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Because this is what the Goonited Nations will eventually turn humanity into. Smug, well meaning, but kinda imperialistic when you look at it too closely. (I didn't check image size, w/e) Though Sheridan isn't too bad a pick either. Of course now I've given the first new human pic, someone can come up with someone better Also, I read this last night. I had to resist the urge to get out of bed and start playing. Liking the thread so far!
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# ¿ Apr 1, 2012 22:32 |
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# ¿ Apr 29, 2024 11:53 |
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MagicBoots posted:This would be a little time consuming but is theoretically possible. We just lower our oxygen needs (you can do this with genetics research) under regular human tolerances and then begin sucking the O2 out of Earth with terraformers. We have to take the O2 to the moon and mars!
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# ¿ Apr 4, 2012 08:09 |
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Throw me into Keen on seeing how this thread goes since I couldn't quite figure out asteroid mining.
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# ¿ Apr 6, 2012 03:17 |
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Can you make teams with less than 5 characters, or are we going to be waiting a while before we can make diplomats?
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# ¿ Apr 6, 2012 03:58 |
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SPERMCUBE.ORG posted:All this "can't" smells like commie talk. He modded it. Well, not so much modded as adjusted the start parameters. To the same that they are in the next version
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# ¿ Apr 9, 2012 12:25 |
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The_White_Crane posted:Isn't that alteration actually making the game less realistic though? From a hard science point of view, we're not sure what the effects of low G environments are long term. It might be low-G worlders could never come home. That doesn't mean they couldn't live on the moon. Moon Dust and the whole pesky escaping planetary gravity wells is a bigger problem for real world lunar colonisation. And since there's bio-engineering in game too, going a little rule of cool for lunar colonisation seems reasonable. Also magical space rocks (TNEs)
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# ¿ Apr 9, 2012 14:36 |
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From: CMDR Veloxyll To: UNEC RE: The Moon and Beyond All this talk of colonising the moon is great for the long term, but we need to start enticing investors now, not once we have this mythical moon base operational. Now, with the power of the fuel from TNEs, we can make the following passenger shuttles. Plus, once we do have these bases, it'd be nice to be able to ship officers and rich folks about without having to put em in ice: code:
An when we're ready to go further into space, we can just add more engines and she's good to fly anywhere in the solar system, just like that. Edit: Also commies is funnier than any actual racial term we might refer to them with. Veloxyll fucked around with this message at 02:53 on Apr 10, 2012 |
# ¿ Apr 10, 2012 02:47 |
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Triskelli posted:Aye, there's the rub. I was told to wait for TNE Engines, but I hoped conventional booster might have been enough. Thus the twin conventional boosters on the shuttle design I proposed. It has enough speed to keep up with Earth, even if its closing speed isn't amazing. I'd have to prod it more to see if another few boosters would make it suitable for martian operations. Though by that point we should be rocking first or second generation TN Engines which'll provide much greater velocities.
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# ¿ Apr 10, 2012 08:14 |
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From: Commander Veloxyll To: Commander Tarquin Mikl CC: UN Attorney General's office Re: Re: Space Law Given the commies recent space probing actions, it's already pretty apparent they have no interest in any treaties formed during their time under the first UN charter. We feel that, due to the inevitable rise in space flight that TNEs will bring about, any talk of de-militarising space would compromise the economic and military security of the UN and the peoples of Earth. It was only with an increased military presence that the piracy rife in the Colonial era was stamped out. At this time we feel that tactical and strategic flexibility are vitally important as we lead humanity to the stars.
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# ¿ Apr 10, 2012 23:48 |
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Puistokemisti posted:Our best Sensor researcher is occupied with Geo-Surveyor, we should probably wait for him to finish that before we start Active Sensors. If Magicboots is free, it could be worth throwing him and the 4 labs at Duranium armour to toughen up our ships. It's cheap and he gets ridiculous bonuses, so it should be relatively short if we come up with other plans. Edit: Or Alpha shields if we want those. Not quite as cheap, but still bonuses!
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# ¿ Apr 11, 2012 00:14 |
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Ynkling posted:Can I get Cryogenics with Euminedes for 4 labs? Oh whoops. Cryo or Cargo loaders then! When we order our first freighter we probably should order a load of infrastructure to ship TO THE MOON.
