• Aurora, a 4X strategy game. ITT: Terrible spreadsheet jokes.
    423 replies, posted
I finally managed to get going properly :D Got automated mines on europa and mars, as well as a colony on mars. Also got an awesome propulsion researcher. I should probably start doing some military research once I've set up more mines + mass drivers on asteroids.
[QUOTE=Kyle902;34656000]Botched first contact, Enemy destroyed my First Contact Team, sent in my strongest fleet to retaliate, destroyed an enemy ship with no casualties and am currently moving my heavy cruisers into position to bomb their homeworld[/QUOTE] "Welp, first contact went badly, better annihilate their entire species."
[QUOTE=blazingfly;34656137]"Welp, first contact went badly, better annihilate their entire species."[/QUOTE] -200 Diplomatic Rating
[QUOTE=Kyle902;34656000]Botched first contact, Enemy destroyed my First Contact Team, sent in my strongest fleet to retaliate, destroyed an enemy ship with no casualties and am currently moving my heavy cruisers into position to bomb their homeworld[/QUOTE] Sounds like Mass Effect.
I guess it's time to try playing this again and subsequently die of brain hemorrhage
Plus my bombardment cruisers have 4 size 20 warhead missiles and 2 conventional ICBM's. Im just softening them up for invasion
I can't figure out how to make my ships cargo hold more mines. Whenever I add more than one cargo hold in ship design it never shows up for construction in the shipping yards.
[QUOTE=Comcastic;34656255]I can't figure out how to make my ships cargo hold more mines. Whenever I add more than one cargo hold in ship design it never shows up for construction in the shipping yards.[/QUOTE] You might need to add more capacity to your shipyard. Cargoholds add a lot of tonnage [editline]11th February 2012[/editline] Alternatively you might try closing your econ window and opening it again to refresh it.
[QUOTE=Comcastic;34656255]I can't figure out how to make my ships cargo hold more mines. Whenever I add more than one cargo hold in ship design it never shows up for construction in the shipping yards.[/QUOTE] Yeah, you need to upgrade your shipyard capacity. I'mma trying to upgrade gauss cannons so I can get some CIWS up in this bitch.
[QUOTE=Canuhearme?;34650457]Titan, Hyperion and the four main Jupiter moons (Io, Ganymede, Callisto and Europa) should we checked out with a scout as soon as you can. [editline]11th February 2012[/editline] I'm curious about this, what's the difference between a geological team and a geological survey unit on a scout? I usually just slap 2 geo/grav surveyers and a Jump engine on a Survey Scout and call it a day.[/QUOTE] Geo teams will find shitloads of minerals EVERYWHERE Grab your 5 best survey guys ASAP, drop them on some worthless planets and once they hit 150+ start dropping them on important worlds and they will shit out hundreds of thousands of tons of minerals for you
[QUOTE=scout1;34656469]Geo teams will find shitloads of minerals EVERYWHERE Grab your 5 best survey guys ASAP, drop them on some worthless planets and once they hit 150+ start dropping them on important worlds and they will shit out hundreds of thousands of tons of minerals for you[/QUOTE] I remember on my previous game I put my five best geological survey dudes on one ship, sent them off to survey a planet on that ship, it ran out of fuel so I just blew it up. Big oops moment.
[QUOTE=scout1;34656469]Geo teams will find shitloads of minerals EVERYWHERE Grab your 5 best survey guys ASAP, drop them on some worthless planets and once they hit 150+ start dropping them on important worlds and they will shit out hundreds of thousands of tons of minerals for you[/QUOTE] So, teams don't need an atmosphere? I tried dropping a few hundred thousand people onto an asteroid, and they perished upon arrival.
