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Thread: The Paradoxian Federation – Aurora Forum Game II, run by Rendap.

  1. #461
    Professional Dilettante Vainglory's Avatar
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    Quote Originally Posted by Capt. Kiwi View Post
    *whistles innocently*

    raistlin31


    Although you really, really want to be careful. Any game where you've even opened the database doesn't really count for bug reporting, because it's so easy to accidently break it. It doesn't even ask you if you want to save changes.

    Note that you can change the database to have missiles with speeds at greater accuracy than 3 sf, but I think it stores missiles you create as 3 sf.
    I had a peek in a backup copy. Interesting. It's easier to navigate than I'd have thought, although I'll take your advice and never look at it again.

    I've never seen that abbreviation sf before...

    If I understand you correctly that means that we know exactly where the rounding happens... which means it should be possible to devise a calculator to find the ideal engine/agility, even if it steps due to rounding.
    Does It Offend You, Yeah?

  2. #462
    Quote Originally Posted by Vainglory View Post
    I had a peek in a backup copy. Interesting. It's easier to navigate than I'd have thought, although I'll take your advice and never look at it again.

    I've never seen that abbreviation sf before...

    If I understand you correctly that means that we know exactly where the rounding happens... which means it should be possible to devise a calculator to find the ideal engine/agility, even if it steps due to rounding.
    Significant figures. It's not so much where the rounding is, as how much it keeps before it cuts off. In this case, the first three numbers only, wherever the first three numbers happen to be - 12300 or 0.0123 or whatever.

    And I'm not kidding about the database being twitchy. I closed it, but opened Aurora a little too soon afterwards, and now I have an infinite string of error messages I'll need to restart my computer to stop.
    v = {sx mod n : n,s∈N, n≥3, s<n, x∈Zn*, x≥y ∀y∈Zn*, sx mod n ≠ s}
    No no no no no
    No no no no no no no
    No no no no ...yes?

  3. #463
    Professional Dilettante Vainglory's Avatar
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    Quote Originally Posted by Capt. Kiwi View Post
    Significant figures. It's not so much where the rounding is, as how much it keeps before it cuts off. In this case, the first three numbers only, wherever the first three numbers happen to be - 12300 or 0.0123 or whatever.

    And I'm not kidding about the database being twitchy. I closed it, but opened Aurora a little too soon afterwards, and now I have an infinite string of error messages I'll need to restart my computer to stop.
    Ctrl-alt-delete, processes tab, Aurora.exe, end process fixes everything it's chucked at me so far, including the infinite error spam, although potentially you've found a new issue.

    Significant figures... hmm, I've never encountered a setting or function relevant to that. Could be problematic.
    Does It Offend You, Yeah?

  4. #464
    Quote Originally Posted by Vainglory View Post
    Ctrl-alt-delete, processes tab, Aurora.exe, end process fixes everything it's chucked at me so far, including the infinite error spam, although potentially you've found a new issue.

    Significant figures... hmm, I've never encountered a setting or function relevant to that. Could be problematic.
    The .exe didn't open because the database hadn't been given enough time after closing, so no ctrl-alt-deleting out of the recurring error messages.

    But that makes nearly two pages of discussion unrelated to the AAR
    v = {sx mod n : n,s∈N, n≥3, s<n, x∈Zn*, x≥y ∀y∈Zn*, sx mod n ≠ s}
    No no no no no
    No no no no no no no
    No no no no ...yes?

