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Messages - Greenbane

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781
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 13, 2010, 10:14:05 am »
As I posted on the Aurora forums:

I encountered a problem (now on 5.02). I had defended the jump point NPR alien vessels were using to enter my system and raid my civilian ships for about 5 years. I managed to destroy a handful of enemy units as they jumped in. However, my frigates eventually had to return to resupply at Earth, and not a month later, another alien ship appeared in the system. Fortunately, a level 10 listening post on an asteroid picked them up about two billion kilometres away from the main trade route.

I immediately dispatched three missile frigates and a SWACS vessel to intercept the 19,200-ton target. However, shortly after it was detected by the LP, interrupts became stuck at 60 seconds. According to SM Only event messages, the reason is: "Increment length adjusted as a ship is within firing range". That has to be some freak coincidence with some other thing happening elsewhere in the galaxy, as none of my weapons have a range of 2 billion km. It's highly unlikely the enemy target has that kind of range, either, as their tech was considerably behind mine. I had seen that class before, and it has nuclear pulse engines, duranium armour, poor sensors, etc.

Any ideas? These 60-second skips have been going on for over 30 game hours. My game has become effectively unplayable and I have no idea how to fix this, even if I could access Designer Mode.

782
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 12, 2010, 08:40:36 am »
The only bizarre problem I'm having is that, for some reason, the game doesn't recognize the Flags folder within Aurora's. So every time I try to view the Galactic Map screen, I get several errors even though the folder is right there and full of flags.

Error in LoadRaceData
Error 76 was generated by Aurora
Path not found: 'Flags\'

783
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 11, 2010, 03:14:32 pm »
What's the problem, exactly?

784
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 09, 2010, 10:32:10 pm »
Beam heavy cruiser prototype design!

Quote
Cavalier class Heavy Cruiser    12000 tons     1234 Crew     2674 BP      TCS 240  TH 500  EM 1200
4166 km/s     Armour 13-46     Shields 40-375     Sensors 12/12/0/0     Damage Control Rating 17     PPV 60
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 2368 MSP    Max Repair 86 MSP    Est Time: 8.51 Years

IntCon Fusion Drive E7-M (10)    Power 100    Fuel Use 70%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 75.0 billion km   (208 days at full power)
Delta R375/20 Shields (16)   Total Fuel Cost  320 Litres per day

200mm C4-UV Laser (10)    Range 256,000km     TS: 4166 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S06 128-4500 (2)    Max Range: 256,000 km   TS: 4500 km/s     96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor PB-1 AR-0 (5)     Total Power Output 40    Armour 0    Exp 5%

Active Search Sensor MR19-R100 (1)     GPS 3200     Range 19.2m km    Resolution 100
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

This design is classed as a military vessel for maintenance purposes

Yeah, no point-defense, I know. I was going to leave that to escorts, but I may remove a laser or two to install a couple of CIWS mounts once I tech up on Gauss ROF a couple of levels.

Also, what's your opinion on the Cavalier's physical protection, guys? Too much? Just fine? Inadequate?

As for sensors, it's still the basic warship suite. The Galileo-class AEW vessels provide most of the detection for my TGs. Here's their design.

Quote
Galileo class Early Warning Craft    10000 tons     856 Crew     2079.6 BP      TCS 200  TH 600  EM 0
4000 km/s     Armour 7-41     Shields 0-0     Sensors 120/120/0/0     Damage Control Rating 11     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1430 MSP    Max Repair 800 MSP    Est Time: 1.73 Years

Magneto-Plasma Drive E8-M (10)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 78.8 billion km   (227 days at full power)

Active Search Sensor MR192-R40 (1)     GPS 32000     Range 192.0m km    Resolution 40
Thermal Sensor TH20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
EM Detection Sensor EM20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km

This design is classed as a military vessel for maintenance purposes

785
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 05, 2010, 08:43:35 pm »
This is a dedicated missile warship. The core of the squadron's detection capabilities will be provided by vastly larger sensors on a dedicated SWACS-like vessel. Point-defense will be handled by multirole beam frigates (like a somewhat upgraded version of the Cossack-II shown earlier). I presently don't see the need to increase the fuel storage.

As for protection, I'm not sure yet. I don't have much experience with shields, nor have I encountered spacefaring aliens other than the notorious Star Spawn to be in any kind of arms race.

786
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 05, 2010, 06:23:58 pm »
Hmm. Question about active sensors: is resolution a linear thing? I mean, would a sensor geared towards 500-ton resolution be able to detect a 500-ton ship just as soon one geared for detecting 5000-ton ships at maximum range? I presume not (smaller should be faster): otherwise resolution as a stat would be worthless.

