Psionic Dog
2014-02-01, 07:53 PM
Once upon a time I wrote a little Lets Play called A Galactic Takeover (http://www.giantitp.com/forums/showthread.php?t=223236). By page views it ranks as one of my greatest internet contributions. Trouble is, Aurora got a major update 7 months after it ended, leaving it informatively obsolete in anything relating to engines and propulsion which, in a 4x Space game, is a lot.
Today I fix that. Today is post one of Solar Strife, an up-to-date successor of A Galactic Takeover. This is a Lets Play. This is a Tutorial. This is an After Action Report. This is all of these.
For independent information about Aurora and its creater, read this interview (http://www.rockpapershotgun.com/2013/11/21/interview-aurora-the-4x-sci-fi-dwarf-fortress/), by Rock Paper Shotgun.
Objectives
• Demonstrate how to setup a multi-faction game in a conventional low-tech start.
• Help anyone on the forums struggling with the difficult curve.
• Report on the epic struggle between space Dwarves and Elves Pigmies and long-eared Titans.
• Entertain. Hang on please, and Enjoy the Ride. :smallcool:
Edit: Ok, I admit it. I utterly blotched my first post yesterday. A Lets Play is supposed to be about the story, and I went and gave a click-by-click tutorial that could pass as a wall of test. Let me try this again. :smallredface:
• • • • • • •
- - - The second greatest economic change to the human race was the Y2K crash ending the 20th century. First cheap computer systems crashed, taking with them the stock market. The trade and credit crisis toppled global economies leading former superpowers to default. However, the chaos didn't truly start until the nuclear-biological exchanges five months later.
- - - Humanity split. The ARK movement looked outward to send the best and brightest outward with genetic samples for a new future beyond Earth. Their search for water took them first to the asteroids, and then to the Jovian moons where they found shelter behind the magnetosphere of Ganymede and went to work boiling the subterranean oceans into atmosphere.
- - - The Survivalists, meanwhile, turned inward to underground bunker communes to escape the radiation and nuclear winter. There, the hardiest of humanity safeguarded a future generation against the day humans would rise again.
- - - The wait was surprisingly short, but devastating. By 2020 the surface of both Earth and Ganymede was habitable, but billions had died in the intervening decades. Both sides blamed the other. Those left on Earth insisted the ARK foundation was bunch of corporate elitists whose ancestors not only caused the mess but were too cowardly to clean up. The seconded generation, spawned en-mass from frozen genetic material had grown lanky in the low gravity. Elves some wanted to call them, but a different derogatory term caught on. Rabbits. While some 'Rabbits' tried to return the favor by insisting the grubby selfish survivalist decedents were hogs, groundhogs, a more condescending endearment was eventually adopted: Shorties.
This brings us to the Greatest Economic change, the discovery of TransNewtonian elements. Technically heavy metal alloys, certain combinations were found have intrinsic multidimensional resonance that shattered most existing concepts of closed systems making the impossible plausible. For better or worse in the name of racial good will the initial results were freely published open-source in the year 2025. The Transnewtonian Race was on.
Note: For future reference this Let's Play was done using Aurora v6.21
You can find the game here (http://aurora2.pentarch.org/index.php/board,10.0.html), on the official forum.
I did the traditional path of installing the 5.54 full version, applying first the 6.2 patch and then the 6.21 patch.
Act 1: Setting Up The Pieces
To start with, lets create a new game, conventional start. We'll call faction #1 the "Pygmy Empire", or "Shorty" for short. Oh, and decline starting missile bases. Those are worthless, so we'll make our own. I'll be using the Norse name/theme set.
Open Aurora.
Click 'New Game'
From top to bottom left to right:
Game Name
Set to 'Multifaction Tutorial'
Space Master Password
Leave this blank.
Basic Parameters
Leave the defaults.
