Distance 50k km     Squadron Size 1
MCF Drive - Military (1)    Power 125    Fuel Use 50%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 20,000 Litres    Range 72.0 billion km   (133 days at full power)

Compact Missile Tube/4 (3)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Launcher/4 Mod77 (1)    Missile Size 4    Rate of Fire 50
MissileFC II (1)     Range 105.2m km    Resolution 80
Starfire ASM (17)  Speed: 46,900 km/s   End: 39m    Range: 109.9m km   WH: 7    Size: 4    TH: 281 / 168 / 84
 

GarfunkeL

Racism Expert
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Messages
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Insert clever insult here
Good plan. I don't see anything fundamentally wrong with your ships. Your heavy fighter is pretty heavy but it's still going above 10k m/sec so I guess that's fine.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
Yea, and if you're using beam weapons on the fighters, you're also forced to put either a few more layers of armor or some high end shields on'em as they'll otherwise get absolutely raped by AMMs.

I'm surprised you chose to use lasers instead of mesons, though. Then again, I'm playing an almost purely meson game, so any non-meson weaponry will largely be useless except in certain point defense roles.

Can't way to see how well I outswarm the swarm, hehe.

Unable to post designs as I'm still completely unarmed, :M
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
I'm going to be using the fighters in conjunction with my missile fleet anyway, so hopefully the ships will have lots of holes in their armour by the time the fighters arrive. Also at 6 per hit instead of 1, unless the opposing ships are very heavily armoured or shielded I'll be dealing more internal damage with the lasers (and I can start shooting earlier).
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
tl;dr stat dump ahead.

Revised stuff. In one of my first playthroughs I went with heavily armed, lightly armored, lightweight spaceship designs that used size 3 missiles at about 50 mi. range. I ended mistakenly successful when raiding a hostile system... at first, but it took lots of missiles as I made a design that traded off destructive power for speed, agility and range (it had a warhead strength of only one). After the first too victories, against technologically superior foes, I found two spacecrafts that were static orbiting a planet. And foolishly ordered the fleet to charge...

The entire, 12-warships strong fleet was raped by swarms of 60 size 1 missiles, game was fucked up by annoying OVERFLOW errors every time I clicked on Sol and then I gave up.

This is why I went at the second try ruined by super-annoying bugs third try with designs that traded off speed for protection, but some people suggested it might not be that a good idea because I placed too much protection for too little speed. Thus I ended with the following designs instead, that will be made in the immediate game time rather than in the future. Now warships and alike will be, until better engines are developed, designed with a speed around 4,200 km/s. More than that isn't worth the trade offs IMO.

http://rpgcodex.net/phpBB/viewtopic.php ... 45#1770245

That was how it was. I intend to still use some of those just because refitting them would be too expensive to be worth. Here are the new designs. One of the suggestions I ignored was about sensors because in this game I have zero scientists with sensors/fire control specialization and besides it's not that much of a big deal.

I ended with big spaceships because I found no way to put the amount of firepower I wished in smaller pieces with the available technology.

The Von Braun Command Ship was redesigned to be faster without losing its protection, and traded off firepower for speed, to become a dedicated sensor suite and flagship for the rest of the current fleet. You see, the only firepower on it now will come when convenient to house FACs, fighters or Fast Escorts with AMMs on it, that'll obviously require a collier to reload because that is another trade off for speed. Right now Box launchers aren't researched yet, thus I still haven't designed offensive fighters, and I haven't researched reduced size launchers for FACs either, nor a smaller missile than the cluster missile currently in use. I didn't set up a standard load for its hangars for a reason. The first version was more heavily armored, had low tech shields and also weapons of its own and more internal space for FACs and fighters. Although on its own it's not designed for boarding hostile ships, it can carry dropships and troopships for this role when convenient. As for planetary invasion, I doubt 3 marine companies would stand a chance against any serious ground forces, but I have another, much bigger design on the drawing board for that still unfinished as tech will evolve enough for its final version to be much different from what it is now once its first ones are built.