What's your experience?


PS: First missile frigate design!

Quote
Mirai class Missile Frigate    6150 tons     677 Crew     1050.96 BP      TCS 123  TH 360  EM 300
3902 km/s     Armour 4-29     Shields 10-375     Sensors 12/12/0/0     Damage Control Rating 5     PPV 36
Annual Failure Rate: 60%    IFR: 0.8%    Maint Capacity 534 MSP    Max Repair 50 MSP    Est Time: 5.44 Years
Magazine 270   

Magneto-plasma Drive E8 (6)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 73.2 billion km   (217 days at full power)
Delta R375/20 Shields (4)   Total Fuel Cost  80 Litres per day

Size 6 Missile Launcher (6)    Missile Size 6    Rate of Fire 45
Missile Fire Control FC20-R35 (2)     Range 20.2m km    Resolution 35
Lanze ASM (45)  Speed: 20,000 km/s   End: 15.6m    Range: 18.7m km   WH: 10    Size: 6    TH: 173 / 104 / 52

Active Search Sensor MR19-R100 (1)     GPS 3200     Range 19.2m km    Resolution 100
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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

787
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 05, 2010, 04:34:27 pm »
Yes.

Keep in mind that current initiative is used.

Yes, which means one should be able to change it on the fly while in the heat of battle, depending on what the circumstances call for.

788
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 05, 2010, 04:10:16 pm »
Hmm. So the higher the initiative, the later the TG in question moves?

789
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 05, 2010, 12:03:10 pm »
Oh, I could use some information about officer initiative:

- Does it reduce the amount of time a TG is "Awaiting Acknowledgement" after an order?
- Is the task group's senior officer's the one that matters, and the one that should be set as the TG's max?
- What else does initiative do?

790
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 05, 2010, 10:08:54 am »
Can anyone explain how to order your fleet to try to keep distance at exactly x tens thousand km from a hostile contact? I know that same thing can be done for your own Task Groups with Default/Conditional order of Protect Threat Axis.

Edit: ninjaed by 3 posts.

I know it can by done through the Task Groups' screen's normal actions. You select a TG, then a given contact and then the Follow order. Then you check the Min Distance from Target (k km) option, input a value, and the ships should stay that far from the selected contact as they follow it around.

It sounds very nice in theory, but I don't know how well it works in practice, particularly when the target's frequently changing course (and maybe speed). I haven't tested it. I should, using two TGs I own for a sort of mock excercise.

791
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2010, 06:14:08 pm »
Hmm. Must be a lot for the game to process, considering the resolution and VAST ranges. Do you need your sensors that big? Your weapon ranges can't possibly be anywhere near those figures. :o

Still, I'd post on the official forums, so that Steve can at least consider updating detection stuff so that the process doesn't overflow when confronted with such huge numbers.

792
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2010, 10:57:27 am »
I suspect your Capitol never suffers unrest.

Hmm. Probably. Earthlings aren't quite aware of the dangers of space, unlike colonials.

793
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2010, 10:14:34 am »
Ships do have a PPV value in their summaries. I think it's pretty straightforward. A planet's actual protection level (APV) is the sum of the PPV of all the ships currently in-system. For instance, each of my Cossack-II frigates has a PPV of 30: I've 6 of them in Sol, so the APV of all colonies there is 180.

But how PPV itself is calculated? Not the foggiest idea.

794
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2010, 09:39:06 am »
Hmm, yeah. It apparently has nothing to do with ground units, but PPV (Planet Protection Value) from ships and presumably PDCs. Still doesn't explain why Earth isn't complaining despite the obvious shortage.

795
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2010, 09:30:12 am »
Are planet protection levels buggy or something? There's inconsistency between the strength of the units stationed in a given planet and its actual protection level. For instance, one of my colonies (Oasis) is complaining about lack of protection (requested: 4) while there's a full brigade, 2 engineer brigades and 1 replacement battalion stationed there, with a combined strength of 101 (yet the planet's actual protection level says it's 0).

Also, on the harmless side, Earth is requesting 343 on paper, but nobody's complaining there's apparently only 180 available (which again has nothing to do with the stationed ground forces' strength, 217).

And by the way, every time unrest appears on Oasis, it's instantly put down by the military units there. That kind of eliminates the problem, but it's small, pointless spam on my events screen, and the whole deal still confuses me.

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