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# ¿ Apr 11, 2012 07:25 |
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From: CMDR Veloxyll To: UNSC CC: Goooooons Re: Research goals Add 1 lab to Eumenadies' project Give Slann 10 labs to research Nuclear Thermal Energy Technology Assign the remaining 10 labs to developing Geological probes under Barrelfox After we have geo probes, I guess 5 labs to Barrelfox for Gravitic sensors and 5 to MagicBoots for Alpha Shields. OOC: I was waiting for your update on survey missiles to figure out how they worked, so I have nothing further to add at this time
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# ¿ Apr 11, 2012 08:01 |
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I was assuming that the Nuclear engines would take longer significantly longer than getting our probes operational. Should they be completed it would be important to create Nuclear Thermal Engines. Do we have a sensor tech to make active sensors to improve our fire control? I was assuming we didn't, thus the suggestion of developing gravitational sensors (I haven't figured out how to target the moon in my test games yet and the only thing I hadn't added was an upgraded sensor pack. And since the moon has gravity, weeell)
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# ¿ Apr 11, 2012 09:31 |
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SPERMCUBE.ORG posted:I had the same problem with targeting the moon. Apparently you use waypoints. Center on the moon by left-clicking it and then go to your waypoints tab and hit the "last" button. That will add that waypoint to your list of targets. Active sensors allow you to target enemy ships, installations, and ground troops. Ahh, that's how you do it. In the game where I surveyed successfully I just waited till I had engines and made a starship. quote:Also with your research agenda above you have some guys researching the geo probes but then they move on to something else. By probe did you mean the whole package or what? I'm asking this because you have to research the geo survey buoy and when that is done we design the drone that carries it and then we need to research that too. Yeah, I was calling the whole buoy and drone the probe project. So once we have both parts and can start deploying geological survey systems, the researchers go to other projects.
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# ¿ Apr 11, 2012 10:29 |
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Ynkling posted:
Yep. you can cancel the project then re-start it with a different lead.
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# ¿ Apr 13, 2012 04:53 |
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From: CMDR Veloxyll To: UN Shipyard Command Re: Shipyard plans Are we commissioning a new York, or TNE driven York variant any time soon? If not it may be worth retooling for Galicia, to get preparation crews on the moon for when we eventually make Colonial freighters, using the Cryogenics modules being developed. On the other hand we could until the end of May, and retool for Galicia IIs with TNE engines. What are our current plans regarding the ISS yards?
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# ¿ Apr 15, 2012 08:04 |
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Gameplay question (again): How do you create a waypoint on Luna (or any other planet) that sticks to it? Do probes even still work when they wind up half way across the solar system because orbits!
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# ¿ Apr 15, 2012 12:33 |
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From: CMDR Veloxyll C.C: The Mars Question Reccomending that the Galicia hulls be re-engineered as follows to conduct Martian operations: code:
code:
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# ¿ Apr 16, 2012 10:10 |
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ArchangeI posted:Do keep in mind that in order to recover alien structures, you have to ship over an engineering brigade, which takes five (5) Troop Transport bays and can not be split up. The necessary troop transport will probably be about 10-20k tons in size and will have to be military. It'll be a lot easier for us to ship/wait for if we have a base on Mars already. Instead of having to run a Commie blockade to grab it.
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# ¿ Apr 16, 2012 12:27 |
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SPERMCUBE.ORG posted:FROM: The Tank of SPERMCUBE.ORG To: SPERMCUBE.ORG C.C.: Mars Question Discussion Re: York class instead That's another reason for the Geo sensor variant - a few days of our Construction Yards slaved to building the sensors, and we have a ship that can deliver our teams to whatever location in system we desire, but we can commence preliminary surveys of the asteroid belt and outer system after, without having to repeatedly send probes. A surveying captain can take a Galicia M and just visit the sights of the galaxy, scanning as he (or she) goes. (It's 1000 tons exactly with 2 geo sensors >.>) Of course, this decision is ultimately up to our industrial, shipyard, and military planners. But it's something to consider. Though the York could set out for Mars immediately on that vector with colonial infrastructure regardless. This find certainly justifies a presence on Mars regardless of how we deliver our resources.