Code:
Von Braun class Command Ship    18,000 tons     1364 Crew     4571 BP      TCS 360  TH 1134  EM 0
4200 km/s    JR 3-100     Armour 8-61     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 0
Maint Life 1.86 Years     MSP 2222    AFR 185%    IFR 2.6%    1YR 817    5YR 12261    Max Repair 992 MSP
Flag Bridge    Hangar Deck Capacity 3750 tons     

Junkers S18 Military Jump Drive     Max Ship Size 18000 tons    Distance 100k km     Squadron Size 3
Heinkel E84 Magneto-Plasma Drive (18)    Power 84    Fuel Use 77%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 150,000 Litres    Range 19.5 billion km   (53 days at full power)

Siemens S20350 Sensor (1)     GPS 3920     Range 118.5m km    Resolution 7
Siemens A-350X Missile Warning Sensor (1)     GPS 784     Range 62.7m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

The Höhere Spiel will provide independent AMM coverage for the Von Braun, when needed. Too small to have sensors of its own, and more than one fire control, it'll require a collier to keep up with the fleet during tougher engagements without running out of ammo.

Code:
Höhere Spiel class Fast Escort    1,000 tons     100 Crew     358 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 3 Years     MSP 112    AFR 16%    IFR 0.2%    1YR 19    5YR 280    Max Repair 252 MSP
Magazine 38    

Heinkel E168 Magneto-Plasma Drive (1)    Power 168    Fuel Use 770%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 5,000 Litres    Range 1.2 billion km   (38 hours at full power)

Henschel M51 ABM Missile Launcher (2)    Missile Size 1    Rate of Fire 5
Siemens F350X Anti-ballistic Fire Control (1)     Range 60.5m km    Resolution 1
V16 Anti-ballistic Missile (38)  Speed: 36,000 km/s   End: 2.4m    Range: 5.1m km   WH: 1    Size: 1    TH: 300 / 180 / 90

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

The Koln Dropship, as previously shown, is currently the only fighter-sized vessel developed in the GGR, because miniaturization technology isn't that advanced to allow combat crafts. Its speed and relatively large amount of armor may allow large numbers of them to get through. However, their primary role, rather than planetary invasion, is shipboarding, because companies are too small to invade entire worlds.

Code:
Koln class Dropship    230 tons     3 Crew     44.5 BP      TCS 4.6  TH 37.5  EM 0
10869 km/s     Armour 4-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 8.61 Years     MSP 12    AFR 4%    IFR 0.1%    1YR 0    5YR 4    Max Repair 15 MSP
Drop Capacity: 1 Company    

Heinkel E50-4 Magneto-Plasma Drive (1)    Power 50.4    Fuel Use 7700%    Signature 37.8    Armour 0    Exp 35%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (12 hours at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

Complementary to the Koln, because ground units in dropships will lose morale over time, the Von Roeder is a company-sized troop transport, the smallest vessel fitted with cargo handling systems, and for a good reason: to speed up unloading of troops from it to a dropship.

Code:
Von Roeder class Troop Transport    1,000 tons     44 Crew     102 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.11 Years     MSP 32    AFR 16%    IFR 0.2%    1YR 3    5YR 46    Max Repair 52 MSP
Troop Capacity: 1 Company    Cargo Handling Multiplier 5    

Heinkel E168 Magneto-Plasma Drive (1)    Power 168    Fuel Use 770%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 5,000 Litres    Range 1.2 billion km   (38 hours at full power)

This design is classed as a Military Vessel for maintenance purposes

The Neuschwabenland D provides a purely defensive purpose, mostly centered on anti-ballistic missiles, and with limited area defense in the form of a gauss cannon turret that has a much higher to hit chance than usual due to the missile tracking bonus, which is why its fire control has a much greater range, besides the fact it was originally designed for plasma carronades as I thought turrets could be built from those, and the TN start favored that kind of gun in tech development, but I discovered they can't be placed in turrets, and I cb designing one different FC for every kind of non-missile weapon.

