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Post by eternalsorrow on Apr 19, 2020 18:48:16 GMT
I'm working on a new campaign intended to take place right before the bombs fell. I have no problem designing the levels themselves, but I'm willing to deliver a story at least that good as we have in the main campaign.
The struggle is that I'm out of ideas (since I'm not a writer of any kind), what conflicting sides would be and how the Sol of that period may look.
Some conclusions about that period I did after re-reading the game materials: - The tech level is basically the same (maybe a bit more advanced towards cheaper production)
- The humanity has already founded colonies on/around the main bodies, like Luna/Mars/Jupiter/Saturn systems, maybe Mercury (although not that large as we have in the main campaign, since no global evacuation has occur yet)
Some assumptions I may do while developing the campaign: - Space spy net isn't that comprehensive, some stealth operations are possible in tight time limit and by a specially designed craft - There's a cold war state between NESR and EAM
Some things I'm willing to know: - Is there a possibility of an existence of a transnational corporations working with both sides of such a cold war?
- What are the NESR/EAM space fleets are? How large? Had they fought before the C. happened? Where they may fight?
- How do the colonies' governments may look? Are they controlled by corporations? Or by Earth nations? Or some of them may already gained independency? - What the corporate war conflict may escalate? How it may look like? - How profitable the space mining is while the Earth is still alive?
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Post by princessj on Apr 20, 2020 3:36:17 GMT
Hi! I'm not a writer either but I would really like to help you create a story! A pre-Cataclysm time period is really interesting because it is about like 'natural' space colonies without sudden overpopulation.
So for the people in space, mining and resource extracting is all important. A space colony would just slowly die if they didn't make use of the rocks and soil it is built on. And gas on Venus lol. We can thrive on those resources with the right scientific techniques. And it will most likely be everyone's job (almost), just like how hunting and gathering was our ancestors only job.
I think the colonization of the Pacific is a really good comparison for the future settling of the planets. In the Pacific, navigation and canoe building techniques were monopolized by guilds. They were a sort of higher caste on lots of islands. In space, rocket engineer guilds would similarly hold a monopoly on trade, and could represent a kind of government - rule by rocket! Unfortunately the islands were not without war, so the planets may not be either. The Tu'i Tongas used their fleet of voyaging canoes to extend their power and extract tribute from many islands far from Tonga itself. They were opposed by the rising power of Samoa and fought many wars with the Samoans. Also, because the lifestyle of people living in different parts of the Solar System will be so different, some parts could be isolated, for example the outer planets from the inner. Similar to how Aotearoa became separate from wider Pacific culture because it is in the temperate zone and plants from the tropical zone won't grow and vice versa. Therefore, the war probably wouldn't take place across the entire Solar System. All that said, here are my opinions on your specific questions.
1. Giant capitalist corporations are not realistic
2. The space fleets are the main source of power for a space ruler and might be really big in size and number. Dozens or maybe hundreds for an interplanetary hegemon seems reasonable! The rockets themselves must be long range and i think they would be less individually specialized for combat to do regular trading, extract tribute, and fight interplanetary war.
3. The space colonists will definitely control themselves. Earth nation's will have basically no ability or motivation to try and rule the scattered travellers.
4. A direct conflict could escalate between an expanding interplanetary empire and a rebellious planet as in the Tonga/Samoa example. Possibly the emperor could have been ambushed and assassinated!
5. Basically all wealth comes from mining, processing, and trading natural resources.
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Post by eternalsorrow on Apr 20, 2020 11:46:29 GMT
The colony independence extent is a question: 1. After the C., the colonies accepted massive amount of people, and no major anti-migration conflicts were mentioned. I think any colony government independent enough would largely resist accepting such a large amount of people with no assets left, even coming to armed resistance. But I've extracted a few great mission/mini-campaign ideas:
- Pre-Cataclysm colony mutiny - Pre-Cataclysm inter-colony conflict over space resources
- Conflict between Earth refugees and colonies not willing to accept them
Noted.
2. Those colonies were later united based on the Earth geography and politics. Initial USTA government was based on NESR/EAM political elite, while RFP takes origin in Southern Asia. That's highly likely so due to their influence on the colony in past exceeding any from the local government. There is a contradiction though. The Southern Asia was initially poor, and ascended to power after the Cataclysm by a massive and cheap space launches. That means that they have gained the control over dump locations somehow after the C. happened.
The key theme I'm willing to highlight is how did it come to Cataclysm. Any third party force striking NESR and EAM with each other would be a cool addition, but I see no place between competing superpowers. Provocateur like villainous super-corporation (Expanse) without a global Earth market and a proper ability to perform secret operations in space seems unconvincing.