Starting Empire Parameters
Set Empire Title to 'Pygmy Empire'
Set Empire Short Name to 'Shorty'
Set Empire Theme to 'Norse'
Set Commander Theme to 'Norse'
Change radio button selection to 'Conventional'
Species Tolerance
Leave the defaults
Starting Population
Check the box for No Missile Bases for Conventional Start.
Starting System
Starting Tech
Starting Race
Default, Default Default.
Non-NPR Computer Opponents
Computer Controlled Empires
Uncheck everything. Set number of computer controlled empires at start to 0.
Everything Else
Default.
Click Create Game.
Click 'OK' as needed.
After you are returned to the Splash screen, make sure 'Multiplayer Tutorial' is the listed game, then click 'Select' to open our new game.
First, turn SystemMaster mode 'On.' We'll needed it to customize our setup and also to prevent us from betting spammed by password requests every time we change factions later on. If you have a small screen, click the Reduce Height option under Game Parameters.
Next, lets give ourselves some tech! We'll instantly grant the Pygmies Trans-Newtonian Technology (everything requires that), Active Grav Sensor Strength 10 (necessary to design our own missile bases), and Pressurized Water reactors (real world tech, so why not?)
Now that the Pygmies have the theory, lets build a Real conventional-era missile base. I used the following components:
Size-12 Resolution-20 Active scanner.
Size-4 Resolution-20 Missile Fire Control.
Size-12 PDC Missile Launcher.
For ICBM-2.0:
WH: 4, Fuel: 0.9, Agility: 0.31, 2x Conventional Engines[3.8 msp, 2x power]
These size-12 missiles not only pack 33% more boom into a package half the size of than the junk the game tries to start you with, but are also 30 times faster and outrange the moon!
Missile-Complex 2.0 consists of 10 launchers, 2 fire controls, 1 active scanner, as well as a PDC barracks so they can be at least useful as bunkers even in the late game.
Open the System Map (F3 hotkey).
Open the Economy Window (F2)
Select the Research Tab.
Select the Construction Production category.
Click on Trans Newtonian Technology, then click 'Instant' (This is an SM mode cheat we're using to customize our setup.)
Go to 'Power & Propulsion' and instantly give the pygmies Pressurized Water Reactors.
Go to 'Sensor & Firecontrol' and instantly give the pygmies Active Grav Sensor 10.
At the bottom of the components window is a button labeled 'Design.' Click this to bring up the component design window.
When it comes up the 'Active Sensor' project window should be shown by default. Change sensor size to '12' and Min Resolution to '20'. Click Instant.
Next, change 'Search Sensor' to 'Missile Fire Control', change sensor size to '4', and click Instant again. (Narrow band fire controls have 3x the range of broad-band search sensors)
Change the project type to Missile Launcher. Set missile launch size to 12, platform to PDC-based system, then click Instant again.
Change the project type to Missile Engine. Set the power multiple to x2.00, and the engine size to 3.8 MSP. Again, click instant.
If you hadn't guessed, the Instant button is an SM cheat option. We will not cheat and use the instant button after we finish game setup.
Close the design window. Close the Economy window. Reopen the economy window(F2). This refreshes stuff so the game knows about the new components we instantly made. Click 'Missiles' at the bottom next to the Design button.
Change number of Engines to '2' for a total engine size of 7.6
Change Warhead MSP to '4' to give a strength-8 warhead
Change Fuel MSP to '0.09,' it doesn't need to go far
Change Agility MSP to '0.31'
The missile should now be exactly size 12 with a speed of 100 km/s
Rename the missile 'ICBM' or similar, and click 'create' (there is no instant option here)
Close the missile window. Navigate to the Missile/Kinetic subtab of the Research tab. Select the design project for the Pygmy's missile, then click Instant. Close the Economy window.
Open the class design window. (F5)
Click 'New'
Click 'Rename' and change the name to 'Missile Complex'
Change Type to 'PDC', change the hull description to 'Missile Base.'
Go to the Design View tab, click on Fuel Storage, and click remove. Planetary bunkers usually do not require fuel.
