Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Let's see Codex reach the stars! [Finished]

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
Holy shit.

And here I thought my several minute long build increments were a bitch. Then again, I'm pretty sure you're exaggerating as the game would be impossible to play at the point you're at. You'd barely get two or three build cycles in in a real life day.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
I'm using my spare laptop for Aurora while I browse, work and play other games on my bigger laptop. Check the dates of my posts in this thread. Aurora has been running almost constantly except when Win7 goes to sleep when I'm not home.
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
Reading this I think being thrown in a road to certain defeat due to AI cheating wasn't that bad of a fate for my Aurora Lulz with Gaddafi thread.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Yep. I stopped playing because of insane turn times. I hope the guy freezes Aurora or passes it to the public and starts on a new version.
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
Bummer to hear it gets like that. I was really enjoying this LP.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Ah, the game has picked up lately. Been running much better today. Perhaps the NPR had a shooting war with someone. In any case:

4th November 2051

GEV Sir Walter Raleigh, part of the GEV Group 1, discovers alien ruins on the fourth moon of sixth planet, a gas giant half the size of Uranus, in the Gamma Pavonis system, three jumps from Sol. The system is very promising to humanity - with two planets having a colony cost of mere 1.90, both being slightly too cold for humans while having mere traces of atmosphere. Both have significantly weaker gravities than Earth but still enough for a comfortable human life. In addition, the system has two other planets and a moon that could be terraformed relatively easily - especially after Mercury is finished the horde of terraforming ships are freed.

In any case, I dispatch a xenology team to search the ruins. The Moon has surface temperature of -35.2 and mere 0.17 gravity, so the xenoarchaelogists will not much enjoy their stay. At least it is not tectonically active, though with a 72-hour day, sleep deprivation might become an issue. I'm sure they will enjoy their stay.

Oh yeah, in almost 52 years of game play, this is the first alien ruins I've encountered.
 

Kurgis

Novice
Joined
Feb 18, 2011
Messages
10
Hope you get lucky with those ruins - only one i've seen so far had just 6 ruins to explore (but still got some lucky hits from the 6)

Running it on my PC I havn't had any problems yet (and this thread got me to download it) - just have no idea how to load missiles into my PDC's. Damn this game is indepth as hell - quite enjoyable in a self flagellant way.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Well your PDC needs a magazine to store missiles in. You can define what sort of missiles are automatically loaded in the class design window, using the ordnances / parasites tab. Alternatively, you can manually load any missiles in the unit window through the ordnance / fuel / supplies tab.
 

eklektyk

Erudite
Joined
Feb 12, 2010
Messages
1,777
Location
mexico of europe
GarfunkeL said:
stories of conquest and exploits in space
congrats and much luck, you will need it

my current game probably collapsed = infamus error 3421[reparable only with developer password] with those fuuuuu "mustclick" errors every 5 sec in such quantities that forced me to make a break from aurora and go dungeoning in dreadmor for some needed chillaxation... :?
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
And thus ends Codexian tale in SPACE!

Some NPR TG has invalid orders and the game just jams as it tries to execute them. Not going to SpaceMaster my way through all of them, so this LP ends not with a bang but a whimper.
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
:salute:

It sucks that the game starts to fail right when things are getting really good.

Very enjoyable LP, Garfunkel.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
I'm not doing a proper new Aurora LP but I'll use this thread to keep my notes and organization about my new 5.60 game so I don't have to fiddle with notepad, plus they might be of interest to some people. Additionally, if/when I encounter hostile aliens, I'll then do a proper write-up.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Organisation

Fleet Command
-> Home Fleet

Fortress Command
-> Sol Military District
--> PDC Earth
--> PDC Mars

Support Command
-> Logistics Office

-> Mining Office
--> Fuel Gathering Branch
---> Jupiter Harvesters
--> Mineral Gathering Branch

->Terraforming Office
--> Gaia Fleet

-> Transport Office
--> Hauler Fleet

Survey Command
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
AURORA WEAPON COMPARISON CHART - TERRAN FEDERATION

Name Size Shots Range Recharge rate Rate of fire Power req. Notes
Gauss cannons
R2-100 6 2 20,000 0 5 sec 0
Quad Turret R2-100 28.15 8 20,000 0 5 sec 0 Tracking 10,000 km/sec

Lasers
12cm C4 UV 4 1 160,000 4 5 sec 4
25cm C4 UV 8 1 640,000 4 20 sec 16

Quad 12cm C4 UV 22.17 4 160,000 16 5 sec 16 Tracking 10,000 km/sec
Single 25cm C4 UV 13.89 1 640,000 4 20 sec 16 Tracking 10,000 km/sec

Particle Beams
PB-6 8 1 240,000 4 20 sec 15 Warhead size 6

Railguns
12cm V2/C3 5 4 30,000 3 10 sec 6 Warhead size 2
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
AURORA WEAPON COMPARISON CHART - TERRAN FEDERATION

