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"Xylons"?

"The Borg"?

EDIT:

... or maybe...

G_124_Aliens.jpg


... "The Rebs"? That looks like a US Civil War southerner's uniform.

Why is General Robert E. Lee commanding an Alien force that seeks to exterminate us?

And I assume this answers the question of if they are aliens or precussor with alien?
 
They have ships four times faster and four times more heavily armed, and they're led by R E Lee?

Surely they should be the Greys?
 
They have ships four times faster and four times more heavily armed, and they're led by R E Lee?

Surely they should be the Greys?

A quick look at the map shows, that obviously the South WILL rise again. :D

EDIT:

So probably we`ll end up as their slaves and Charlie might be the North.
 
Well, if we believe their statements all the South wanted was to be left alone with their slaves...

Maybe all the Rebs want is to be left alone?
 
:D I imagine huge masses of Lee clones swarming in their ships...
 
OK, I think I've figured something out... jeeze, this interface is friggin' COMPLICATED.

First, we design a very short-range but powerful missile. I've called it "Homing Warhead size 12". Give it high speed, a fuel radius of about a million km, the best to-Hit we can manage, and a really big boom... 12 points on this model. Give it active terminal guidance using an active sensor.

G_125_Warhead.jpg


... then we design a much bigger two-stage "Missile"... except that it isn't a missile, it's a buoy. Only the "second stage" is really a missile. Give it active sensors as well, with the same detection range as the fuel range of our Homing Warhead, MIRV it with two of those Homing Warhead puppies, and set the activation range well inside the Homing Warhead's range... I set it for 3/4 of a million miles, giving me 1/4 of a million miles to catch anybody who tried to turn away and run out of range.

G_126_Mine.jpg


The idea is that a hostile ship approaches the jump point, gets detected by the "mines", which wait until he gets a bit closer and then each release a pair of homing missiles. They zoom out at over 20,000 kps, and whack him.

We'll need to design and build a Minelayer, designed to lay size-36 mines.

How does that look? Any improvements that you can suggest?
 
Why is General Robert E. Lee commanding an Alien force that seeks to exterminate us?

States' rights. Nothing to do with slaves, honestly.



Ah well, at least this should take care of all the hotheads clamouring for war with Charlie.
 
Hm, Capt.Kiwi posted in the other aurora thread, that your missles should have a power of x^2, where x is the thicknes of the targets armor. so 1, 4, 9, 16, 25. Your missle has 12. Of course I can interpret this wrong...

here the quote:
Figured I may as well share this for others to use:

If S is missile size, M is Missile agility per MSP, and T is the total amount of space devoted to engines and agility in the missile, the amount of space devoted to engines E that will maximise to-hit is:

E = (5S/M) + (T/2)

Regardless of missile and target speeds. Optimal warhead damages are 1, 4, 9, 16 etc ie x^2, where x is the number of armour layers penetrable by that warhead.
 
Hm, Capt.Kiwi posted in the other aurora thread, that your missles should have a power of x^2, where x is the thicknes of the targets armor. so 1, 4, 9, 16, 25. Your missle has 12. Of course I can interpret this wrong...

here the quote:

Yeah... we don't know what his armor is, though. Our ship was unarmed. The equation might not work because it doesn't include the dead-weight of the active terminal guidance that I'm using. The missile needs to be "smart", because there won't be any outside fire control directing it.

We need another analysis from Captain Kiwi... but I played with the engine and agility numbers, up and down, and I think I'm pretty close to the sweet-spot for that mass.
 
To clarify: A 12 warhead missile will do more damage than a 9 warhead missile, it just won't penetrate any more layers of armour - both will damage three layers. You might be better spending 2.125 on warhead, and improving your fairly low to hit in this case. Obviously, if you had 100% to hit against your intended target then 12 damage would be the better option.

And as for the engine/agility balance, I make it that you should have 4.885 engine by my formula (assuming no change to warhead size). That would also boost your range as a secondary effect. Note that because the game rounds missile speed down to the nearest hundred, you can probably eke out another 1% or so to hit by increasing that 4.885 in increments of hundredths and thousandths.

Edit: The formula accounts for sensor, armour and ECM mass in the missile size term.
 
My sympathies to the family of Mongoose, and to the families of anyone in the navy, they'll be losing their loved ones soon me thinks ;)

Well, those Aliens may need to count their children, too... if we can get a dozen or so of these puppies (or an improved model) deployed around the jump points.
 
To clarify: A 12 warhead missile will do more damage than a 9 warhead missile, it just won't penetrate any more layers of armour - both will damage three layers. You might be better spending 2.125 on warhead, and improving your fairly low to hit in this case. Obviously, if you had 100% to hit against your intended target then 12 damage would be the better option.

And as for the engine/agility balance, I make it that you should 4.885 engine by my formula. That would also boost your range as a secondary effect. Note that because the game rounds missile speed down to the nearest hundred, you can probably eke out another 1% or so to hit by increasing that 4.885 in increments of hundredths and thousandths.

Edit: The formula accounts for sensor, armour and ECM mass in the missile size term.

Does your 4.885 engine include the adjustment to the warhead? The active terminal guidance's dead-weight?

Why don't you play with the missile design, and post a screen-shot of your best design? Size is adjustable... I picked size-12 more or less at random. Naturally, the size of the warhead and the number of MIRVs affects the size of the Mine. Also, the Mine's reactor affects the lifetime-on-station before we need to replace the whole thing, but it doesn't affect the warhead's performance because it gets left behind when the warhead activates and takes off.
 
Proposed design for consideration by weapons research:

2.125 warhead
0.05 fuel (or thereabouts)
1.67 active sensors

At missile size 12, this leaves 8.155 for engines/agility.

That means about 5.326 engine, 2.829 agility, with some gain in to hit likely if engine upped due to the game rounding.

Edit: I have different tech to you, so I can't do much from here, unless I start a game matching your engine, warhead, agility, sensor techs. Size 6 missiles seem to be the biggest size that are hard for fire control to detect, but they may be too small for a worthwhile warhead.
 
Is there any chance Charlie Corporation could accidentally set off those mines? He's sending an awful lot of ships into our system, civilian and otherwise. It would create a diplomatic...incident... if we accidentally destroyed one of his Jump Gate constructors.

I'm ALL for beefing up the defenses of Procyon but not if it means unintentionally angering the one alien race who hasn't attacked us.

I realize that we don't have anything in the way of expendable tonnage but I would really like to get better sensor scans of those ships, if that's possible, and determine if they are an active alien race or if they're merely ancient, automated ghost ships.
 
Proposed design for consideration by weapons research:

2.125 warhead
0.05 fuel (or thereabouts)
1.67 active sensors

At missile size 12, this leaves 8.155 for engines/agility.

That means about 5.326 engine, 2.829 agility, with some gain in to hit likely if engine upped due to the game rounding.

Edit: I have different tech to you, so I can't do much from here, unless I start a game matching your engine, warhead, agility, sensor techs. Size 6 missiles seem to be the biggest size that are hard for fire control to detect, but they may be too small for a worthwhile warhead.

At my tech level, we would need 2.25 warhead (not 2.125) in order to reach an x^2 yield.

EDIT: another point to think about is that 30% of 12 is actually a considerably larger number than 37% of 8, which is what I get from your proposed design.

Is there any chance Charlie Corporation could accidentally set off those mines?

I'm under the impression that they only attack hostiles.
 
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At my tech level, we would need 2.25 warhead (not 2.125) in order to reach an x^2 yield.

I'm under hte impression that they only attack hostiles.

We did tag them as hostiles once when they werent though.