Click on the each of the two components that starts with 'ICBM' and then click 'Obs Component.' That stuff is junk.
Now, add 2 Missile Fire Control components, 10 PDC Missile Launchers, 1 PDC Barracks, and 1 Active Scanner Component.
Lastly, select the Ordinance tab and add 10x ICBM missiles to the default load out.
If it looks like the design below, click create. Don't worry if the missiles aren't showing: the window probably just needs to refresh. Besides, the default load out can always be changed later if necessary.
Missile Complex class Missile Base 21,950 tons 425 Crew 982.8 BP TCS 439 TH 0 EM 0
Armour 5-69 Sensors 1/120 Damage Control Rating 0 PPV 120
Intended Deployment Time: 3 months Spare Berths 1
Troop Capacity: 5 Battalions Magazine 120
PDC Size 12 Missile Launcher (10) Missile Size 12 Rate of Fire 180
Missile Fire Control FC26-R20 (2) Range 26.8m km Resolution 20
ICBM (10) Speed: 300 km/s End: 1.8d Range: 46.9m km WH: 8 Size: 12 TH: 1/0/0
Active Search Sensor MR26-R20 (1) GPS 2400 Range 26.8m km Resolution 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 9 sections
Faction #2
Time to add a second faction. Mars might be a little too close, so lets stick them on Ganymede. Step 0 is to give Ganymede a breathable atmosphere.
In the System Map navigate to Jupiter, and zoom in until we clearly see Ganymede. If the asteroids make the map too cluttered go to the 'display 2' tab and check the 'Asteroid /w minerals only' option.
Right click on Ganymede, and under Population select 'Create Colony.'
Reopen the Economy Window, select Ganymede, and go to the Environment tab. Change the terraforming gas to 'Oxygen', set the quantity to 0.2 atmospheres, and click the 'SM Set' button. Ideally the oxygen would be blended with Nitrogen, but since the Jovian moon is on the chilly side we'll need to use a generic green-house gas instead.
Change the terraforming gas to 'Safe green-house,' set the quantity to 1.1 atm, and click SM Set again (SM Set is another SM-mode cheat that we will not be using after setup is finished)
Now that the Ganymede is terriformed for humans click 'Abandon.' A the confirmation screen confirm that we are abandoning Ganymede and not Earth. Abandoning Earth would be bad. Suicidally bad.
http://i181.photobucket.com/albums/x184/sublightrun/AuroraBullRun.png
((No, this doesn't have a thing to do with Ganymede, Abandonment issues, or this tutorial/lets play. I just thought the Wall of text needed a pause. Aurora isn't photogenic enough to get many screen shots, but I promise many people will become surprisingly attached to those little sensor dots and their supporting text.))
Ehm. Open the F9 System Details menu.
Scroll down to Ganymede. It's bright blue, signifying humans can live there unassisted. Io, Europa, and Callisto by contrast are red signify that while the gravity permits human colonization, infrastructure requirements are significant. ... It might be unfair to let the Titans have 3 secondary colonizable moons to Earths singular Luna. Lets close the the system details window and open the View Race Details window (Cnt+F2). At the right ins 'Species of Empire' change the Human Max Gravity Deviation tolerance from 0.9G to 0.86G. That makes Europa and Callisto with 0.13G gravity uninhabitable. Click 'Save' for Species and then 'Save' again for Empire.
When we go back to the F9 System Details window we see that Io and Ganymede are the only colored jovian moons. Click on Ganymede, then click 'Create Empire. We'll re-use the existing Human species, and set the new empire to a 500 million population, conventional, with no missile bases. Change Empire Name to the 'Rabbit Federation' forget about Titans, this is much more fitting. :smalltongue:
Set the Short name to 'LongEars,' empire theme to 'Hippy,' and commander theme to... hmm, 'Aztec' and we're done. Click 'Create Empire'. Close the System Design, and System map windows.