Launchers
Name Size Rate of fire
AMM Launcher-1 1 10 sec

ASM Launcher-1 6 60 sec

Missiles
Name Size Speed Endurance Range Warhead Man rating Notes
RGM-1A Bloodhound 1 46,500 1 2.6m km 1 20

RIM-2A Blowpipe 6 26,000 27 42.8m km 9 20
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
AURORA SENSOR COMPARISON CHART - TERRAN FEDERATION

Passives
Name Size Strength Range Signature-1000 Hardening Notes
SQR-1 2 28 28m km 40
EM10-140 (40%) 10 140 140m km 40
EM1-14 (40%) 1 14 14m km 40

Actives
Name Size Strength Maximum range Resolution Hardening Notes
SPS-2 5 140 196,000,000 100 40
SPD-3 6 168 23,520,000 1 40
SPG-5 4 112 470,400,000 100 40
SPG-6 6 168 70,560,000 1 40
FPY-4 50 1050 1,033,060,000 80 40

Beam Fire Control
Name Size 50% Range Tracking speed Hardening Notes
SPG-7 12 128,000 12,000 40
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Belknap class Troop Transport 79,150 tons 699 Crew 2305.8 BP TCS 1583 TH 2550 EM 0
1610 km/s Armour 4-164 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 18 Max Repair 40 MSP
Troop Capacity: 21 Battalions Cargo Handling Multiplier 10
*
Ion Engine E0.8 (17) Power 150 Fuel Use 8% Signature 150 Armour 0 Exp 1%
Fuel Capacity 100,000 Litres Range 28.4 billion km (204 days at full power)
*
CIWS-160 (2x2) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
*
This design is classed as a Commercial Vessel for maintenance purposes
*
***************************************
*
Forrestal class Frigate 4,800 tons 489 Crew 1276 BP TCS 96 TH 280 EM 0
5833 km/s Armour 4-25 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 18.89
Maint Life 4.79 Years MSP 665 AFR 46% IFR 0.6% 1YR 48 5YR 715 Max Repair 403 MSP
*
Magneto-plasma Drive E7 (7) Power 80 Fuel Use 70% Signature 40 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 80.4 billion km (159 days at full power)
*
Single 25cm C4 Ultraviolet Laser Turret (1x1) Range 256,000km TS: 12000 km/s Power 16-4 RM 4 ROF 20 16 16 16 16 12 10 9 8 7 6
12cm Railgun V2/C3 (1x4) Range 40,000km TS: 5833 km/s Power 6-3 RM 2 ROF 10 2 2 1 1 0 0 0 0 0 0
*
SPG-7 (1) Max Range: 256,000 km TS: 12000 km/s 96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Technology PB-1 (12) (2) Total Power Output 24 Armour 0 Exp 5%
ECCM-2 (1) ECM 20
*
This design is classed as a Military Vessel for maintenance purposes
*
****************************************
*
Iowa class Frigate Leader 4,800 tons 454 Crew 1735 BP TCS 96 TH 280 EM 0
5833 km/s Armour 4-25 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 13.89
Maint Life 3.53 Years MSP 678 AFR 61% IFR 0.9% 1YR 83 5YR 1252 Max Repair 403 MSP
*
Magneto-plasma Drive E7 (7) Power 80 Fuel Use 70% Signature 40 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 80.4 billion km (159 days at full power)
*
Single 25cm C4 Ultraviolet Laser Turret (1x1) Range 256,000km TS: 12000 km/s Power 16-4 RM 4 ROF 20 16 16 16 16 12 10 9 8 7 6
SPG-7 (1) Max Range: 256,000 km TS: 12000 km/s 96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Technology PB-1 (12) (1) Total Power Output 12 Armour 0 Exp 5%
*
SPD-3 (1) GPS 168 Range 23.5m km Resolution 1
SPS-2 (1) GPS 14000 Range 196.0m km Resolution 100
*
ECM 20
*
This design is classed as a Military Vessel for maintenance purposes
*
*****************************************
*