Code:
Neuschwabenland D class Destroyer Escort    11,700 tons     868 Crew     3007.5 BP      TCS 234  TH 756  EM 0
4307 km/s     Armour 3-45     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 15.4
Maint Life 3.78 Years     MSP 1285    AFR 136%    IFR 1.9%    1YR 141    5YR 2115    Max Repair 288 MSP
Magazine 1225    

Heinkel E84 Magneto-Plasma Drive (12)    Power 84    Fuel Use 77%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 150,000 Litres    Range 30.0 billion km   (80 days at full power)

Rheinmetall T1L40G3 Gauss Cannon Turret (1x3)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Siemens PLASMA-96A Fire Control (1)    Max Range: 192,000 km   TS: 20000 km/s     95 90 84 79 74 69 64 58 53 48

Henschel M51 ABM Missile Launcher (5)    Missile Size 1    Rate of Fire 5
Siemens F350X Anti-ballistic Fire Control (5)     Range 60.5m km    Resolution 1
V16 Anti-ballistic Missile (980)  Speed: 36,000 km/s   End: 2.4m    Range: 5.1m km   WH: 1    Size: 1    TH: 300 / 180 / 90

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Replacing the flawed Neinmaske 7 Class Missile Destroyer came the Lyrisch Suite Class Missile Destroyer(sorry but I can't resist going full cheese with names), that traded armor for both speed and even more importantly, firepower. With 8 Missile Launchers, it'll end launching a salvo of 24 size 2 missiles with 4 strength warheads each every 60 seconds, and that is as far as I'm willing to trade off other things for. Dividing 60 by 3 gives an effective 20 seconds rate of fire for the second stage missiles, and for a range like that, I think the cluster design was worth it, although once tech evolves I intend to simply reduce the first stage rather than improve it in range and speed to allow a size 12 total missile with more than 3 missiles on its second stage, and also reduce the second stage missiles to size 1, which at current tech is impossible while keeping a 4 warhead strength to be able to pierce two layers of armor for every hit.

Code:
Lyrisch Suite class Missile Destroyer    18,000 tons     1813 Crew     3255.2 BP      TCS 360  TH 1134  EM 0
4200 km/s     Armour 3-61     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 96
Maint Life 1.67 Years     MSP 1130    AFR 259%    IFR 3.6%    1YR 482    5YR 7235    Max Repair 364 MSP
Magazine 2048    

Heinkel E84 Magneto-Plasma Drive (18)    Power 84    Fuel Use 77%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 150,000 Litres    Range 19.5 billion km   (53 days at full power)

Henschel M6012 Missile Launcher (8)    Missile Size 12    Rate of Fire 60
Siemens F13100 Anti-Shipping Fire Control (1)     Range 123.5m km    Resolution 2
V-107 Cluster Missile (170)  Speed: 10,700 km/s   End: 147.3m    Range: 99.6m km   WH: 0    Size: 12    TH: 35 / 21 / 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

And this is the Missilet, or the second stage of those cluster missiles:

Code:
V-7S Missilet
Missile Size: 2 MSP  (0.1 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 21
Speed: 28800 km/s    Endurance: 4 minutes   Range: 6.4m km
Active Sensor Strength: 0.14   Sensitivity Modifier: 80%
Resolution: 1    Maximum Range vs 50 ton object (or larger): 10,000 km
Cost Per Missile: 2.375
Chance to Hit: 1k km/s 604.8%   3k km/s 189%   5k km/s 121%   10k km/s 60.5%
Materials Required:    1x Tritanium   0.14x Uridium   1.238x Gallicite   Fuel x125

And finally, to keep up with these new designs, a new collier that is both faster and with bigger capacity for missiles in exchange for reduced protection and no longer having a jump drive. I've chosen to give it more ABMs because there will be Fast Escorts that will rely on those magazines too, and enough Cluster Missiles to reload the entire magazines of a Lyrisch Suite Class Missile Destroyer for a second time.