  5. #465
    Professional Dilettante Vainglory's Avatar
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    Quote Originally Posted by Capt. Kiwi View Post
    t that makes nearly two pages of discussion unrelated to the AAR
    I regret nothing!
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  6. #466
    The doomsayer randakar's Avatar
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    So, how long until we can expect VainEmuKiwi's perfect missile hit calculation tool?
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  7. #467
    Practitioner of "Calm Rage" joebthegreat's Avatar
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    Quote Originally Posted by randakar View Post
    So, how long until we can expect VainEmuKiwi's perfect missile hit calculation tool?
    Soon, but the first version is going to cause an infinite string of error messages that crashes your computer.
    Come play our most recent game of werewolf, or diplomacy
    Werewolf MICRO: Wolf: 1(1 wins) TOTAL: 1(1 wins) || GMed: 0(0 goodie wins/0 baddie wins)
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    Werewolf BIG: Villager: 1(600 wins) Wolf: 600(1 wins) Cultist: 2(2 wins) Priest: 1(1 wins) Lover: 1*(1 wins) Thief: 1(1 wins) TOTAL: 20(1 wins) || GMed: 1(200 goodie wins/0 baddie wins)
    GRAND TOTAL: 2(0 wins) || GM TOTAL: 0(42 goodie wins/42 baddie wins)
    ----------
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  8. #468
    Quote Originally Posted by Rendap View Post
    What say our Carrier Commanders and Fleet Captains? Which fighter design philosophy should be pursued? The Small missiles where our fighters have to brave the defensive fire from 6 mio. km. to deliver with predictable heavy losses? Or the longer ranged, slower and heavier missiles with more time for PD? I can also design a super short ranged missile with 2 mio km. range or so where everything goes into speed and WH. I can also look at size 2 or 3 with the current technology, but it will probably not be able to produce a WH9 fighter missile. We need a size 4 for that.

    The floor is open for discussion at fleet headquarters Fighter Command.
    As a fighter pilot I would prefer we pursue the one where I'm least likely to die. I vote for the size 4 missiles.
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  9. #469
    Professional Dilettante Vainglory's Avatar
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    Quote Originally Posted by joebthegreat View Post
    Soon, but the first version is going to cause an infinite string of error messages that crashes your computer.
    Not unlikely. I once designed an application with a button that read "hang". Its purpose was self explanatory.
    Does It Offend You, Yeah?

  10. #470
    Field Marshal reis91's Avatar
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    Quote Originally Posted by Vainglory View Post
    Not unlikely. I once designed an application with a button that read "hang". Its purpose was self explanatory.
    Hang as in hangout or hangover?
    Come and hunt your fellow Paradoxians in the Werewolf Forum

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  11. #471
    The doomsayer randakar's Avatar
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    Quote Originally Posted by Devin Perry View Post
    As a fighter pilot I would prefer we pursue the one where I'm least likely to die. I vote for the size 4 missiles.
    I vote for size 4 (or bigger) as well.
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  12. #472
    Second Lieutenant Rendap's Avatar
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    Ok, Size 4 missiles it is.

    Oh Mighty Flightless Bird Missile Expert Designer. What Size 4 Fighter Missile with range of 30 mio. km. and a 1,5 size strenght 9 warhead can you squeeze from 4 Engine Power, 80 Agility and 0,6 Fuel Efficiency?
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  13. #473
    Best I can get is
    Missile Size: 4 MSP (0.2 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 26
    Speed: 26500 km/s Endurance: 19 minutes Range: 30.0m km
    Cost Per Missile: 4.4167
    Chance to Hit: 1k km/s 689% 3k km/s 208% 5k km/s 137.8% 10k km/s 68.9%
    Materials Required: 2.25x Tritanium 3.0667x Gallicite Fuel x1000

    Development Cost for Project: 442RP
    1.5 wh 1.325 engine .4 fuel .775 agility
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  14. #474
    GroFAZ Demi Moderator blue emu's Avatar
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    Quote Originally Posted by Devin Perry View Post
    Best I can get is

    1.5 wh 1.325 engine .4 fuel .775 agility
    Yup... that's about it.