When we reopen the System map window we see a new selection box on the left with the empire names. Change the selection to the Rabbit Federation, then open the economy tab. Time to give the LongEars basic starting tech like we did for the Shorties. To save time Click 'compare' under the Research tab, and in the new window check 'Include race design Tech.' We'll now transfer every Pygmy tech, except the missile engine and ICBM, to the Rabbits. The LongEars believe in Long Range and have their own missile idea.
Transfer done, we'll close that window and go back to the component design window to make a Rabbit missile engine (size 2.8 msp, x1.85 power). As before, its back to the Missile Design window to create a Rabbit Federation missile. 3msp warhead, 2.1 msp fuel, 0.15msp active sensor, active sensor resolution 40, 1-point of ablative armor, and 2x engines should do the trick. This size-12 auto-targeting missile has a 20k km proximity lock and over 1b km range allowing the long ears to target Earth at anytime. We'll name it the IPPM, Inter-Planitary Powered Missile.
Click Create, then instantly build this project as before. Go to the Ship Class Design window, and build Rabbits a Missile Complex identical to the Pygmies except for the missile load out. It should look like this:
Missile Complex class Missile Base 21,950 tons 425 Crew 982.8 BP TCS 439 TH 0 EM 0
Armour 5-69 Sensors 1/120 Damage Control Rating 0 PPV 120
Intended Deployment Time: 3 months Spare Berths 1
Troop Capacity: 5 Battalions Magazine 120
PDC Size 12 Missile Launcher (10) Missile Size 12 Rate of Fire 180
Missile Fire Control FC26-R20 (2) Range 26.8m km Resolution 20
IPPM (10) Speed: 200 km/s End: 61.1d Range: 1055m km WH: 6 Size: 12 TH: 0/0/0
Active Search Sensor MR26-R20 (1) GPS 2400 Range 26.8m km Resolution 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 9 sections
Ok, Last Step. Each side wants a planetary protection strength of about 500. Each improved missile base has a planetary protection value of 120. We'll give each side 5.
We'll do this by going to the Fast Order of Battle Window (shift+F9). 5 missile bases created for the Shorties, toggle the faction, and create 5 missile bases for the LongEars. DONE.
There you have it folks. A tutorial on how to create and set up multiple factions in Aurora, and how to make conventional missile systems in the same game. In Act 2 I'll push these factions to war, and record here the tales of woe and glory as long as my time and your interest last. :smallcool:
Today I fix that. Today is post one of Solar Strife, an up-to-date successor of A Galactic Takeover. This is a Lets Play. This is a Tutorial. This is an After Action Report. This is all of these.
For independent information about Aurora and its creater, read this interview (http://www.rockpapershotgun.com/2013/11/21/interview-aurora-the-4x-sci-fi-dwarf-fortress/), by Rock Paper Shotgun.
Objectives
• Demonstrate how to setup a multi-faction game in a conventional low-tech start.
• Help anyone on the forums struggling with the difficult curve.
• Report on the epic struggle between space Dwarves and Elves Pigmies and long-eared Titans.
• Entertain. Hang on please, and Enjoy the Ride. :smallcool:
Edit: Ok, I admit it. I utterly blotched my first post yesterday. A Lets Play is supposed to be about the story, and I went and gave a click-by-click tutorial that could pass as a wall of test. Let me try this again. :smallredface:
• • • • • • •
- - - The second greatest economic change to the human race was the Y2K crash ending the 20th century. First cheap computer systems crashed, taking with them the stock market. The trade and credit crisis toppled global economies leading former superpowers to default. However, the chaos didn't truly start until the nuclear-biological exchanges five months later.
- - - Humanity split. The ARK movement looked outward to send the best and brightest outward with genetic samples for a new future beyond Earth. Their search for water took them first to the asteroids, and then to the Jovian moons where they found shelter behind the magnetosphere of Ganymede and went to work boiling the subterranean oceans into atmosphere.
- - - The Survivalists, meanwhile, turned inward to underground bunker communes to escape the radiation and nuclear winter. There, the hardiest of humanity safeguarded a future generation against the day humans would rise again.