Code:
Neandertaler class Collier    15,850 tons     805 Crew     2267 BP      TCS 317  TH 1008  EM 0
4239 km/s     Armour 2-56     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 1.63 Years     MSP 447    AFR 401%    IFR 5.6%    1YR 197    5YR 2962    Max Repair 52 MSP
Magazine 3402    

Heinkel E84 Magneto-Plasma Drive (16)    Power 84    Fuel Use 77%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 300,000 Litres    Range 44.2 billion km   (120 days at full power)

V16 Anti-ballistic Missile (1362)  Speed: 36,000 km/s   End: 2.4m    Range: 5.1m km   WH: 1    Size: 1    TH: 300 / 180 / 90
V-107 Cluster Missile (170)  Speed: 10,700 km/s   End: 147.3m    Range: 99.6m km   WH: 0    Size: 12    TH: 35 / 21 / 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

I won't "fix" sensors for now, but I intend later to go for resolution 20 sensors instead of 7 for anti-shipping. I'm a bit weary on having fire controls for AShMs that are totally unable to lock on fighters, specially because currently the ships aren't heavy on anything besides missiles, and I would rather not have PD missiles being distracted by fighters rather than doing their job against missiles, so I'll keep missile FCs at resolution 2, or at most 5 as I doubt any fighter smaller than 250 tons is viable. Could be wrong though, if the AI knows how to design stealthy dropships and how to attempt boarding, as even with a somewhat limited tech, I managed to design a boarding vessel with less than 250 tons, and that with 4 layers of armor. If I ever get sensor tech very advanced, then I'll use resolution 1 for everything instead.

Finally, what kind of detection range do you think that is viable for self-guided missiles launched from fighters without fire control using active sensors? is 100,000 km enough if the enemy ships are literally chasing your fleet and right behind it, so that you can just add a waypoint into their current position and fire from the fighters expecting the missiles to follow in a more or less straight line? I don't think putting fire controls in fighters works. In fact I even am considering to dismiss fighters altogether for any role other than attempting to board damaged hostile ships.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
The overflow bug is easy enough to resolve - just click on 'minimum zoom' after you have dismissed the first batch of pop ups. The problem comes when the game gets confused and zooms out so far that something overflows.

With regard to your ships I have a few criticisms - your AMMs are poor interceptors, with only a 90% chance to hit a 10km/s target, they need more agility. You could also economise on your PLASMA fire control, as it has 5x more range than is useful, could save a few hundred tons there. Is there a reason your FAC escorts are so much faster than your other ships? You could make them much more economical on fuel by using a regular engine.

For ground combats as far as I can tell Marines are best for ship-ship action, as they have a bonus here. Heavy Assault seems to be the most powerful ground unit, for the space.

I'll post up my MPD tier tech offensive fleet structure:


The Falconer class Destroyer Leader did what can be expected, sensors, strong armour and moderate point defence laer turrets.
All ships of class decommissioned.
Code:
Falconer class Destroyer Leader    5,850 tons     463 Crew     1340 BP      TCS 117  TH 168  EM 0
4102 km/s     Armour 9-28     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 1     PPV 23.32
Maint Life 0.71 Years     MSP 143    AFR 273%    IFR 3.8%    1YR 200    5YR 3005    Max Repair 168 MSP

MPD Drive - Military (6)    Power 80    Fuel Use 70%    Signature 28    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 87.9 billion km   (248 days at full power)

Triple 10cm AML Turret (2x3)    Range 48,000km     TS: 16000 km/s     Power 9-9     RM 4    ROF 5        3 3 3 3 0 0 0 0 0 0
Fire Control S04 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Tokamak Fusion Reactor (5)     Total Power Output 20    Armour 0    Exp 5%

Missile Search Sensor (1)     GPS 126     Range 13.9m km    Resolution 1
Deep Space Probe (1)     GPS 20160     Range 202.4m km    Resolution 120
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

The Hatchetman Destroyer was the offensive missile ship, and also the largest in the fleet at the time.
3 remain in service as second line ships, upgraded to B spec (ICF engine refit).
Code:
Hatchetman class Destroyer    6,100 tons     592 Crew     1122.6 BP      TCS 122  TH 168  EM 0
3934 km/s     Armour 4-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 32
Maint Life 0.94 Years     MSP 115    AFR 297%    IFR 4.1%    1YR 122    5YR 1828    Max Repair 70 MSP
Magazine 542    

MPD Drive - Military (6)    Power 80    Fuel Use 70%    Signature 28    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 84.3 billion km   (248 days at full power)