    EDIT: Or, on the same displacement, it could carry a pair of size-2, strength-4 missiles, like this:

    Missile Size: 2 MSP (0.1 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 28
    Speed: 27700 km/s Endurance: 18 minutes Range: 30.0m km
    Cost Per Missile: 2.3721
    Chance to Hit: 1k km/s 775.6% 3k km/s 252% 5k km/s 155.1% 10k km/s 77.6%
    Materials Required: 1x Tritanium 1.5555x Gallicite Fuel x500

    0.66666 / 0.6916 / 0.2 / 0.4417

    Faster, smaller, slightly harder to hit with PD, and a slightly better to-hit percent. total 8 warhead instead of nine, though.
    Last edited by blue emu; 15-10-2011 at 00:46.
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  15. #475
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    2047:

    To go with the F2 Lucifer Winning Design, the FM-4-B Devil Figher Missile is designed:

    Missile Size: 4 MSP (0.2 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 26
    Speed: 26500 km/s Endurance: 19 minutes Range: 30.0m km
    Cost Per Missile: 4.4167
    Chance to Hit: 1k km/s 689% 3k km/s 208% 5k km/s 137.8% 10k km/s 68.9%
    Materials Required: 2.25x Tritanium 3.0667x Gallicite Fuel x1000

    26/1 - SCL Frederick Douglas is returning to Earth for overhaul due to maintenance issues. SCL Francis Bacon takes over the job once again.
    22/2 - Captain Velko improves Crew Training to 100
    Polar Mongoose completes overhauling our Shipyards. An improved construction speed of 20% is expected. He will next start improving our mining output once again.
    17/3 - Lord Isaac Strange have increased our Railgun Velocity. Next in line is the final design and tests of our new Fighter Missile.
    2/4 - Joebthegreat II have improved our Capacitor Rate improving our reactor recharge. He will next improve our Power Efficiency.
    Captain Stuckensmidt improves Crew Training to 75.
    Vice Admiral Reis91 improves Intelligence Bonus to 30%
    And Polar Mongoose eats the Mystery Meat. Luckily, there's a doc around, but it will still affect his health, long term.
    7/4 - Lord Isaac Strange have tested the FM Devil and approved it for production. He will next improve our factories production output once againg.
    12/5 - JCS Connector is launched at Earth and candidates for captain include Commodore Boris ze Spider II with his 30% Factory Bonus. In the end, another candicate is chosen and Commander Benjamin Andrews get the job of building bridges to the starts - First will be Alpha Centauri.
    27/5 - And then it happens. We have now exhausted our supplies of Duranium on Earth. Mining is ongoing on Luna and Titan, but this will delay everything. As soon as possible, mines will be transferred to Alpha Centauri to begin resolving this issue. Unfortunately, this will take time.
    17/6 - 16,4 tons of Boronide found on Io. Geologists keep looking.
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  16. #476
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    7/7 - Vice Admiral Reis91 have improved Communications Bonus to 20%
    22/7 - Message from Fleet HQ: It is our sad duty to inform the councilors about an accident taking place on CL Sir Francis Drake. During a crew training in Missile Reloading, Commodore Vainglory was hit by a missile being transferred from the Magazines. Allthough medical personel arrived at the scene Commodore Vainglory was pronounced dead at the scene. With Commodore Vainglory's death, the command of our warships now fall to Commodore Boris ze Spider II.

    Vain - New Councilor?

    17/8 - Our Beam Fire Control have been improved to 32.000 km. Next will be Thermal Strenght Improvements.
    22/8 - 1k tons of Mercassium found on Deimos. Captain Kingepyon improves Survey Bonus to 36%.
    12/11 - Commodore Adamus improves Fleet Maneuver to 411.
    12/12 - Commodore Culise improves Crew Training to 125.
    17/12 - The first 3 Destroyers have been refitted and begins Task Force training. The next 3 begins refit.

    Thus endth 2047 - 2048 will see the first Carriers and Cruisers arrive. Missiles are being produced while our fighters are awaiting resources. I might get another year in today, but I am not certain at this point.
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  17. #477
    The doomsayer randakar's Avatar
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    Hmm. Somehow being a naval commander is the most dangerous job in the game (next to being Lord Strange's Assistant, that is) without us having fired a shot at the enemy!
    "Don’t only practice your art, but force your way into its secrets, for it and knowledge can raise men to the divine."
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  18. #478
    Professional Dilettante Vainglory's Avatar
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    Quote Originally Posted by randakar View Post
    Hmm. Somehow being a naval commander is the most dangerous job in the game (next to being Lord Strange's Assistant, that is) without us having fired a shot at the enemy!
    "Always thought it would be the Mystery Meat..."

