• Aurora, a 4X strategy game. ITT: Terrible spreadsheet jokes.
    423 replies, posted
[QUOTE=AxisKiller;34685956]The NPRs detect active sensors as a hostile action, just so you know. Not sure about the launching of parasite-type vessels, though.[/QUOTE] I wonder how they feel about the multiple missile locks I have on them then... [editline]13th February 2012[/editline] Fighters have launched missiles. [editline]13th February 2012[/editline] 2 fighters destroyed. 4 missile impacts on closest and heaviest contact, for very little visible effect, 4 missiles miss and harmlessly detonate. Ajax almost within firing range [editline]13th February 2012[/editline] All fighters destroyed 3 lifepods detected [editline]13th February 2012[/editline] Disaster! The Ajax is destroyed by ASM's. Over 400 of them.
[QUOTE=Kyle902;34686093]I wonder how they feel about the multiple missile locks I have on them then... [editline]13th February 2012[/editline] Fighters have launched missiles. [editline]13th February 2012[/editline] 2 fighters destroyed. 4 missile impacts on closest and heaviest contact, for very little visible effect, 4 missiles miss and harmlessly detonate. Ajax almost within firing range [editline]13th February 2012[/editline] All fighters destroyed 3 lifepods detected [editline]13th February 2012[/editline] Disaster! The Ajax is destroyed by ASM's. Over 400 of them.[/QUOTE] Heh, what size were the missiles? Missile spam of that size I've only seen from the Precursors.
What's with the AI and their missiles? The only reason I stack so much armour on my ships is because of the 130 size 1 missiles every 5 second spam they had going on my fleet.
[QUOTE=Jake Nukem;34688031]What's with the AI and their missiles? The only reason I stack so much armour on my ships is because of the 130 size 1 missiles every 5 second spam they had going on my fleet.[/QUOTE] They tend to fire everything they have at you if you get too close, just obliterate them at range with your own missiles.
So I load up an old save to with another Precursor incursion into Sol (I am not lucky when it comes to Precursors). Luckily they stay near the wrecks of my once proud Sol Defensive fleet long enough for me to design and build a number of new ships. Specifically 2 Oregon II class Destroyer Leaders, and 6 Revenge class Destroyer escorts. The escorts only carry AMM's but the Oregon II's each have 6 size 3 missile launchers and enough missiles for 9 6 missile salvos and 1 2 missile salvo using the Opportunity ASM's with a warhead strengh of 4. I order them to go to the area around the wrecks with Active Sensors on. They fine the two enemy contacts easily 1 Imperium class (14,200 tons) and a River class (7,100 tons). When they get into range I order them to fire the salvo. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/Opportunity_Salvo.png[/IMG][/URL] Now im waiting for the results. [editline]13th February 2012[/editline] Bloody hell I lost nearly half of the salvos already to PD missiles that go 48000 km/s [editline]13th February 2012[/editline] The salvos have penetrated the enemy PD screen. Impacts imminent! [editline]13th February 2012[/editline] Direct Hits on first 4 salvos to hit. size 26 Power explosion detected on the River class Precursor status confirmed as no atmosphere was vented. [editline]13th February 2012[/editline] Imperium seems to be very heavily armored. 40 missile impacts and still no internal damage. [editline]13th February 2012[/editline] River class destroyed. [editline]13th February 2012[/editline] That Imperium is a tough bastard Im in PD range though so Im firing salvos of 30 PD missiles at it every 10 seconds. for maybe 10 salvos. Hes dead meat. [editline]13th February 2012[/editline] Imperium destroyed after about 400 PD missiles hit it. 800 missiles wasted.
Outta curiosity, and worry, how come garrison forces on a planet provide no security? And how can I move them to another colony? I don't see an option to pick up forces with my transport ships.
[QUOTE=AxisKiller;34688793]They tend to fire everything they have at you if you get too close, just obliterate them at range with your own missiles.[/QUOTE] I don't use missiles, you can check my ships in earlier discussion. And these missiles they shot at me were Anti-ship missiles. Any missile I launched was taken down. [editline]14th February 2012[/editline] [QUOTE=Twistshock;34690509]Outta curiosity, and worry, how come garrison forces on a planet provide no security? And how can I move them to another colony? I don't see an option to pick up forces with my transport ships.[/QUOTE] You need troop transport bays. Once you make the troop ships select the planet and pick up the unit you want.