I think that depends on the initial purpose of such an extent colonies. If they were built for mining or production, Earth nations would be definitely interested in gaining a tight control over it. Don't know what the colony can offer to Earth though.
Seems reasonable, but here comes the positioning question. Since superfactions are located on Earth and their primary interests are on Earth also, fleets have to be located somewhere near. But it's pretty crowded on LEO, it is located deep in gravity well and fleet there is vulnerable to the Earth defence systems, so fleets have to be somewhere else. Maybe geosynchronous orbit or somewhere further up to Luna.
I think Luna may be controlled by both superfactions and be a main wharf: - It's close to Earth - Has got plenty of resources - Low gravity - Low escape velocity allowing a cheap interplanetary launch If any Earth-related conflict will start, it will start there.
Also, I'm happy someone is alive there and is willing to discuss.
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Post by princessj on Apr 20, 2020 17:12:32 GMT
It's kind of sad the forum got a lot less active after the game stopped being updated. I still go on all the time but don't usually post cause I haven't been able to play the game Anyway space colonies won't be created for any like actual reason there are no possible short term gains except maybe for extra siderophilic elements. People will just try and settle space because they want to. They really don't have anything to offer their cousins back on Earth. A lack of significant resistance to the mass migration doesn't mean there was no resistance thou. The refugees could massively outnumber the "indigenous" population. In fact if the USTA isn't an Earthly faction (I don't remember sorry) then they could represent anti migration resistance as a coalition, sort of like the kingdoms of Wales and Scotland resisting Germanic expansion. It would also explain why they seem to mainly control the outer and superior planets. I totally agree that the Moon could be a center of power, it is likely to be the first planet we colonize, and it is huge and rich with resources and beautiful features. The fact that it is literally in Earth's sphere of influence is also an interesting thing but if anything the lunar astronauts have much more incentive to control other colonies than people on Earth itself does and they might dominate the "politics" of the situation, using Earthbound justification and support to increase the power of the Earth-Moon system. But for the campaign I think the most interesting and cool location would be the outer solar system and moons of Jupiter specifically. They weren't explored enough for how awesome and unique the worlds and orbital characteristics are. The campaign could be about the early origins of the USTA from a "proto nation" or early space empire leading to something that stands a chance of surviving the cataclysmic migration.
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Post by eternalsorrow on Apr 20, 2020 19:14:25 GMT
This. Right-after-shit-hit-the-fan campaign really sounds more interesting and allows to shift the focus to the outer solar system.
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Post by eternalsorrow on Apr 26, 2020 22:40:57 GMT
I would be grateful if somebody give me a hint how to force the enemy to do an interlunar transfer, if that's even possible.
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Post by AtomHeartDragon on Apr 27, 2020 9:01:46 GMT
I would be grateful if somebody give me a hint how to force the enemy to do an interlunar transfer, if that's even possible. I would try putting them on transfer trajectory to begin with.
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Post by eternalsorrow on May 1, 2020 12:48:33 GMT
I would be grateful if somebody give me a hint how to force the enemy to do an interlunar transfer, if that's even possible. I would try putting them on transfer trajectory to begin with.
Great idea, honestly.
That worked, enemy injects a new circular orbit successfully. But won't attack my fleet though, regarding the AI preset. I hope its algorithm is not tied to the initial SoI. It tries with "Striker" preset. Finally found some way to force the enemy to show initiative.