- - - The wait was surprisingly short, but devastating. By 2020 the surface of both Earth and Ganymede was habitable, but billions had died in the intervening decades. Both sides blamed the other. Those left on Earth insisted the ARK foundation was bunch of corporate elitists whose ancestors not only caused the mess but were too cowardly to clean up. The seconded generation, spawned en-mass from frozen genetic material had grown lanky in the low gravity. Elves some wanted to call them, but a different derogatory term caught on. Rabbits. While some 'Rabbits' tried to return the favor by insisting the grubby selfish survivalist decedents were hogs, groundhogs, a more condescending endearment was eventually adopted: Shorties.
This brings us to the Greatest Economic change, the discovery of TransNewtonian elements. Technically heavy metal alloys, certain combinations were found have intrinsic multidimensional resonance that shattered most existing concepts of closed systems making the impossible plausible. For better or worse in the name of racial good will the initial results were freely published open-source in the year 2025. The Transnewtonian Race was on.
Note: For future reference this Let's Play was done using Aurora v6.21
You can find the game here (http://aurora2.pentarch.org/index.php/board,10.0.html), on the official forum.
I did the traditional path of installing the 5.54 full version, applying first the 6.2 patch and then the 6.21 patch.
Act 1: Setting Up The Pieces
To start with, lets create a new game, conventional start. We'll call faction #1 the "Pygmy Empire", or "Shorty" for short. Oh, and decline starting missile bases. Those are worthless, so we'll make our own. I'll be using the Norse name/theme set.
Open Aurora.
Click 'New Game'
From top to bottom left to right:
Game Name
Set to 'Multifaction Tutorial'
Space Master Password
Leave this blank.
Basic Parameters
Leave the defaults.
Starting Empire Parameters
Set Empire Title to 'Pygmy Empire'
Set Empire Short Name to 'Shorty'
Set Empire Theme to 'Norse'
Set Commander Theme to 'Norse'
Change radio button selection to 'Conventional'
Species Tolerance
Leave the defaults
Starting Population
Check the box for No Missile Bases for Conventional Start.
Starting System
Starting Tech
Starting Race
Default, Default Default.
Non-NPR Computer Opponents
Computer Controlled Empires
Uncheck everything. Set number of computer controlled empires at start to 0.
Everything Else
Default.
Click Create Game.
Click 'OK' as needed.
After you are returned to the Splash screen, make sure 'Multiplayer Tutorial' is the listed game, then click 'Select' to open our new game.
First, turn SystemMaster mode 'On.' We'll needed it to customize our setup and also to prevent us from betting spammed by password requests every time we change factions later on. If you have a small screen, click the Reduce Height option under Game Parameters.
Next, lets give ourselves some tech! We'll instantly grant the Pygmies Trans-Newtonian Technology (everything requires that), Active Grav Sensor Strength 10 (necessary to design our own missile bases), and Pressurized Water reactors (real world tech, so why not?)
Now that the Pygmies have the theory, lets build a Real conventional-era missile base. I used the following components:
Size-12 Resolution-20 Active scanner.
Size-4 Resolution-20 Missile Fire Control.
Size-12 PDC Missile Launcher.
For ICBM-2.0:
WH: 4, Fuel: 0.9, Agility: 0.31, 2x Conventional Engines[3.8 msp, 2x power]
These size-12 missiles not only pack 33% more boom into a package half the size of than the junk the game tries to start you with, but are also 30 times faster and outrange the moon!
Missile-Complex 2.0 consists of 10 launchers, 2 fire controls, 1 active scanner, as well as a PDC barracks so they can be at least useful as bunkers even in the late game.
Open the System Map (F3 hotkey).
Open the Economy Window (F2)
Select the Research Tab.
Select the Construction Production category.
Click on Trans Newtonian Technology, then click 'Instant' (This is an SM mode cheat we're using to customize our setup.)