[QUOTE=Twistshock;34690509]Outta curiosity, and worry, how come garrison forces on a planet provide no security? And how can I move them to another colony? I don't see an option to pick up forces with my transport ships.[/QUOTE] Because footsoldiers ain't gonna mean shit when nukes start coming in from low orbit That said, garrisoned troops will reduce unrest. Earth will probably never have to worry about unrest unless you move all your troops away/get to 6 billion people/never base anything there. If your transport ships don't have the pickup option(s) then you don't have any troop transport bays on them
[QUOTE=Jake Nukem;34690518]I don't use missiles, you can check my ships in earlier discussion. And these missiles they shot at me were Anti-ship missiles. Any missile I launched was taken down. [editline]14th February 2012[/editline] You need troop transport bays. Once you make the troop ships select the planet and pick up the unit you want.[/QUOTE] You really should consider investing in missiles. Nothing in the game can seriously match their firepower and standoff range with the possible exception of fighters/FACs/gunship-type craft. And getting hit by [I]that[/I] many ASMs just seems bad luck on your part, I don't think anyone could stop that many, your only option would have been to just try to weather the bombardment and close to range. And yeah, Twistshock, like everyone else said, ships need troop transport bays (not combat drop modules!) to carry people about. Security rating is based off your ships, not ground forces, took me a while to figure that out too.
Missiles are definitely the best combat option simply due to their versatility. Beam weapons are more suited to defense against close ships/wormhole picketing.
So, is there any benefit in colonising a habitable world even if there's no resources worth having there?
[QUOTE=blazingfly;34710872]So, is there any benefit in colonising a habitable world even if there's no resources worth having there?[/QUOTE] Well, if you've a lot of asteroid/uninhabitable planets, then you could make it a storage for the resources in the system, then it could serve as a refueling/maintenance world.
[QUOTE=blazingfly;34710872]So, is there any benefit in colonising a habitable world even if there's no resources worth having there?[/QUOTE] Wealth from taxes, that's it
[QUOTE=scout1;34711106]Wealth from taxes, that's it[/QUOTE] I've also used a couple as forward fuel or sensor bases if they're on the frontier. Not much use outside of that except pop farms like you said.
Damn it, I got some weird bug in the Class Design menu, after adding a certain amount of components to a ship, the ship's description disappears, I checked the ships in the Space Race save that comes with the game and the same happens there with already existing ship designs. It just happened overnight, yesterday everything was fine, re-installing didn't fix it.
Oh wow, just figured out what's causing this, you know how you need to change the regional settings so that the period is the decimal separator? Well, doing that is what makes my Class Design screen fuck up. Reverting back to using commas fixed it but the game is still unplayable due to using commas. This game and it's damn bugs. [editline]15th February 2012[/editline] And now I also figured that out, in Windows 7, you can change the Decimal Separator individually without changing the rest of the settings which is what I initially did but, apparently I really have to change all the settings to UK or US settings. Annoying but the game works now.
[QUOTE=Electrocuter;34715471]Oh wow, just figured out what's causing this, you know how you need to change the regional settings so that the period is the decimal separator? Well, doing that is what makes my Class Design screen fuck up. Reverting back to using commas fixed it but the game is still unplayable due to using commas. This game and it's damn bugs. [editline]15th February 2012[/editline] And now I also figured that out, in Windows 7, you can change the Decimal Separator individually without changing the rest of the settings which is what I initially did but, apparently I really have to change all the settings to UK or US settings. Annoying but the game works now.[/QUOTE] Get UK or get out. :v:
When I click "Select," all i get is a wide, short window that is blank. It still has all the menus like "Game" and "Space Master" and from what I can tell they still work. [editline]15th February 2012[/editline] Oh yeah and I've updated to 5.6 and tried running the program as Administrator with no success. [editline]15th February 2012[/editline] Oh shit now my right-click menu has a grey bar at the bottom. Is this very bad?