[QUOTE=blazingfly;34656490]I remember on my previous game I put my five best geological survey dudes on one ship, sent them off to survey a planet on that ship, it ran out of fuel so I just blew it up. Big oops moment.[/QUOTE] Dropping them on each planet and waiting for them to finish then sending them to another one... etc. is pretty tedious. I usually just used my first battle fleet or whatever. Once sent them after an alien colony with a geo and espionage team on board :v: Thankfully it was just a deep space sensor outpost, so no casualties were suffered. [editline]11th February 2012[/editline] [QUOTE=Twistshock;34656499]So, teams don't need an atmosphere? I tried dropping a few hundred thousand people onto an asteroid, and they perished upon arrival.[/QUOTE] Asteroids can never be colonized properly afaik Geo teams can be placed anywhere, they don't count as population. I'm assuming the game explanation is something like they have specific suits, gravity plating, and portable infrastructure available, which is probably horrendously expensive but an acceptable cost because it's only 5 men
[code]Trafalgar class Dreadnought 14,750 tons 1452 Crew 3363.6 BP TCS 295 TH 937.5 EM 300 4237 km/s JR 3-50 Armour 1-53 Shields 10-300 Sensors 22/22/0/0 Damage Control Rating 11 PPV 69.25 Maint Life 0.67 Years MSP 1143 AFR 1740% IFR 24.2% 1YR 1710 5YR 25656 Max Repair 400 MSP Flag Bridge Magazine 1359 J24000(3-50) Military Jump Drive Max Ship Size 24000 tons Distance 50k km Squadron Size 3 Magnetic Confinement Fusion Drive E6 (10) Power 125 Fuel Use 60% Signature 93.75 Armour 0 Exp 5% Fuel Capacity 200,000 Litres Range 40.7 billion km (111 days at full power) Beta R300/9 Shields (7) Total Fuel Cost 63 Litres per day Size 6 Missile Launcher (11) Missile Size 6 Rate of Fire 40 PD SZ1 Missile Launcher (13) Missile Size 1 Rate of Fire 600 Missile Fire Control FC99-R100 (13) Range 99.0m km Resolution 100 Missile Fire Control FC198-R100 (4) Range 198.0m km Resolution 100 Size 1 Anti-missile Missile (399) Speed: 30,000 km/s End: 16.7m Range: 30m km WH: 1 Size: 1 TH: 340 / 204 / 102 Size 6 Anti-ship Missile (160) Speed: 16,700 km/s End: 25m Range: 25m km WH: 40 Size: 6 TH: 94 / 56 / 28 Active Search Sensor MR132-R100 (1) GPS 12000 Range 132.0m km Resolution 100 Thermal Sensor TH2-22 (1) Sensitivity 22 Detect Sig Strength 1000: 22m km EM Detection Sensor EM2-22 (1) Sensitivity 22 Detect Sig Strength 1000: 22m km 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[/code]
Jump drive is too big, armor is 1 layer (?!) thick, missile launchers stink, maintenance is just lol Also you probably don't need a passive EM sensor (they suck) oh jesus I just realized why the ship is so big but has so little weapons You don't need one missile fire control for each launcher, you just need 1 per target you plan on tracking. They also don't need 200M in range if you can only shoot to 30 Also the PD missile fire control would be useless since you won't be able to see missiles without resolution 1
Oh shit I used the wrong Jump drive. And I am currently modifying it with your suggestions [editline]11th February 2012[/editline] Revised: [code]Trafalgar class Dreadnought 24,850 tons 2786 Crew 6980.2 BP TCS 497 TH 937.5 EM 300 2515 km/s JR 3-50 Armour 6-75 Shields 10-300 Sensors 22/1/0/0 Damage Control Rating 11 PPV 183.25 Maint Life 0.23 Years MSP 1176 AFR 4940% IFR 68.6% 1YR 5221 5YR 78311 Max Repair 400 MSP Flag Bridge Magazine 1473 J24000(3-50) Military Jump Drive Max Ship Size 24000 tons Distance 50k km Squadron Size 3 Magnetic Confinement Fusion Drive E6 (10) Power 125 Fuel Use 60% Signature 93.75 Armour 0 Exp 5% Fuel Capacity 200,000 Litres Range 24.1 billion km (111 days at full power) Beta R300/9 Shields (7) Total Fuel Cost 63 Litres per day PD SZ1 Missile Launcher (13) Missile Size 1 Rate of Fire 600 Size 6 Missile Launcher (30) Missile Size 6 Rate of Fire 40 Missile Fire Control FC198-R100 (4) Range 198.0m km Resolution 100 Missile Fire Control FC99-R1 (8) Range 99.0m km Resolution 1 Size 1 Anti-missile Missile (399) Speed: 30,000 km/s End: 16.7m Range: 30m km WH: 1 Size: 1 TH: 340 / 204 / 102 Size 6 Anti-ship Missile (160) Speed: 16,700 km/s End: 25m Range: 25m km WH: 40 Size: 6 TH: 94 / 56 / 28 Active Search Sensor MR132-R100 (1) GPS 12000 Range 132.0m km Resolution 100 Active Search Sensor MR33-R1 (1) GPS 300 Range 33.0m km Resolution 1 Thermal Sensor TH2-22 (1) Sensitivity 22 Detect Sig Strength 1000: 22m km 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 [/code]
If anyone is interested there is a really good [URL="http://www.bay12forums.com/smf/index.php?topic=99633.0"]Let's Play[/URL] going on at bay12, OP is apparently playing another side in the shadows with their own plans.