Go to 'Power & Propulsion' and instantly give the pygmies Pressurized Water Reactors.
Go to 'Sensor & Firecontrol' and instantly give the pygmies Active Grav Sensor 10.
At the bottom of the components window is a button labeled 'Design.' Click this to bring up the component design window.
When it comes up the 'Active Sensor' project window should be shown by default. Change sensor size to '12' and Min Resolution to '20'. Click Instant.
Next, change 'Search Sensor' to 'Missile Fire Control', change sensor size to '4', and click Instant again. (Narrow band fire controls have 3x the range of broad-band search sensors)
Change the project type to Missile Launcher. Set missile launch size to 12, platform to PDC-based system, then click Instant again.
Change the project type to Missile Engine. Set the power multiple to x2.00, and the engine size to 3.8 MSP. Again, click instant.
If you hadn't guessed, the Instant button is an SM cheat option. We will not cheat and use the instant button after we finish game setup.
Close the design window. Close the Economy window. Reopen the economy window(F2). This refreshes stuff so the game knows about the new components we instantly made. Click 'Missiles' at the bottom next to the Design button.
Change number of Engines to '2' for a total engine size of 7.6
Change Warhead MSP to '4' to give a strength-8 warhead
Change Fuel MSP to '0.09,' it doesn't need to go far
Change Agility MSP to '0.31'
The missile should now be exactly size 12 with a speed of 100 km/s
Rename the missile 'ICBM' or similar, and click 'create' (there is no instant option here)
Close the missile window. Navigate to the Missile/Kinetic subtab of the Research tab. Select the design project for the Pygmy's missile, then click Instant. Close the Economy window.
Open the class design window. (F5)
Click 'New'
Click 'Rename' and change the name to 'Missile Complex'
Change Type to 'PDC', change the hull description to 'Missile Base.'
Go to the Design View tab, click on Fuel Storage, and click remove. Planetary bunkers usually do not require fuel.
Click on the each of the two components that starts with 'ICBM' and then click 'Obs Component.' That stuff is junk.
Now, add 2 Missile Fire Control components, 10 PDC Missile Launchers, 1 PDC Barracks, and 1 Active Scanner Component.
Lastly, select the Ordinance tab and add 10x ICBM missiles to the default load out.
If it looks like the design below, click create. Don't worry if the missiles aren't showing: the window probably just needs to refresh. Besides, the default load out can always be changed later if necessary.
Missile Complex class Missile Base 21,950 tons 425 Crew 982.8 BP TCS 439 TH 0 EM 0
Armour 5-69 Sensors 1/120 Damage Control Rating 0 PPV 120
Intended Deployment Time: 3 months Spare Berths 1
Troop Capacity: 5 Battalions Magazine 120
PDC Size 12 Missile Launcher (10) Missile Size 12 Rate of Fire 180
Missile Fire Control FC26-R20 (2) Range 26.8m km Resolution 20
ICBM (10) Speed: 300 km/s End: 1.8d Range: 46.9m km WH: 8 Size: 12 TH: 1/0/0
Active Search Sensor MR26-R20 (1) GPS 2400 Range 26.8m km Resolution 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 9 sections
Faction #2
Time to add a second faction. Mars might be a little too close, so lets stick them on Ganymede. Step 0 is to give Ganymede a breathable atmosphere.
In the System Map navigate to Jupiter, and zoom in until we clearly see Ganymede. If the asteroids make the map too cluttered go to the 'display 2' tab and check the 'Asteroid /w minerals only' option.
Right click on Ganymede, and under Population select 'Create Colony.'
Reopen the Economy Window, select Ganymede, and go to the Environment tab. Change the terraforming gas to 'Oxygen', set the quantity to 0.2 atmospheres, and click the 'SM Set' button. Ideally the oxygen would be blended with Nitrogen, but since the Jovian moon is on the chilly side we'll need to use a generic green-house gas instead.