[QUOTE=Killdozer;34718380]When I click "Select," all i get is a wide, short window that is blank. It still has all the menus like "Game" and "Space Master" and from what I can tell they still work. [editline]15th February 2012[/editline] Oh yeah and I've updated to 5.6 and tried running the program as Administrator with no success. [editline]15th February 2012[/editline] Oh shit now my right-click menu has a grey bar at the bottom. Is this very bad?[/QUOTE] Press F3. And make sure you File > Exit to avoid any weird color glitches in Windows.
[QUOTE=AxisKiller;34718469]Press F3. And make sure you File > Exit to avoid any weird color glitches in Windows.[/QUOTE] Thanks a lot! The weird bar at the bottom of the right click menu is still there but atleast I can play. Haven't noticed any other glitches anyways.
[QUOTE=Killdozer;34718574]Thanks a lot! The weird bar at the bottom of the right click menu is still there but atleast I can play. Haven't noticed any other glitches anyways.[/QUOTE] Mind taking a screenshot of the weird bar?
Also, if your windows fail to open, there's a option called 'reset windows' under a file menu somewhere and it'll fix it. I wonder what the longest time an empire has survived is, 100 years? 1000?
I'm going on about 70 years myself, tech progression really slows even with like 200 labs and 35% researchers with 25 labs. I haven't found a real threat for a while, thinking of enabling Invaders for my next game because I even stomp Precursors without losses. Except for the time when I found mines. 60+ size 7 ASMs at point-blank range hurts.
[QUOTE=AxisKiller;34729158]I'm going on about 70 years myself, tech progression really slows even with like 200 labs and 35% researchers with 25 labs. I haven't found a real threat for a while, thinking of enabling Invaders for my next game because I even stomp Precursors without losses. Except for the time when I found mines. 60+ size 7 ASMs at point-blank range hurts.[/QUOTE] Wow, 70 years in and 200 labs? I have ..30 labs roughly 50 years in, simply because it'd take hundreds of years to build more with tons and tons of resources. Also, I think you can just tick the invaders box when you start the game, and they'll start showing up.
[QUOTE=blazingfly;34730657]Wow, 70 years in and 200 labs? I have ..30 labs roughly 50 years in, simply because it'd take hundreds of years to build more with tons and tons of resources. Also, I think you can just tick the invaders box when you start the game, and they'll start showing up.[/QUOTE] Yeah, I know that, they just kicked my ass into the next century last time I had them on. And yeah, here's Earth as of December, 2078. Game started on 2015. [IMG]http://i33.photobucket.com/albums/d77/AxisKiller/earthrules.png[/IMG]
Is it worth to put an active sensor on a missile?
Does it need to be able to track without a sensor bearing ship? If yes, yes. If no, no.
[QUOTE=smeismastger;34761219]Is it worth to put an active sensor on a missile?[/QUOTE] Not really, unless you have no sensor ships.
[B]The Alpha Centauri Incident[/B] [U][B]>>1. December. 2038//[/B][/U] Contact lost with Kriegsmarine scout frigate in Alpha Centauri, attempts to re-establish contact have been unsuccesfull [U][B]>>7. December. 2038//[/B][/U] No contact has been made with the scout frigate sent to Alpha Centauri. Alert threshold passed, ship declared "MISSING". Kriegsmarine High Command alerted. [U][B]>>8. December. 2038//[/B][/U] Partial mobilization commenced, 1st. Frigate Group re-called to Neo Terra (former "Earth") for loading of ordnance [B][U]//1st. Frigate Group consists of :[/U][/B] -5 x M-2036 - Class Missile Frigate [U][B]>>9. December. 2038//[/B][/U] Loading of ordnance completed, 1st. Frigate group mobilizes and proceeds to Alpha Centauri Jump point. [B][sp]Breslau Protocol in effect[/sp][/B] [U][B]>>10. December. 2038:1632 Hours//[/B][/U] 1st. Frigate Group (will be referred as "Battlegroup A" from now on) succesfully arrives in the system, and detects a wreck within the system. The Wreck was identified as being the missing scout frigate, group leader alerts the high command. Battlegroup A activates radar systems and weapon systems, and proceeds to move towards the wreck with as much caution as possible. [U][B]>>10. December. 