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# ¿ Apr 17, 2012 01:01 |
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An easier way is to just have them drop a geology team there, then extended orbit the place. Dropping a Geo-team automatically makes a colony anyhow, so they just chill there digging up all the minerals. Still sucks they can't do it automatically. From what I can tell they work on full sized planets too, so once you're out of minerals to mine, just send em to a mining colony and the mass drivers can send everything on. Still kinda backwards to how it usually works (where the mining ships take the minerals on board) Though it does make me tempted to give my Asteroid miners enough cargo space for a mass driver and just have them drop that on whatever rock they're mining so I don't have to send a freighter >.> Also for comedy comet mining. In the outer solar system and shooting minerals back at Earth like a boss I was unable to get my tanker/refining ship to work though. It'd just hoover up a little fuel till it was full, then never drop it off It'd still work as a fuel ship for a fleet, but it didn't want to let me stockpile fuel at my outer system colony like I wanted to As for the orders update, you could do it piece by piece. So one post on the automation part of orders, and another on the 'normal' orders. As for setting up automated transport runs, there is a repeat option in the orders window. Just remember that if you repeat an order 100 times then repeat it 100 times again you'll need to close the ship window then never look at it until it's done. The game can store the orders, but has trouble showing you. Also add in a refuel order or your freighter may run out of gas >.>
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# ¿ Apr 19, 2012 01:17 |
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probes probes probes! Also is there any way to get around some of the windows (including the officer window D: ) from going off the screen in sub 1600x1200 resolutions. Cause I wanna play on the couch, but my light monitor is only 1440x900 so I can't assign officers at all or even turn on automatic (
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# ¿ Apr 19, 2012 08:53 |
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From: CMDR Veloxyll To: UNF Maning office Re: Missile Complex 022 application for name change Please find enclosed the paperwork to rename my current station to "Missile Simplex".
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# ¿ Apr 19, 2012 17:30 |
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A multiple of 2, 3, 4 or 6 would seem to be the most logical. It allows our current, though somewhat obsolete due to range issues, PDC complexes to mount the missiles, as well as being suitable for Macross Missile Swarm style ship to ship combat. Interceptor missiles will naturally be 1 or smaller to maximise defensive fire. Edit: It also lets us create specialised larger missile batteries as a multiple of those figures, so they can be deployed in ship to ship combat as well. Size 2 or 3 would also allow fighter craft to mount them without having to be too large. Veloxyll fucked around with this message at 10:42 on Apr 20, 2012 |
# ¿ Apr 20, 2012 10:37 |
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I know we don't have missile engines yet. It's still fun to plan. And a standardised missile size isn't a bad thing to plan for regardless. Though whether we want to go for size 2 or 3 final stage/fighter missiles, and larger MIRV missiles for our warships, I dunno. Since that allows for upscaling (ie a size 2 missile with warhead, then a size 24 capital ship launch missile that drops out ~10 size 2 rockets when it gets close). AKA a lower agi, slower delivery system, then high speed short range rockets for delivering the actual damage. ty for the update with info on ground combat too. I hadn't done any in my test games so I was wondering how that worked. Also does that mean when invading a hostile colony you don't need drop pods? And Boarding ships want to be ludicrously fast compared to regular warships?
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# ¿ Apr 20, 2012 23:54 |
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Bremen posted:Civilians wont build a ship that has been designated obsolete, at least, so you can control what they build. Does that apply to automated orders for our own vessels too? ie is bgreman gonna have to spam the 8 hours button instead of using the longer time periods? (and once the other s of us who are playing along get to the point where we have our own/commercial shipping, should we be doing the same?)
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# ¿ Apr 22, 2012 12:01 |
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For the earlier talk about commerce companies and them only doing one thing a time increment. I found the Auto-turns button (because I haven't figured out how to set up interrupts manually. I don't care when I have another naval officer, but I do care when my research is completed) So I turn auto-turns up to 30/60/90 or whatever, then hit the 1 day button and my commercial shipping does its thing. Takes a bit longer, but I have a lot of commercial shipping now. Even if there are far too many colony ships at the moment!
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# ¿ Apr 24, 2012 03:55 |
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Sad King Billy posted:I did have the problem that my shipping lines were building too many colony ships and my Mars colony was overcrowding. hopefully setting Earth's population to stable and putting out contracts for mines and facilities will boost freighter production? You can also obsolete your colony ships if you have enpugh. Then they can't build any more. I gave it 720 days while I went out. I come back and my yards have all spammed the light freighter design. Not QUITE what I intended XD Another problem I'm starting to have on Mars now I'm re-engineering my peoples - they're running out of workers on the Human side. Is there any way to combine the populations for worker harmonisation? Or relocate facilities to the other colony? Specifically finance centres and Civilian starports since the other stuff I can move through Civ/Ind contracts. Hahaha. I just realised my medium freighter didn't have any fuel tanks. So it was either my <10k tonner, or my 200k tonner! WHOOPS Veloxyll fucked around with this message at 08:25 on Apr 24, 2012 |
# ¿ Apr 24, 2012 08:00 |
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ArchangeI posted:Check Space Master Mode. The game presented another solution. ie when the population of humans dropped below 25m, it became a destination world again with predictable results. For bonus points, since I can order resources shipped to engineered populations independantly, I sent a second load of terraformers and could shift two gasses at once!
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# ¿ Apr 24, 2012 21:36 |
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Raw_Beef posted:Thanks for the reply bgerman. I have read every post in the thread, i just cant rember them by the next evening;s forums time. You might be surprised. Though with something like 300 freighters kicking around, the turns take a while to happen even on my proper computer. We're a while off large scale spacenaval combat. And neither side can successfully invade the other at this point, so it's mostly planning at this point. Whether that's planning to establish a 100km high planetary blockade or what, I dunno remember if that's the plan, we need Anti-missile weapons to negate the most logical counter-tactic. Of course we can put such a blockade higher to make it safe from laser/meson fire and force them to engage us with their own fleet. And their ICBM silos can't target our fleet at this point anyhow, since they were designed to hit planetary targets
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# ¿ Apr 25, 2012 05:08 |
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SPERMCUBE.ORG posted:Expansion and retooling and adding slipways are all actions that a shipyard kind of performs to itself. Shipbuilding is distinct from that so you can be building a ship while the yard is expanding or retooling for another class. But I don't think you can expand and retool at the same time. Yup - the shipyard activity (Expanding, retooling) is independent of the Slipway activity (building/scrapping/refitting vessels). So once the ISS is retooled for York IIs, we can immediately order it to expand capacity. In later game news - is there any way to move prefab PDCs around? In my current game I figured I'd make some terraforming PDCs to drop on Venus and leave for 100 years till they're done but I can't figure out how to move the pre-fab components from the stockpile on Earth over to Venus. Neither my freighters nor troopships have the capability. Do I need to do something ridiculous like assemble them on Earth, then use a Tug to pull them to Venus?
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# ¿ Apr 25, 2012 07:27 |
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Saros posted:You need industry to assemble PDC's anyway so its only worth shipping them to established colonies. Just build terraforming installations and send them to Venus with enough infrastructure to support the required population. Alternatively a 60K Ton freighter can fit two Terraforming modules and I find it's way less hassle to just build terraforming ships and park them in orbit. Or I could send engineering teams to assemble them from the components, then ship them off again. Also the infrastructure to support the pop is a LOT. In a previous game I had 30 million people on Venus and they still couldn't man the terraformers. Given how long Venus takes to terraform (it's 100 atmospheres to burn off) a small permenant base would've been easier. Oh well, back to spamming Terraformer ships! Maybe it's cargo space or something. I dunno. Got a few superfreighters coming out to do my lifting work. 250k T ships that go 2000 km/s. Veloxyll fucked around with this message at 08:24 on Apr 25, 2012 |
# ¿ Apr 25, 2012 08:18 |
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From: CMDR Veloxyll To: Councillor DagPenge Re: Shipyard capacity A quick check suggests we'll need about 16000 or 17000 tonnes of capacity to make a troop transport to carry our engineers. Recommend setting the ISS to continual expansion once it's retooled for York IIs. Other designs look okay, I see no reason for us not to release them to the civil sector. Also recommend we set up some small infrastructure contracts for shipping to Luna and Mars.