[QUOTE=Kyle902;34660695]Oh shit I used the wrong Jump drive. And I am currently modifying it with your suggestions [editline]11th February 2012[/editline] Revised: [code]Trafalgar class Dreadnought 24,850 tons 2786 Crew 6980.2 BP TCS 497 TH 937.5 EM 300 2515 km/s JR 3-50 Armour 6-75 Shields 10-300 Sensors 22/1/0/0 Damage Control Rating 11 PPV 183.25 Maint Life 0.23 Years MSP 1176 AFR 4940% IFR 68.6% 1YR 5221 5YR 78311 Max Repair 400 MSP Flag Bridge Magazine 1473 J24000(3-50) Military Jump Drive Max Ship Size 24000 tons Distance 50k km Squadron Size 3 Magnetic Confinement Fusion Drive E6 (10) Power 125 Fuel Use 60% Signature 93.75 Armour 0 Exp 5% Fuel Capacity 200,000 Litres Range 24.1 billion km (111 days at full power) Beta R300/9 Shields (7) Total Fuel Cost 63 Litres per day PD SZ1 Missile Launcher (13) Missile Size 1 Rate of Fire 600 Size 6 Missile Launcher (30) Missile Size 6 Rate of Fire 40 Missile Fire Control FC198-R100 (4) Range 198.0m km Resolution 100 Missile Fire Control FC99-R1 (8) Range 99.0m km Resolution 1 Size 1 Anti-missile Missile (399) Speed: 30,000 km/s End: 16.7m Range: 30m km WH: 1 Size: 1 TH: 340 / 204 / 102 Size 6 Anti-ship Missile (160) Speed: 16,700 km/s End: 25m Range: 25m km WH: 40 Size: 6 TH: 94 / 56 / 28 Active Search Sensor MR132-R100 (1) GPS 12000 Range 132.0m km Resolution 100 Active Search Sensor MR33-R1 (1) GPS 300 Range 33.0m km Resolution 1 Thermal Sensor TH2-22 (1) Sensitivity 22 Detect Sig Strength 1000: 22m km 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 [/code][/QUOTE] You still don't need 12 fucking missile controls You're overtonned for that jump drive And the second you take it off a planet it is going to break down, HORRIBLY
Good times when ships break down. During one of my early play throughs I made a ship that was bigger than the maintenance facilities could handle(at the time I didn't know how to change that) and it eventually exploded. Was a big ship, too. Thousands died that day.
[QUOTE=Jake Nukem;34661927]Good times when ships break down. During one of my early play throughs I made a ship that was bigger than the maintenance facilities could handle(at the time I didn't know how to change that) and it eventually exploded. Was a big ship, too. Thousands died that day.[/QUOTE] I had a ship that blew up too, luckily only a hundred people died.
On my new game I see a jumpgate in sol. In about 5 years I investigate it with a Survey Command Ship and its two escorts. The Survey Command ship is Capable of 2 size 6 ASM salvos and has 3PD tubes. The escorts have 8 PD tubes each a Gauss turret and a CIWS. On the other side I detect 1 Class 0 Planet. I send my surveyor fleet to investigate and boom Hostile Civilization of Eagle people. They have two incoming ships A Battlestar Thermal sig of 2700 and a smaller Imperium of 1800 thermal sig. 2 Salvos of what appear to be PD missiles impact my ships and damage the armor about 40 missiles per salvo. These things are going too fast to intercept going at 52000 Km/s my only hope is to delay them and send my defensive fleets to picket the Jumpgate [editline]12th February 2012[/editline] My fleet didnt even get a chance to react. The Eagle menace has destroyed Surveyor group #1 [editline]12th February 2012[/editline] Sol defenses around the Jumpgate breached. Picket force caught off guard and destroyed. Rear admiral Still transmitting from Escape pod. Sol Patrol Group #2 moving to intercept. NORAD set on high alert. [editline]12th February 2012[/editline] Sol Defense Group #2 destroyed. No other combat ships available. Last line of defense shattered. Initiating endgame scenario Killing off the population of earth via massive ICBM bombardment from NORAD
Oh fucking great, I get overflown error for ABSOLUTELY NO REASON AT ALL. Can't continue, ffs. Restart won't work. [editline]13th February 2012[/editline] I crash everytime I try to look into my system map [editline]13th February 2012[/editline] This is fucking bullshit [editline]13th February 2012[/editline] I can continue time, create research projects, show galactic map, but as soon as I try to see my own system the game flips it's shit.
First alien contact is hostile again. Go figure. Luckily they are low tech and easily destroyed by my armed Enterprise Class Explorer. The commander of the vessel is given two medals. The First Contact Award, and the Naval Action Medallion
[QUOTE=smeismastger;34673086]Oh fucking great, I get overflown error for ABSOLUTELY NO REASON AT ALL. Can't continue, ffs. Restart won't work. [editline]13th February 2012[/editline] I crash everytime I try to look into my system map [editline]13th February 2012[/editline] This is fucking bullshit [editline]13th February 2012[/editline] I can continue time, create research projects, show galactic map, but as soon as I try to see my own system the game flips it's shit.[/QUOTE] Ya running the latest patch?