2038:2246 Hours//[/B][/U] [B]Thermal contact detected[/B] [img]http://img849.imageshack.us/img849/5535/dwm2012051318480034.png[/img] Unknown target moving directly towards the fleet, and somehow was not detected by the long range radar systems. Speed and thermal signatures confirms it to be a ship. Battlegroup A following the Breslau protocol assumes it to be hostile, all ships are given permission to activate all weapon systems. Course changed towards the unknown target on "W" formation at full speed. [spoiler]High command alerted. Kriegsmarine put on full alert.[/spoiler] [img]http://img534.imageshack.us/img534/3814/dwm2012051318481704.png[/img] Readings reveal that the alien ship weights 6 650 tons and moving towards the Battlegroup A at 4812 km/s. The ship is in the range of the battlegroup's missiles, rest of the fleet holds fire as command ship targets the vessel due to unknown capabilities of the alien ship, and to save ammunition. However, the range of missiles have been reduced to around 60m km due to the target deploying ECCM. Only after several minutes the target is in range to be engaged. [img]http://img52.imageshack.us/img52/8647/dwm2012051318522713.png[/img] The missile frigate acting as the command ship starts launching salvoes. [img]http://img809.imageshack.us/img809/5271/dwm2012051318535733.png[/img] [img]http://img10.imageshack.us/img10/2474/dwm2012051318555559.png[/img] [B]Thermal contact detected[/B] Four small contacts moving in fast. Point defence systems engaging. [img]http://img401.imageshack.us/img401/442/dwm2012051318563536.png[/img] Missiles destroyed. Another salvo detected [img]http://img440.imageshack.us/img440/8926/dwm2012051318572113.png[/img] Missiles destroyed. [img]http://img585.imageshack.us/img585/1304/dwm2012051318572771.png[/img] Our own missiles should be hitting the alien vessel any minute now. [img]http://img820.imageshack.us/img820/373/dwm2012051319002367.png[/img] [img]http://img215.imageshack.us/img215/352/dwm2012051319003466.png[/img] [img]http://img577.imageshack.us/img577/671/dwm2012051319004226.png[/img] [img]http://img804.imageshack.us/img804/7117/dwm2012051319004999.png[/img] [B]Target hit[/B] [img]http://img543.imageshack.us/img543/4442/dwm2012051319010053.png[/img] The target appears to be still mobile despite massive damage [img]http://img341.imageshack.us/img341/3518/dwm2012051319012549.png[/img] [img]http://img341.imageshack.us/img341/3518/dwm2012051319012549.png[/img] [img]http://img337.imageshack.us/img337/3487/dwm2012051319013643.png[/img] [B]Target destroyed[/B] Battlegroup A proceeds to sweep the system, two other fleets arrive in the system in the following days, which then proceed to salvage the wreckages. Alpha Centauri is declared clear from hostiles after a week. The captains and crew who took part of the mankind's first engagement against alien threat were rewarded accordingly.
What up the three of you who have any idea about this game. Version 6.0 is out! Which, among some crippling bugs, adds some very neat new things. -Crew Morale Ship designs now have an intended deployment time that you choose when you design them. The longer the time, the more tonnage is required for life support and supplies and such, as abstracted into crew quarters. If you go over this limit, your crew's morale will drop and they will become shittier at everything. Turn back the clock by sitting in orbit of a colony large enough for [sp]hookers and booze[/sp] respectable recreation and relaxation. If you wind up with more people than required crew quarters, either through damage or through picking up survivors, your morale will drop too. And your life support will stop failing. Once you're out of maintenance supplies, that's when people start dying. -Engine Design Overhaul 'Military, Commercial, Fighter, Gunboat' engines as strictly defined categories are a thing of the past. Engine size is now variable from size one all up to size 50, with benefits to fuel economy as you make them larger. There's a new line of tech that gives you options for tweaking the power output of any engine you design, with corresponding fuel usage adjustments. Designing an engine with 75% of standard power will be a hell of a lot more efficient than an engine with triple the power since that shit ain't linear. Commercial engines are defined as any engine of at least size 25 with at most a 25% power modifier. -Missile Engine Design This applies to missiles