ASM-4 Tube (8)    Missile Size 4    Rate of Fire 40
MissileFC (2)     Range 87.6m km    Resolution 40
Slingshot ASM (135)  Speed: 34,000 km/s   End: 25.2m    Range: 51.4m km   WH: 5    Size: 4    TH: 181 / 108 / 54

Active Search Sensor MR46-R100 (1)     GPS 4200     Range 46.2m km    Resolution 100

The Fox class Destroyer Escort was the point defence vessal, containing 12 10cm laser cannons.
All ships of class decommissioned.
Code:
Fox class Destroyer Escort    6,000 tons     617 Crew     1270.6 BP      TCS 120  TH 196  EM 0
4666 km/s     Armour 4-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 46.64
Maint Life 0.76 Years     MSP 132    AFR 288%    IFR 4%    1YR 174    5YR 2614    Max Repair 73 MSP

MPD Drive - Military (7)    Power 80    Fuel Use 70%    Signature 28    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 85.7 billion km   (212 days at full power)

Triple 10cm AML Turret (4x3)    Range 48,000km     TS: 16000 km/s     Power 9-9     RM 4    ROF 5        3 3 3 3 0 0 0 0 0 0
Fire Control S04 24-16000 (2)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Tokamak Fusion Reactor (9)     Total Power Output 36    Armour 0    Exp 5%

Active Search Sensor MR46-R100 (1)     GPS 4200     Range 46.2m km    Resolution 100
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
Mother fucking mineral crashes! Not even sure why I'm scrambling to catch up in weapon techs as I don't have the fucking resources to build any. Had to drop my automine conversion to 15% (12/year) once the Corundium ran out on Earth (Even at 0.1 accessibility, 400mines produce a decent amount). Looks like it's time to expand outside Sol as my only sources left in Sol are Venus (0.1 access, but lots of other minerals that make it my primary spot to dump new automines) and an asteroid with 36k at 0.9, but it has pretty much nothing else at this point.

A hundred days until the final step in my warp connection's finished and I'll be able to start shipping infrastructure to a 2.0 cost colony that has good mineral access. Actually, I might be able to send'em sooner as it's the way back that's not yet finished.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
I've noticed a lot of people convert all their earth mines to automated, any particular reason? There certainly isn't a shortage of population to work them.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
Right after Earth crashes initially, there's a shortage of nearby worlds that can handle a large population without much investment. Even if you get lucky with a nearby low cost world, there's still the question of the quality of minerals present, if they're there at all. I've still got 346 mines sitting on Earth as well as another 210CI that can be converted to more mines.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Makes sense. I got really lucky with the minerals, apart from my sweet Venus, Mercury and Mars both also have minerals (Mercury is good, Mars high quantity but low availability). Takes a while to get Mercury habitable, but they are both colony cost 0 now so I have plenty of places to send my mines.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
Heh. Talk about lucky.

Titan was my most habitable world that had decent minerals outside of Earth. Even then, it was pretty shitty overall (9mil Duranium at 0.6 and a few other low accessibility, but useful minerals) and pales in comparison to Venus (Largely because of the difference in the success rate of the survey teams). Both Mars and Mercury were completely empty, although Mars will eventually serve as a breeding ground for my cold resistant subrace.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Ashery, btw, you took a huge risk exploring that rapidly without a navy. You've been very lucky that you haven't run into hostile NPRs or the Invaders. Swarms at least don't have jump ships so as long as you don't build jumpgates you're safe.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
I went with, at least what seems to me, the fairly standard start with invaders off initially. Once I've got a game under my belt (Yes, I'm a slow player, despite playing little else I only go through a couple years per day), I'll try one with invaders on at the start and follow a more standard build (Playing with no missiles, heh).
 

jiduthie

Educated
Joined
Oct 5, 2006
Messages
94
Anyone have any experience with beam armed fighters? Some posts on the official forums seemed to say they weren't viable but they were also rather old. Can't imagine space combat without fighter battles.
 