Arleigh Burke class Missile Frigate 4,800 tons 486 Crew 1348 BP TCS 96 TH 280 EM 0
5833 km/s Armour 4-25 Shields 0-0 Sensors 28/14/0/0 Damage Control Rating 3 PPV 14
Maint Life 4.71 Years MSP 527 AFR 61% IFR 0.9% 1YR 39 5YR 584 Max Repair 294 MSP
Magazine 150 (36 x RIM-2A Blowpipe, 19 x RGM-1A Bloodhoud)
*
Magneto-plasma Drive E7 (7) Power 80 Fuel Use 70% Signature 40 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 80.4 billion km (159 days at full power)
*
AMM Launcher-1 (2) Missile Size 1 Rate of Fire 10
ASM Launcher-1 (2) Missile Size 6 Rate of Fire 60
SPG-6 (1) Range 70.6m km Resolution 1
SPG-5 (1) Range 470.4m km Resolution 100
*
SQR-1 (1) Sensitivity 28 Detect Sig Strength 1000: 28m km
EM Detection Sensor EM1-14 (40%) (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
*
ECCM-2 (1) ECM 20
*
This design is classed as a Military Vessel for maintenance purposes
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Tennessee class Jump Frigate 5,100 tons 505 Crew 1243.5 BP TCS 102 TH 320 EM 0
6274 km/s JR 3-50 Armour 3-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 5
Maint Life 2.54 Years MSP 457 AFR 69% IFR 1% 1YR 99 5YR 1484 Max Repair 289 MSP
*
J5100(3-50) Military Jump Drive Max Ship Size 5100 tons Distance 50k km Squadron Size 3
Magneto-plasma Drive E6 (8) Power 80 Fuel Use 60% Signature 40 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 88.2 billion km (162 days at full power)
*
12cm Railgun V2/C3 (1x4) Range 32,000km TS: 6274 km/s Power 6-3 RM 2 ROF 10 2 2 1 0 0 0 0 0 0 0
SPG-8 (1) Max Range: 32,000 km TS: 8000 km/s 69 37 6 0 0 0 0 0 0 0
*
SPS-2 (1) GPS 14000 Range 196.0m km Resolution 100
*
This design is classed as a Military Vessel for maintenance purposes
*
Only a single railgun for self-defence. But the jump drive is too large to allow more weaponry. At least it can double as a frigate leader thanks to SPS-2. Add one of these to the flotilla, bringing its strength up to 6 vessels.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Revision to organization:

Fleet Command
-->Home Fleet
------>H.11 Frigate Flotilla
---------->H.11 Command Division (JF Aardvark, FFL Cardiff)
---------->H.11 Division 1 (FF Afognak, Aguitchuk, Aiaktalik, Akhiok)
---------->H.11 Division 2 (FFG Alliance, Armada)

Home Fleet is tasked with defending Sol. It's sub-units are named "H.XX" with 11-19 reserved for frigate flotillas, 21-29 for destroyer flotillas, 31-39 for cruiser squadrons, 41-49 for battle squadrons and 51-59 for carrier groups. The first H stand for Home Fleet. H.11 Frigate Flotilla is further divided into three elements for ease of C4I - for TF training I can select the whole flotilla in Fleet Organization and create a single TG. In combat, I can, with 3 clicks, create the three elements - command would be standing back, providing sensor coverage; division 1 is for close-in engagement with beam weapons; division 2 is for stand-off engagement with missiles. Flotilla will be enforced with two more FFG's as they roll off the shipyards.

Expedition fleets will be numbered but otherwise follow the same naming convention. So instead of H.11 Frigate Flotilla, it would be 1.11 Frigate Flotilla for 1st Fleet. This also helps with micromanagement, as any expedition fleet TGs will pop-up first in the TG-list.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
While exploring Luyten 726-8, a binary system mere two jumps from Sol, 1. Survey Group encountered alien ships. Classified as Mace class, they had thermal signature of 800. Junior Lieutenant Alvina Dave, commanding Survey Ship Antonio Abetti, hailed the aliens and a diplomatic team was set to crack open communications and open diplomatic negotiations. As a precaution, JLtn Dave turned her ship towards the JP.

Unfortunately the alien vessels were out-speeding her by a comfortable margin (5969 km/sec) and after closing-in to ~16 million kilometers, opened fire with missiles. Their "Dragon" ASMs caused 5 points of damage per missile, with a velocity of 27,500 km/sec. After three salvoes, Antonio Abetti blew up, leaving behind 119 crew members in lifepods, though JLtn Dave was not amongst them.

So Terran Federation is now at war with these aliens. The only ready flotilla is H.11 Frigate Flotilla, which was immediately ordered to return to Earth from TF training exercises, refuel&resupply and overhaul. Luckily this was completed quickly. H.11, led by Lieutenant Commander Quintin Politz, consists of ten ships. The command division has Iowa class FFL Cardiff and Tennesseee class JF Aardvark. Beam division has Forrestal class FF's Afognak, Aguitchuk, Aiaktalik and Akhiok. Missile division has Arleigh Burke class FFG's Alliance, Armada, Breton and Bulwark. Their mission is gauge out the threat level of the aliens, whether Luyten 726-8 is their home system and if possible, to neutralize them as a threat to humanity. As the only full flotilla with some actual training, H.11 is not to risk itself unnecessarily.

It is now 13th August 2051, 00:53 and H.11 has just entered Luyten 726-8.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
AAmuV.jpg
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom