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Thread: Ad Astra! ... an Aurora Forum Game, run by blue emu

  1. #5401
    Quote Originally Posted by Capt. Kiwi View Post
    I think it might actually take less missiles to just go for the kill, if we're right in saying the first PDC killed was an anti-missile installation. It might be easier to just take it out, rather than empty it.
    Perhaps we should deliberately design size 8 missiles with different speeds.
    I'm not sure. I wonder if the Prix isn't half-asleep when there's no activity in the neighborhod, which explains it didn't react until missiles were quite close. In which case it's quite useful to have a massive first strike that is launched at the same time, with same speed, and hits at the same time. Otherwise, there's always the risk of the PCD shooting down salvo that move at different speed.
    Well, I guess it depends on the range of their PD weapons, first of all anti-missile missiles. At least, with 100 m range, our fleet should be safe. (by comparison, my Precursors PCDs can send size-1 missiles at 40m km; weirdly, they tend to do it in big salvos of 50 missiles, which is a bit unsettling - specially when there're 80 of them in a row)


    Quote Originally Posted by blue emu View Post
    but I've read on the Aurora Forum that the Prix can park missiles in orbit, and they attack you if you get too close. I'm pretty sure our PD can handle it, though.
    Indeed But in such cases, wouldn't this hidden battery be linked to some sensor or buoy that would activate the missiles?

  2. #5402
    GroFAZ Demi Moderator blue emu's Avatar
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    I'm a bit held up at the moment because of a msstdfmt.dll error. I think I finally got it fixed, though. Friggin' Windows 7 Grrr... I had to find the folder where the cmd prompt .exe is stored, right-click on it and tell it to "Run as Admin" (well, duh!... how else is it supposed to be run?)

    That should allow me to finally cram that .dll into the registry, which should in turn allow me to open the freakin' F9 window wuithout crashing, which in turn should allow me to designate that Prix world as a Human colony, which in turn should allow me to drop our troops on it without the game losing track of them.

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  3. #5403
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  4. #5404
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    Quote Originally Posted by blue emu View Post
    and also sent for the Troop Transports and Drop Ships to come and occupy the planet.
    Ready for action!
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  5. #5405
    Quote Originally Posted by blue emu View Post
    I'm a bit held up at the moment because of a msstdfmt.dll error. I think I finally got it fixed, though. Friggin' Windows 7 Grrr... I had to find the folder where the cmd prompt .exe is stored, right-click on it and tell it to "Run as Admin" (well, duh!... how else is it supposed to be run?)

    That should allow me to finally cram that .dll into the registry, which should in turn allow me to open the freakin' F9 window wuithout crashing, which in turn should allow me to designate that Prix world as a Human colony, which in turn should allow me to drop our troops on it without the game losing track of them.

    Why is life so complicated?

    You can just install some clock program that should be located somewhere on the aurora forums that adds the .DLL during installation.

    Edit: http://www.pcwintech.com/simple-shutdown-timer

    Have you even slept today? :P

    Edit2: Can't you add colonys via the right click button on the systems map?

  6. #5406
    GroFAZ Demi Moderator blue emu's Avatar
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    Quote Originally Posted by Nabobalis View Post
    Have you even slept today?
    In fact, that's my next order of business. I'll see you people later this evening... when we snap up those wrecks, drop the troops in, and start prospecting the ex-Prix world for cool stuff.
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  7. #5407
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  8. #5408
    DONT TREAD ON ME Moderator TheLoneGunman's Avatar
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    Quote Originally Posted by blue emu View Post
    In fact, that's my next order of business. I'll see you people later this evening... when we snap up those wrecks, drop the troops in, and start prospecting the ex-Prix world for cool stuff.
    Sounds good El Presidente!
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  9. #5409
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    <personal log: Dr. Michael Pal, 2038-08-09, 23-40>
    What a day! When the news of our victory reached the labs, my assistants flocked to the windows to gaze at the fireworks. I just gave them off for the day and headed for the city myself.
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  10. #5410
    hmmm the new fighter model is aptly named I guess?

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  11. #5411
    DONT TREAD ON ME Moderator TheLoneGunman's Avatar
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    Quote Originally Posted by Jos de trol View Post
    hmmm the new fighter model is aptly named I guess?
    Atleast we didn't call them the "WIMP" class.
    "also most of paradox rise as a successful company can be attributed to the motivating powers of "Mr Nibbles", a vicious old platypus specimen Johan keep locked in a drawer. Whenever a programmer isn't working fast enough, or introduces a bug Mr Nibbles is let out of the box to give the perpetrator a nasty bite." - podcat

  12. #5412
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  13. #5413
    DONT TREAD ON ME Moderator TheLoneGunman's Avatar
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    Since our Benevolent Blue Master is still slumbering, we should all be discussing plans for future anti-Prix operations.

    What should our next step be?

    I'd suggest upgrading our ships with these new engines, designing new faster missiles using the new tech, and then preparing an expedition to one of the other Prix infested worlds.

    I also think we should build at least another 2 or 3 Rocks (Rock IIs with upgraded engines and armor?).

    Thoughts?
    "also most of paradox rise as a successful company can be attributed to the motivating powers of "Mr Nibbles", a vicious old platypus specimen Johan keep locked in a drawer. Whenever a programmer isn't working fast enough, or introduces a bug Mr Nibbles is let out of the box to give the perpetrator a nasty bite." - podcat

  14. #5414
    It takes time to upgrade the fleet, and the current tech seems to be doing its job. Especially since it's pretty easy to incorporate new missiles and fighters without changing the warships.

    I'm still in favur of leaving this fleet as is, and building a second fleet with latest tech (possibly transferring and upgrading some of the current vessels if we feel we have more than we need for one fleet). We can then alternate which leet is left as is and which one is upgraded to latest tech, as the tech becomes available. Of course this option probably consumes the most resources, but it leaves us with much more capability - and we now have over 100 systems to take cotrol of. I wouldn't want a surprise attack from one direction while the fleet is at the other end of the jump network, locked in battle with Prix.

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  15. #5415
    GroFAZ Demi Moderator blue emu's Avatar
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    Quote Originally Posted by TheLoneGunman View Post
    I also think we should build at least another 2 or 3 Rocks (Rock IIs with upgraded engines and armor?).

    Thoughts?
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  16. #5416
    DONT TREAD ON ME Moderator TheLoneGunman's Avatar
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    Quote Originally Posted by blue emu View Post
    The ESND Diorite and ESND Andesite are already under construction... 20 layers of armor and 5625 kps.
    Excellent!

    Estimates on the cost of upgrading engines for the Combined Fleet would also be nice.
    "also most of paradox rise as a successful company can be attributed to the motivating powers of "Mr Nibbles", a vicious old platypus specimen Johan keep locked in a drawer. Whenever a programmer isn't working fast enough, or introduces a bug Mr Nibbles is let out of the box to give the perpetrator a nasty bite." - podcat

  17. #5417
    GroFAZ Demi Moderator blue emu's Avatar
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    Quote Originally Posted by Capt. Kiwi View Post
    ... building a second fleet...
    One thing I would like to do is to flesh out the fleet with non-jump-capable ships. With 18 jump-capable ships already (4 CA, 6 CL, 6 DD, 2 CC), we have plenty available who can escort a squadron of non-jump ships through a jump point and into battle. We could more-or-less triple the number of ships by building non-jump vessels... and they could carry more weapons, armor, beam defenses and shields because they aren't carrying jump drives.
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  18. #5418
    DONT TREAD ON ME Moderator TheLoneGunman's Avatar
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    Quote Originally Posted by blue emu View Post
    One thing I would like to do is to flesh out the fleet with non-jump-capable ships. With 18 jump-capable ships already (4 CA, 6 CL, 6 DD, 2 CC), we have plenty available who can escort a squadron of non-jump ships through a jump point and into battle. We could more-or-less triple the number of ships by building non-jump vessels... and they could carry more weapons, armor, beam defenses and shields because they aren't carrying jump drives.
    So could we develop a slightly smaller (tonnage-wise) version of each of our respective ships that would be more heavily armed/armored and could be brought into the system by her jump-equipped "sister ship"?

    Edit: (Excluding whatever ships we need to bring our non-jump capable ships into a system.)
    "also most of paradox rise as a successful company can be attributed to the motivating powers of "Mr Nibbles", a vicious old platypus specimen Johan keep locked in a drawer. Whenever a programmer isn't working fast enough, or introduces a bug Mr Nibbles is let out of the box to give the perpetrator a nasty bite." - podcat

  19. #5419
    Quote Originally Posted by blue emu View Post
    One thing I would like to do is to flesh out the fleet with non-jump-capable ships. With 18 jump-capable ships already (4 CA, 6 CL, 6 DD, 2 CC), we have plenty available who can escort a squadron of non-jump ships through a jump point and into battle. We could more-or-less triple the number of ships by building non-jump vessels... and they could carry more weapons, armor, beam defenses and shields because they aren't carrying jump drives.
    That would be a good way to go. But if we doubled the fleet size, would we better off keeping it combined? I'm not sure we'd need a 36 (or more) ship fleet for anything other than a massive engagement, and hopefully our intel will be good enough to avoid that except where we choose to. We might want to look at splitting the current fleet more or less in half, and filling out the two halves with non-jump ships, and a few more carriers and Battle class in all likelihood. The mine layers, bombardment ship etc can be transferred to where they're needed, depending on which fleet is bombarding a planet etc.

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  20. #5420
    GroFAZ Demi Moderator blue emu's Avatar
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    Quote Originally Posted by TheLoneGunman View Post
    So could we develop a slightly smaller (tonnage-wise) version of each of our respective ships that would be more heavily armed/armored and could be brought into the system by her jump-equipped "sister ship"?
    Basically, yes. They need not be smaller... same size is fine. They cannot be larger, though.

    At the moment, only our six Mountain-II class carriers, our four Spy class recce ships, our single Peeping Tom class Battle Management vessel, our two Rocks, our single Culverin Monitor and our single Cornucopia Ammunition Tender are non-jump-capable. That's fifteen ships, and none of them except the Carriers are front-line combatants. By building a bunch of combat ships without jump drives, we can certainly increase both our firepower and our defenses.

    Quote Originally Posted by Capt. Kiwi View Post
    That would be a good way to go. But if we doubled the fleet size, would we better off keeping it combined? I'm not sure we'd need a 36 (or more) ship fleet for anything other than a massive engagement, and hopefully our intel will be good enough to avoid that except where we choose to. We might want to look at splitting the current fleet more or less in half, and filling out the two halves with non-jump ships, and a few more carriers and Battle class in all likelihood. The mine layers, bombardment ship etc can be transferred to where they're needed, depending on which fleet is bombarding a planet etc.
    Sounds good.
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