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Echo
Full Member
Posts: 141
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Post by Echo on May 1, 2020 17:37:03 GMT
AI.txt (stock) MilitaryDoctrine Balanced MissileLaunchDoctrine OnlyWhenNodal false DistanceMaximum_km 50000 WingsInFlightNeeded 1 AttackWingSize 20 ReserveSize 10 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 AttackWingSize 15 ReserveSize 10 CapitalShipInterceptDoctrine InstantaneousDeltaVBudget_Percent .20 DeltaVBudget_Percent .90 DistanceMaximum_km 2000 OnlyEnsurePlanarity true InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 0. MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .40 DistanceMaximum_km 30000 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .15 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 30. InterceptDeltaVLimit_Percent .25 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 60. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 1. IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers AllGuns OtherLaunchers FlareLaunchers InactiveLasers HotRadiators Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 3 LaunchEvenIfHeatIsNotEnough false OnlyAgainstUncrewedEnemies false AlwaysAvailableInSandbox true
MilitaryDoctrine Ranged MissileLaunchDoctrine OnlyWhenNodal false DistanceMaximum_km 50000 WingsInFlightNeeded 1 AttackWingSize 50 ReserveSize 0 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 AttackWingSize 15 ReserveSize 10 MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 DistanceMaximum_km 30000 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .20 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 40. InterceptDeltaVLimit_Percent .25 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 75. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent .5 IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers Engines AllGuns InactiveLasers OtherLaunchers FlareLaunchers HotRadiators ColdRadiators FlareDoctrine AntiFlareOrder No Order FlaresNeededInFlight 5 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Conservative MissileLaunchDoctrine OnlyWhenNodal true DistanceMaximum_km 60000 WingsInFlightNeeded 1 AttackWingSize 10 ReserveSize 20 DroneLaunchDoctrine OnlyWhenNodal true DistanceMaximum_km 40000 WingsInFlightNeeded 1 AttackWingSize 10 ReserveSize 15 MissileInterceptDoctrine DeltaVBudget_Percent .90 InstantaneousDeltaVBudget_Percent .35 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 3. DroneInterceptDoctrine DeltaVBudget_Percent .90 InstantaneousDeltaVBudget_Percent .10 DistanceMaximum_km 40000 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 3. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Broadside CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 45. InterceptDeltaVLimit_Percent .15 LaunchDefensively true WeaponDestroyedOrder No Order TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 75. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 1. IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers AllGuns OtherLaunchers HotRadiators ColdRadiators Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 2 LaunchEvenIfHeatIsNotEnough false OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Aggressive MissileLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 4 StaggerDistance_km 750 AttackWingSize 20 ReserveSize 0 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 2 StaggerDistance_km 2000 AttackWingSize 25 ReserveSize 5 CapitalShipInterceptDoctrine DeltaVBudget_Percent .90 InstantaneousDeltaVBudget_Percent .45 DistanceMaximum_km 5000 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 0. MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .35 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 2. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .20 InterceptCapitalShips true TonnageWeightFactor 5. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 25. InterceptDeltaVLimit_Percent .40 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 45. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent .8 IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers FlareLaunchers AllGuns OtherLaunchers InactiveLasers HotRadiators Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 5 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Cunning MissileLaunchDoctrine OnlyWhenNodal true StaggerDistance_km 10000 DistanceMaximum_km 20000 WingsInFlightNeeded 3 AttackWingSize 20 ReserveSize 5 DroneLaunchDoctrine OnlyWhenNodal true StaggerDistance_km 20000 DistanceMaximum_km 25000 WingsInFlightNeeded 2 AttackWingSize 10 ReserveSize 5 CapitalShipInterceptDoctrine DeltaVBudget_Percent .75 InstantaneousDeltaVBudget_Percent .20 DistanceMaximum_km 10000 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 0. MissileInterceptDoctrine DeltaVBudget_Percent .95 InstantaneousDeltaVBudget_Percent .15 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine DeltaVBudget_Percent .95 InstantaneousDeltaVBudget_Percent .10 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 30. InterceptDeltaVLimit_Percent .20 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 90. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent .5 IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers FlareLaunchers Engines HotRadiators AllGuns OtherLaunchers InactiveLasers ExternalTanks FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 5 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Cautious MissileLaunchDoctrine OnlyWhenNodal false DistanceMaximum_km 30000 WingsInFlightNeeded 1 AttackWingSize 25 ReserveSize 25 DroneLaunchDoctrine OnlyWhenNodal false DistanceMaximum_km 20000 WingsInFlightNeeded 1 AttackWingSize 15 ReserveSize 15 MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .35 DistanceMaximum_km 1000 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 3. DroneInterceptDoctrine DeltaVBudget_Percent .90 InstantaneousDeltaVBudget_Percent .15 DistanceMaximum_km 500 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 3. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Broadside CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 60. InterceptDeltaVLimit_Percent .15 LaunchDefensively true WeaponDestroyedOrder No Order TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 90. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 1. IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers AllGuns InactiveLasers OtherLaunchers HotRadiators FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 7 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Reckless MissileLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 StaggerDistance_km 750 AttackWingSize 20 ReserveSize 0 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 2 StaggerDistance_km 2000 AttackWingSize 25 ReserveSize 5 CapitalShipInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 DeltaVBudget_Percent .95 DistanceMaximum_km 10000 OnlyEnsurePlanarity true InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 0. MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 2. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .20 InterceptCapitalShips true TonnageWeightFactor 5. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Broadside DroneDoctrine MinimumInterceptTime_s 20. InterceptDeltaVLimit_Percent .50 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 30. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent .1 IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers HotRadiators Engines AllGuns OtherLaunchers FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 3 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Defensive DoNotTryToStayInHillSphere true CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Broadside CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 30. InterceptDeltaVLimit_Percent .25 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 60. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine NeverIgnoreRange true TargetPriorities ActiveLasers AllGuns OtherLaunchers FlareLaunchers InactiveLasers HotRadiators Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 3 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Striker DoNotTryToStayInHillSphere true DisableWeaponsOutsideOfCombat true CapitalShipInterceptDoctrine InstantaneousDeltaVBudget_Percent .25 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 30. InterceptDeltaVLimit_Percent .25 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 60. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 0. IgnoreRangeOnlyWhenThreatsAreFiring false IgnoreRangeForLaunchers true TargetPriorities ActiveLasers HotRadiators AllGuns OtherLaunchers Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 5 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Launcher DoNotTryToStayInHillSphere true MissileLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 AttackWingSize 30 ReserveSize 0 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 AttackWingSize 15 ReserveSize 0 MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .40 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .25 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Broadside TargetInRangeOrder Broadside TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 15. InterceptDeltaVLimit_Percent .50 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 30. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 0. IgnoreRangeOnlyWhenThreatsAreFiring false IgnoreRangeForLaunchers true TargetPriorities ActiveLasers HotRadiators AllGuns OtherLaunchers ColdRadiators FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 3 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
CTRL+F for CapitalShipInterceptDoctrine to check the doctrines of the stock AIs. Striker is indeed the only stock AI that doesn't have a DistanceMaximum_km line defined. You could create your own AI and load it as a mod in X:\Users\X\AppData\Roaming\CDE\Mods\Data
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Post by eternalsorrow on May 1, 2020 18:01:13 GMT
Thanks. I knew about the AI editing, but AI's with DistanceMaximum_km usually have it set in range 1-20 Mm, which is more than enough to build an intercept on low Europa orbit. That's what I couldn't understand.
Also, I didn't knew that it's possible to load (and thus include into Workshop mods) custom presets as mods.
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Echo
Full Member
Posts: 141
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Post by Echo on May 1, 2020 19:08:25 GMT
Then maybe the enemy fleet won't make an intercept because it will exceed the dV percentage defined in DeltaVBudget_Percent. You just have to emulate the structure / folder tree you find in the original installation, and you can modify even the planets and asteroids textures. Just leave the originals alone! See this post: childrenofadeadearth.boards.net/post/25586So basically, modded AI.txt goes in [...]\Mods\Data\AI.txt, but there is no need to include the stock AI doctrines in this file, put there just those you want to add or modify
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Post by eternalsorrow on May 1, 2020 22:29:27 GMT
While writing my bachelor thesis I was thinking about how did the USTA get fissiles and any possibilities to get them anywhere except the inner Sol.
I don't know a lot about the fissile materials distribution in Solar system, but I doubt that there should be any feasible amount anywhere further than Mars. I've seen a number 10-25 parts per billion in asteroids for uranium, and I think this number will decrease the further from Sun we go.
I think Ganymede and similar heavy moons may contain it, but I saw no resources (dis)approving it. I'm also interested may uranium be in any of the Uranus or Neptune heaviest moons either.
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Post by AtomHeartDragon on May 2, 2020 10:47:50 GMT
While writing my bachelor thesis I was thinking about how did the USTA get fissiles and any possibilities to get them anywhere except the inner Sol. I don't know a lot about the fissile materials distribution in Solar system, but I doubt that there should be any feasible amount anywhere further than Mars. I've seen a number 10-25 parts per billion in asteroids for uranium, and I think this number will decrease the further from Sun we go. I think Ganymede and similar heavy moons may contain it, but I saw no resources (dis)approving it. I'm also interested may uranium be in any of the Uranus or Neptune heaviest moons either. Belt, I'd say.
Digging up fissiles from an iceball's core seems like a hopeless endavour. I have always thought it would be interesting to have separate cost tables for inners and outers and seeing how it would shape ship design.
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Post by eternalsorrow on May 2, 2020 12:34:10 GMT
10 parts per billion means that to mine 1 ton of uranium it's needed to dig 100 millions (or 1E8) tons of soil. Its close to the Helium-3 concentration on Moon and sounds as something very unfeasible. That number is for chondrite asteroids though. Maybe metallic ones may be a better source, but order or two of magnitude increase still yields pretty pessimistic values. Even if it's needed a few tens of kg to build a ship reactor, the ground infrastructure supporting millions of population would require orders of magnitude more. The only "rescue" there I think is a "gold uranium reserve" for an urgent case, which deteriorates with time. The game materials also mention that USTA vs IR (80 years after Cataclysm) was the first major conflict in space. USTA had no space combat and logistics experience before, and thus lost the war due to the permanently empty tanks. Proto-USTA conflicts would be in contradiction with that.
This conflict may be a good base for a mini-campaign though. I see it primarily made of "hit-and-run" missions against the exceeding forces.
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Post by AtomHeartDragon on May 2, 2020 16:08:27 GMT
The only "rescue" there I think is a " gold uranium reserve" for an urgent case, which deteriorates with time. Just don't put it all in one place.
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