too, but since they're so puny and solid-fuel their fuel use is even more astronomical at tiny sizes. Those sizes range from 0.1 to 5 MSP. They use the same power modifier tech as normal engines, but they get double the limit in both directions. Drones/Buoys don't exist as special types of missile anymore, you would just use a high-efficiency cruise engine or whatever. -Missile Sensors Reactor endurance is now infinite, and reactor space is automatically assigned for sensors based on tech. There are measures to avoid clutter but I can't remember them because the sensor buoy I made was horribly bugged and put my empire into stasis. -Civilian Shipping Civilian shipping lines design their own ships and engines now, saving you the trouble of designing them for them. They'll also make fuel harvesters that you can refuel from for a fee, so that's nifty. -Other a new production overview window, new geosurvey team mechanics, nothing terribly game-changing like the rest of the stuff I mentioned. Now, I've got a little AAR myself... [HR][/HR] [B]The Purge of Gliese 1061[/B] [U] October 25, 2151[/U] My birthday, coincidentally. Three Pursuit-class survey vessels are performing a routine scan of the Gliese 1061 system when a massive alien sensor ping lights up the space between them and their entry jump point. The survey ships are ordered to cut their engines to avoid being detected, and wait for the diplomats to do their work. [IMG]http://i.imgur.com/dXDq6.png[/IMG] [U]October 26, 2151[/U] The alien contact mills around the inner system. If it had seen our ships, it didn't care about them. [IMG]http://i.imgur.com/G3Nnw.png[/IMG] Suddenly, the map explodes with thermal contacts, thirty individual ships bearing down on the ship closest to the star. [IMG]http://i.imgur.com/GJhAJ.png[/IMG] They tear her apart at close range with meson cannons. The ship closest to the jump point breaks and runs for it, while the third makes to hide in the outer system. [U]October 28, 2151[/U] In an amazing display of skill, captain Marcus Bale manages to skirt the edge of the pursuing craft, despite his ship moving at a mere quarter of their speed. [IMG]http://i.imgur.com/2spbW.png[/IMG] [U]October 29, 2151[/U] Back in Sol, the forces of Earth gather. The carrier group is under strength and the defence fleet above the planet is outdated, but it's all we had. A single Lictor-class carrier with a flight of Zebulon corvettes, seven Eclipse destroyers and two Omega destroyer escorts. [IMG]http://i.imgur.com/8HTmF.png[/IMG] [U]November 4, 2151[/U] Captain Bale continues his flight towards the jump point, passing by the larger contact safely. [IMG]http://i.imgur.com/f1Hvo.png[/IMG] [U]November 8, 2151[/U] With the aliens distracted by her sister ship, the third survey craft rescues the survivors of the initial attack before again retreating to the outer system. [IMG]http://i.imgur.com/RMZm1.png[/IMG] [U]November 23, 2151[/U] Captain Bale successfully transits out of the system, and the stranded ship powers down her engines to avoid detection. The diplomats give up on establishing communication. [IMG]http://i.imgur.com/A8JDf.png[/IMG] [U]February 30, 2152[/U] While only three jumps from Sol, the trip to Gliese 1061 was neither long nor short. Still, two months later the fleet arrives at the hostile jump point. They find nothing on the other side. [IMG]http://i.imgur.com/zGiAm.png[/IMG] [U]March 2, 2152[/U] Moving towards the last known location of the alien forces, the commander of the fleet is floored by his sensor returns. The number of enemy craft had nearly doubled, and with the outdated sensors carried by the destroyers they were right on top of us! [IMG]http://i.imgur.com/yZPbT.png[/IMG] The fleet was well-trained however, and in short order began unloading their ordnance at the oncoming horde. But even with the five-second cycle time of the point defense launchers, there were just so [I]many[/I] of them, and so little time. [IMG]http://i.imgur.com/b1DA6.png[/IMG] There's barely enough time to register that the enemy craft are well-armored enough to shrug off the piecemeal salvos that had been thrown at them before they descend upon the fleet, mesons tearing into sips in short order. [IMG]http://i.imgur.com/s5YlQ.png[/IMG] Painful minutes later, and humanity's space forces are defeated in detail. [IMG]http://i.imgur.com/4d1sJ.png[/IMG] So