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# ¿ Apr 25, 2012 09:17 |
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Eventually civilians should build colony ships as well as freighters, so afaik it's not mandatory to build a colony ship of our own. Not to say we can't, it can be handy for getting people to specific colonies, just that we don't HAVE to. And given, if we plan to move an engineering division to Mars, we are going to need more shipyard capacity, more trade vessels may not be in our best interests, since the plan is to rely on the commercial sector for those primarily as I understand And if the shipyard can build York IIs, then we can refit our York to a York II. How shipyards work is they get tooled for a class, and can build that vessel, plus can potentially build similar designs without retooling. Whether the York and York II are similar enough for a refit to be possible, I cannot say.
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# ¿ Apr 25, 2012 11:58 |
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Expanding takes progressively less time per +1000 tons as the expanded shipyard capacity helps expand it further (which is why I like continuous expansion, it makes the extra tonnage available as soon as it's built) You can be building a ship and expanding/retooling/adding another slipway at the same time. All new slipways come out at the Yard's maximum size. Which does slow down capacity expansion as I understand it.
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# ¿ Apr 25, 2012 18:27 |
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PokeWarVeteran posted:Can missiles deploy a second stage when destroyed, or is it game over when your massive carrier missile containing Robotech Missile-ception Hell gets hit by a defense laser? Given that defensive lasers are probably tracking thermal signatures, you can volley off a low powered salvo of carriers, then have them split into high speed, low manueverability second stage ordinance, then launch high agility moderate speed shots with the actual warheads. Also it leads to ridiculous missile swarms since if your 1st stage is near fleet speed you can add to the swarm as you close. And use the shields and armour of the fleet to tank point defense fire. Or you can have decoy missiles with high armour to soak point defense fire as well. Which can themselves MIRV into a swarm of bright high armour decoys! From how I understand the combat system, the policy of: Guns. Lots of Guns. (or Macross Missile swarms in this case) is the way to go. Dunno if there's any later techs that alter this, I guess maybe cloaking would. Or at least change engagement ranges.
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# ¿ Apr 26, 2012 03:53 |
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Given that fighter engines are an expensive tech, it might be worth waiting until we start researching their engines before bothering to convert over factories.
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# ¿ Apr 26, 2012 08:31 |
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[b]To: DagPenge From: CMDR Veloxyll We have to research combat engineers before we can build them. It will take some time to train them, I recommend when the time comes we have ground force command convert a low tech infantry division to a Cadre to speed things along. Also I have taken the liberty of designing a transport capable of carrying the engineering teams code:
Also, industrial control - we may be able to shorten the build time on our Lictors by using our industry to pre-fabricate starship components. This is only going to really be worthwhile if it is the Lictor build time that is our bottleneck. It may be the design and equipping of our troops are the greater bottleneck on deploying our troops, however. Edit: also if the bottleneck is not in our shipyards, it may be worth adding another engine and/or fuel tank to make the transports more useful in future operations. More speed and range may be necessary in outer system operations. The submitted design does what we need cheaply however. Veloxyll fucked around with this message at 09:09 on Apr 29, 2012 |
# ¿ Apr 29, 2012 09:04 |
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Ynkling posted:The real time-sink here is the exorbitant amount of time needed to train one of these engineer brigades; speeding up the building of the troop ship won't help us get there faster. This is my preference too. It may take a while to get the shipyard ready to build a troopship, but I think for now at least we can keep on other projects. And even then, we might only be shaving off days depending how long it takes to build. And yes, we can use one of our current units to provide the manpower, it'll still take about a year to train an engineering batallion even so. This may only leave us with the retooling time to build ship parts, but if it turns out we can have the Lictor out before the engineering brigade regardless, any industry we spent on Starship components would be wasted.
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# ¿ Apr 30, 2012 02:58 |
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# ¿ Apr 29, 2024 11:53 |
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Looks like we'll be able to get the Lictor out without producing equipment in our factories. Especially since it's going to be 8 months till we can start the training, then another year until they're ready to board the transport. As for eventual mining operations, it could be worth having 3-5 mass drivers and converting 10 mines to automation on Earth for Lunar and Martian mining operations. That'll start feeding us at least a few tons more of Neutronium and other TNE minerals - our priority probably wants to remain infrastructure for establishing a permenant colony for the moment though.
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# ¿ Apr 30, 2012 09:26 |