eklektyk

Erudite
Joined
Feb 12, 2010
Messages
1,777
Location
mexico of europe
Mz Main Battleship said:
Delta mk 5 class Cruiser 60,000 tons 5620 Crew 23566.76 BP TCS 1200 TH 464.96 EM 19200
4843 km/s Armour 16-136 Shields 640-960 Sensors 24/18/0/0 Damage Control Rating 164 PPV 228.32
Maint Life 2.73 Years MSP 16802 AFR 654% IFR 9.1% 1YR 3236 5YR 48539 Max Repair 1728 MSP
Flag Bridge Magazine 4944

Magnetic Confinement Fusion Drive E1.5 (62) Power 93.75 Fuel Use 15% Signature 7.5 Armour 0 Exp 1%
Fuel Capacity 500,000 Litres Range 100.0 billion km (238 days at full power)
Sigma R960/24 Shields (80) Total Fuel Cost 1,920 Litres per day

25cm C8 Soft X-ray Laser (4) Range 320,000km TS: 8000 km/s Power 16-8 RM 6 ROF 10 16 16 16 16 16 16 13 12 10 9
Quad 10cm C5 Far Ultraviolet Laser Turret (2x4) Range 150,000km TS: 10000 km/s Power 12-20 RM 5 ROF 5 3 3 3 3 3 2 2 1 1 1
Particle Beam-2 (4) Range 150,000km TS: 8000 km/s Power 5-5 ROF 5 2 2 2 2 2 2 2 2 2 2
R10/C5 Meson Cannon (4) Range 100,000km TS: 8000 km/s Power 10-5 RM 10 ROF 10 1 1 1 1 1 1 1 1 1 1
10cm Railgun V6/C5 (2x4) Range 60,000km TS: 8000 km/s Power 3-5 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
30cm Railgun V6/C5 (4x4) Range 320,000km TS: 8000 km/s Power 21-5 RM 6 ROF 25 7 7 7 7 7 7 5 5 4 4
25cm C5 Plasma Carronade (4) Range 160,000km TS: 8000 km/s Power 16-5 RM 1 ROF 20 16 8 5 4 3 2 2 2 1 1
Fire Control S01 40-8000 H25 (2) Max Range: 80,000 km TS: 8000 km/s 88 75 62 50 38 25 12 0 0 0
Fire Control S16 160-32000 H25 (2) Max Range: 320,000 km TS: 32000 km/s 97 94 91 88 84 81 78 75 72 69
Inertial Confinement Fusion Reactor Technology PB-0.75 (20) Total Power Output 180 Armour 0 Exp 1%

Size 5 Missile Launcher (10) Missile Size 5 Rate of Fire 25
Missile Fire Control FC77-R16 (25%) (2) Range 77.8m km Resolution 16
Missile Fire Control FC19-R1 (25%) (2) Range 19.4m km Resolution 1
Missile Fire Control FC194-R100 (25%) (2) Range 194.4m km Resolution 100
Size 1 Anti-missile Missile (200) Speed: 24,000 km/s End: 25m Range: 36m km WH: 1 Size: 1 TH: 240 / 144 / 72
Size 5 Anti-ship Missile Long Range (215) Speed: 25,600 km/s End: 65.6m Range: 100.8m km WH: 6 Size: 5 TH: 153 / 92 / 46
Size 10 Drone 4sub size 1 wh 4 (159) Speed: 40,000 km/s End: 45m Range: 108.1m km WH: 0 Size: 10 TH: 66 / 40 / 20
Size 5 Anti-ship Missile mk 3 LR (400) Speed: 47,500 km/s End: 46.3m Range: 132m km WH: 10 Size: 5 TH: 316 / 190 / 95
Size 1 Anti-missile Missile mk 3 (100) Speed: 23,400 km/s End: 5.3m Range: 7.5m km WH: 4 Size: 1 TH: 78 / 46 / 23

Active Search Sensor MR6-R1 (25%) (2) GPS 36 Range 6.5m km Resolution 1
Active Search Sensor MR25-R16 (25%) (2) GPS 576 Range 25.9m km Resolution 16
Active Search Sensor MR144-R500 (25%) (2) GPS 18000 Range 144.9m km Resolution 500
Active Search Sensor MR64-R100 (25%) (2) GPS 3600 Range 64.8m km Resolution 100
Thermal Sensor TH1-24 (25%) (2) Sensitivity 24 Detect Sig Strength 1000: 24m km
EM Detection Sensor EM1-18 (25%) (2) Sensitivity 18 Detect Sig Strength 1000: 18m km