ended the First Battle of Gliese 1061. [U]August 28, 2156[/U] Five years later, humanity is ready for a second go. New advances in propulsion technology have produced even more souped-up corvette engines that should outspeed the alien craft. A new series of corvette is laid down and produced, fitting a railgun designed to outrange the alien mesons. The full Executor-class cruiser escort of the reconstructed carrier group comes off the slipways, outfit with far more powerful sensors and advanced missiles. Unfortunately, footage from the start of the battle has been corrupted. A technical glitch sent the Zebulon X corvettes within a hair's breadth of the now-immense swarm, costing them several ships before they could open the range again. Once there, however, they wreaked absolute [i]havoc[/i], a string of crippled alien craft in their wake, aided by fire from the cruisers. [IMG]http://i.imgur.com/vEHTj.png[/IMG] More missteps resulted in more damage to the strike group however, until all that remained was a single corvette with no fire control. In a daring move he set out on a wide loop, distracting the remaining mobile forces while the carriers went to pick up the survivors. [IMG]http://i.imgur.com/kS396.png[/IMG] [U]August 29, 2156[/U] Which, thankfully, went off without incident. [IMG]http://i.imgur.com/DDvKa.png[/IMG] [IMG]http://i.imgur.com/jnsih.png[/IMG] Safe on the jump point the cruisers expended the last of the fleet's ordnance on cleanup. [IMG]http://i.imgur.com/gap9E.png[/IMG] And with the remaining craft's location confirmed, the lone corvette returned to hangar. [IMG]http://i.imgur.com/zsJxh.png[/IMG] [IMG]http://i.imgur.com/njxgu.png[/IMG] [IMG]http://i.imgur.com/Hga1R.png[/IMG] And the fleet transited out safely. [IMG]http://i.imgur.com/AwXS8.png[/IMG] [IMG]http://i.imgur.com/kYZPY.png[/IMG] So ended the Second Battle of Gliese 1061. [U]January 23, 2157[/U] As the next year rolls around, humanity's hand is forced. The survey ship, stranded in Gliese 1061 for over five years now, was running low on repair supplies to keep its overworked life support operational. There was no time to wait for a new compliment of railgun corvettes, and every wreck the survey ship reported as 'salvaged' meant more enemies to face. Filling up on missiles and on the obsolete corvettes, the fleet sets out once again. Fortune favors them, this time. The alien mothership is in view when they transit- and in range of their anti-ship missiles, which they promptly unload at her. All 360 of them, to counter her dizzying shield strength. [IMG]http://i.imgur.com/RHVLn.png[/IMG] It's not overkill if it only barely works [IMG]http://i.imgur.com/aTXWu.png[/IMG] From there the swarm bears down on the fleet, but sitting near the jump point they have little cause for worry. [IMG]http://i.imgur.com/9KGkS.png[/IMG] They did have almost 2000 anti-missiles between them, after all. [IMG]http://i.imgur.com/S0ZJY.png[/IMG] [IMG]http://i.imgur.com/3Hed2.png[/IMG] That taken care of, they set off to clean up the crippled ships as the stranded survey vessel makes for the jump point. [IMG]http://i.imgur.com/EFJ3A.png[/IMG] [IMG]http://i.imgur.com/3bunk.png[/IMG] They then set out to investigate the planet and discover a new type of alien craft, somewhere between the mothership and the swarm in size and estimated capabilities. [IMG]http://i.imgur.com/eJjYJ.png[/IMG] Drawing closer, the fleet makes a shocking discovery. The planet beneath the alien fleet is positively [i]glowing[/i] with radiation! While not sure if there's a connection, it's not as though we were going to let them live before that. [IMG]http://i.imgur.com/lSspj.png[/IMG] The absolute last of the anti-missiles reduce their number to three, and the old missiles from the rack of a corvette finish those off. [IMG]http://i.imgur.com/us1cy.png[/IMG] [IMG]http://i.imgur.com/jRfm5.png[/IMG] That done, the fleet goes to escort the survey vessel. [IMG]http://i.imgur.com/jRfm5.png[/IMG] Firing from the racks of the corvettes to clean up the last known alien vessels... [IMG]http://i.imgur.com/8g2WR.png[/IMG] [IMG]http://i.imgur.com/npNDu.png[/IMG] And with the system cleared, they jump out. [IMG]http://i.imgur.com/zHT25.png[/IMG] So ends the Third Battle of Gliese 1061, and the victorious purge.
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