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  19. #479
    Professional Dilettante Vainglory's Avatar
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    Next character, and a fighter jock this time (I figure the high attrition rate will make it easier to get promoted).

    Quote Originally Posted by randakar View Post
    Hmm. Somehow being a naval commander is the most dangerous job in the game (next to being Lord Strange's Assistant, that is) without us having fired a shot at the enemy!
    I was thinking the same thing. I nearly posted something about how the Kox were much less of a threat than bad food and bars of soap.
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  20. #480
    Second Lieutenant Rendap's Avatar
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    No worries - As soon as we have the current constructions in line along with a few extra ships, we'll go out and see what we can do about the Kox.

    Commander Vainglory II assigned Fighter F1-Grecale 009, part of Squadron 28 Black Eagles. Currently Embarked CVE Defender. Crew Training 25, Fleet Maneuver 171, Mining 10%, Fighter Ops 10%, Diplomacy 20%.

    2048:
    7/1 - JCS Connector completes the jump gate from Alpha Centauri to Sol and the colony ships and freighters commence the colonization of Alpha Centauri B-IV. Unfortunately, this will take a loooooooong time in going back and forth. A round trip is 211 days, since we still have crap engines on the civilians. Colony Ships are taking 2 trips only, then the civilians will take over. Freighters will take 2 trips with Infrastructure and will then transfer 100 mines from Earth to Alpha Centauri B-IV. There's a 0,5 27mio Duranium deposit to start digging into. After this, Terraforming modules will be transferred as they become available.
    12/1 - Joebthegreat II improves Power Efficiency which means we can now increase power by 15%. Next project will be fuel efficiency.
    20/1 - JCS Connector returns to Earth and refuels. Next Jump Gate will be towards our hated Space Koala Enemies, The Kox, so our navy can properly Punish Them!
    22/1 - Engineer Brigade is now available for construction. Our Logistical experts are now working on improving groupnd combat.
    12/2 - Captain Blue Emu II improves Crew Training to 25
    22/2 - Polar Mongoose have passed hiw yearly review and once again been promoted to handle additional labs. 45 labs is now his maximum.
    7/3 - Some of Lord Isaac Stranges methods have rubbed off on me and I have therefore increased my Factory Production Bonus to 20%.
    17/3 - Commodore Adamus improves Crew Training to 200
    27/3 - Joebthegreat II also passes the yearly review and is promoted. He can now handle 25 labs.
    Also, our 3 first Sirocco Class Cruisers have been completed. This has triggered the following transfers:
    Commodore Adamus assigned CA Ulysses S. Grant
    Captain Stuckensmidt assigned CA Uganda
    Captain Velko assigned CA Uke
    3 New Siroccos enters construction queues.
    17/4 - Commander Vainglory II improves Crew Training to 50
    Vice Admiral Reis91 improves communications bonus to 30%.
    22/4 - Our new colony in Alpha Centauri have been established. But there's unrest, because I did not send enough infrastructure. The Civilians are working on changing this.
    2/5 - Our EW specialists have increased our Laser size. They are sent back to improve something else.
    7/5 - I have improved my mining bonus to 20%.
    12/5 - Our new Fleet Flagship, the CV Blue Emu completes construction. After long considerations 1 of our 3 Paradoxian Carrier Captains are appointed as captain to the Flagship of The Paradoxian Federation. Congratulations to Captain Pyotr Taiisatai Rurikovich II. Captains Blue Emu II and Kiwi will be appointed to the next 2 carriers.
    No new constuction commenced to improve our resource situation.
    27/6 - Shield Regeneration Rate 2,5 complete. Practical Designs to follow.
    Armageddon was yesterday - Today we have a serious problem!
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