[QUOTE=Kyle902;34675830]First alien contact is hostile again. Go figure. Luckily they are low tech and easily destroyed by my armed Enterprise Class Explorer. The commander of the vessel is given two medals. The First Contact Award, and the Naval Action Medallion[/QUOTE] I hope my first contact is peaceful. Everyone here seems to be running into 50000km/s moving battleships which would wipe the floor with me. :U
[QUOTE=blazingfly;34678706]I hope my first contact is peaceful. Everyone here seems to be running into 50000km/s moving battleships which would wipe the floor with me. :U[/QUOTE] I'm in 2073 and I've yet to make a ship with any weapons :v:
[QUOTE=Twistshock;34679343]I'm in 2073 and I've yet to make a ship with any weapons :v:[/QUOTE] I have decided that should any ship make contact with an enemy race it will be immediately scuttled. Can't risk them finding Earth through the jump points. :v:
[QUOTE=blazingfly;34679967]I have decided that should any ship make contact with an enemy race it will be immediately scuttled. Can't risk them finding Earth through the jump points. :v:[/QUOTE] Most NPRs that I've ran across that are hostile are so far below my tech that my ships flee their sensors and jump, thus getting away. [sp]Precursors, Star Swarm, and Invaders[/sp] can use jump points if they see you use one and will not hesitate to mop the floor with your ass if they find you. If you want a decently fun, worry-free game, turn off [sp]Invaders, they come through random wormholes in a random system as soon as you explore your first JP.[/sp] Also, Kyle, you don't have to point a jump drive on every single ship. You can have a tender-like ship with a massive jump drive and a large squadron size to catapult your ships through, or just build a jumpgate like I do. EM sensors are indeed 90% useless, but they're useful for telling if your enemy has shields or not, nothing more. Thermals on the other hand are absolutely necessary. Secondly, don't bother with damage controls, which is what looks like you did. Engineering bays increase the DC rating by 1/ea and they also keep your ship from breaking down every 20 seconds like it will now. Your shields also suck ass for your engine tech, you really, really need better shields. You also have a ridiculous amount of MFCs, you really only need two or three at most. Here's my current missile cruiser, it doesn't have AMMs as my PD is provided by gauss cannons, but it still is a baseline to compare to at least. [code]Percival class Missile Cruiser 13,600 tons 1389 Crew 2864.6 BP TCS 272 TH 880 EM 720 3235 km/s Armour 5-50 Shields 24-300 Sensors 28/28/0/0 Damage Control Rating 6 PPV 72 Maint Life 3.64 Years MSP 790 AFR 246% IFR 3.4% 1YR 92 5YR 1383 Max Repair 280 MSP Magazine 792 GN-80M5 VULCAN Magneto-Plasma Drive (11) Power 80 Fuel Use 50% Signature 80 Armour 0 Exp 5% Fuel Capacity 300,000 Litres Range 79.4 billion km (284 days at full power) Gen-Core Epsilon-class R300/15 Barriers (8) Total Fuel Cost 120 Litres per day CIWS-200 (2x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit Missile Launch Tube S6-40N (12) Missile Size 6 Rate of Fire 40 Mixcoatl-75 MFC (2) Range 75.2m km Resolution 16 SLM-98 Python IV (132) Speed: 25,300 km/s End: 43.4m Range: 65.9m km WH: 12 Size: 6 TH: 194 / 116 / 58 Artemis ALS 87-20 (1) GPS 2800 Range 87.7m km Resolution 20 Hunter PST 2.28 (1) Sensitivity 28 Detect Sig Strength 1000: 28m km Hunter PSE 2.28 (1) Sensitivity 28 Detect Sig Strength 1000: 28m km ECCM-3 (2) ECM 30 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 [/code]
Earths number one export to its colonies is fucking recreational drugs and entertainment products lol. [editline]13th February 2012[/editline] My new Enterprise class Exploration vessel(Ajax) detected a new alien civ. It moved closer to investigate and it also launched its 1 squad (5 Hellcat MKI's) fighter complement. The Ajax activates its active sensors and detects a rather large enemy fleet on an interception course. These ships move faster then the Ajax.
[QUOTE=Kyle902;34684849]Earths number one export to its colonies is fucking recreational drugs and entertainment products lol. [editline]13th February 2012[/editline] My new Enterprise class Exploration vessel(Ajax) detected a new alien civ. It moved closer to investigate and it also launched its 1 squad (5 Hellcat MKI's) fighter complement. The Ajax activates its active sensors and detects a rather large enemy fleet on an interception course. These ships move faster then the Ajax.[/QUOTE] The NPRs detect active sensors as a hostile action, just so you know. Not sure about the launching of parasite-type vessels, though.
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