ECCM-5 (2) ECM 40

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

curentlz reffiting 1 of 3 in mz fleet from mk2 so I can kill meson f# finallz :M
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
You AMMs are poorly designed too, they have very low chance to hit missile speed objects, and without dedicated launchers your chance for an intercept will be even smaller given your small window from detection to impact. It also looks like you don't have any launchers large enough to fire the drones?
 

eklektyk

Erudite
Joined
Feb 12, 2010
Messages
1,777
Location
mexico of europe
Destroid said:
You AMMs are poorly designed too, they have very low chance to hit missile speed objects, and without dedicated launchers your chance for an intercept will be even smaller given your small window from detection to impact. It also looks like you don't have any launchers large enough to fire the drones?

i know

aa misiles are my old ones from ships that had 1size missle louncher and gotten blown up
lost many ships at start to my idiocy or lack of expierience :salute:
since then i went bonkers with redundancy and laser turrets for missile defence
that behemot could be 4 times smaller but i like him that way :)

Vibre small mk 3 class Missile Cruiser 12,000 tons 1276 Crew 3857.38 BP TCS 240 TH 60 EM 1200
3125 km/s Armour 5-46 Shields 40-960 Sensors 24/18/0/0 Damage Control Rating 18 PPV 64.16
Maint Life 12.15 Years MSP 5617 AFR 63% IFR 0.9% 1YR 70 5YR 1055 Max Repair 183 MSP
Magazine 1090

Magnetic Confinement Fusion Drive E1.5 (8) Power 93.75 Fuel Use 15% Signature 7.5 Armour 0 Exp 1%
Fuel Capacity 200,000 Litres Range 200.0 billion km (740 days at full power)
Sigma R960/24 Shields (5) Total Fuel Cost 120 Litres per day

Quad 10cm C5 Far Ultraviolet Laser Turret (1x4) Range 80,000km TS: 10000 km/s Power 12-20 RM 5 ROF 5 3 3 3 3 3 2 2 1 0 0
Fire Control S01 40-8000 H25 (1) Max Range: 80,000 km TS: 8000 km/s 88 75 62 50 38 25 12 0 0 0
Inertial Confinement Fusion Reactor Technology PB-0.75 (3) Total Power Output 27 Armour 0 Exp 1%

Size 5 Missile Launcher (10) Missile Size 5 Rate of Fire 25
Missile Fire Control FC77-R16 (25%) (2) Range 77.8m km Resolution 16
Missile Fire Control FC194-R100 (25%) (2) Range 194.4m km Resolution 100
Missile Fire Control FC19-R1 (25%) (1) Range 19.4m km Resolution 1
Size 5 Anti-ship Missile mk 3 LR (198) Speed: 47,500 km/s End: 46.3m Range: 132m km WH: 10 Size: 5 TH: 316 / 190 / 95
Size 1 Anti-missile Missile mk 3 (100) Speed: 23,400 km/s End: 5.3m Range: 7.5m km WH: 4 Size: 1 TH: 78 / 46 / 23

Active Search Sensor MR64-R100 (25%) (1) GPS 3600 Range 64.8m km Resolution 100
Active Search Sensor MR25-R16 (25%) (1) GPS 576 Range 25.9m km Resolution 16
Active Search Sensor MR6-R1 (25%) (1) GPS 36 Range 6.5m km Resolution 1
Thermal Sensor TH1-24 (25%) (1) Sensitivity 24 Detect Sig Strength 1000: 24m km
EM Detection Sensor EM1-18 (25%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km

ECCM-5 (2) ECM 40

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

this i'm using now for messon f'kers and drones are on my |to do" list
 

JagreenLern

Erudite
Patron
Joined
Jul 6, 2010
Messages
1,061
Location
Compton, California
MCA Project: Eternity
Could anyone post instructions to install this game on windows 7? With some screens maybe? Because this game looks awesome, but try as I might, I can't seem to get the fucker working.
 

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