Change the terraforming gas to 'Safe green-house,' set the quantity to 1.1 atm, and click SM Set again (SM Set is another SM-mode cheat that we will not be using after setup is finished)
Now that the Ganymede is terriformed for humans click 'Abandon.' A the confirmation screen confirm that we are abandoning Ganymede and not Earth. Abandoning Earth would be bad. Suicidally bad.
http://i181.photobucket.com/albums/x184/sublightrun/AuroraBullRun.png
((No, this doesn't have a thing to do with Ganymede, Abandonment issues, or this tutorial/lets play. I just thought the Wall of text needed a pause. Aurora isn't photogenic enough to get many screen shots, but I promise many people will become surprisingly attached to those little sensor dots and their supporting text.))
Ehm. Open the F9 System Details menu.
Scroll down to Ganymede. It's bright blue, signifying humans can live there unassisted. Io, Europa, and Callisto by contrast are red signify that while the gravity permits human colonization, infrastructure requirements are significant. ... It might be unfair to let the Titans have 3 secondary colonizable moons to Earths singular Luna. Lets close the the system details window and open the View Race Details window (Cnt+F2). At the right ins 'Species of Empire' change the Human Max Gravity Deviation tolerance from 0.9G to 0.86G. That makes Europa and Callisto with 0.13G gravity uninhabitable. Click 'Save' for Species and then 'Save' again for Empire.
When we go back to the F9 System Details window we see that Io and Ganymede are the only colored jovian moons. Click on Ganymede, then click 'Create Empire. We'll re-use the existing Human species, and set the new empire to a 500 million population, conventional, with no missile bases. Change Empire Name to the 'Rabbit Federation' forget about Titans, this is much more fitting. :smalltongue:
Set the Short name to 'LongEars,' empire theme to 'Hippy,' and commander theme to... hmm, 'Aztec' and we're done. Click 'Create Empire'. Close the System Design, and System map windows.
When we reopen the System map window we see a new selection box on the left with the empire names. Change the selection to the Rabbit Federation, then open the economy tab. Time to give the LongEars basic starting tech like we did for the Shorties. To save time Click 'compare' under the Research tab, and in the new window check 'Include race design Tech.' We'll now transfer every Pygmy tech, except the missile engine and ICBM, to the Rabbits. The LongEars believe in Long Range and have their own missile idea.
Transfer done, we'll close that window and go back to the component design window to make a Rabbit missile engine (size 2.8 msp, x1.85 power). As before, its back to the Missile Design window to create a Rabbit Federation missile. 3msp warhead, 2.1 msp fuel, 0.15msp active sensor, active sensor resolution 40, 1-point of ablative armor, and 2x engines should do the trick. This size-12 auto-targeting missile has a 20k km proximity lock and over 1b km range allowing the long ears to target Earth at anytime. We'll name it the IPPM, Inter-Planitary Powered Missile.
Click Create, then instantly build this project as before. Go to the Ship Class Design window, and build Rabbits a Missile Complex identical to the Pygmies except for the missile load out. It should look like this:
Missile Complex class Missile Base 21,950 tons 425 Crew 982.8 BP TCS 439 TH 0 EM 0
Armour 5-69 Sensors 1/120 Damage Control Rating 0 PPV 120
Intended Deployment Time: 3 months Spare Berths 1
Troop Capacity: 5 Battalions Magazine 120
PDC Size 12 Missile Launcher (10) Missile Size 12 Rate of Fire 180
Missile Fire Control FC26-R20 (2) Range 26.8m km Resolution 20
IPPM (10) Speed: 200 km/s End: 61.1d Range: 1055m km WH: 6 Size: 12 TH: 0/0/0
Active Search Sensor MR26-R20 (1) GPS 2400 Range 26.8m km Resolution 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 9 sections
Ok, Last Step. Each side wants a planetary protection strength of about 500. Each improved missile base has a planetary protection value of 120. We'll give each side 5.
We'll do this by going to the Fast Order of Battle Window (shift+F9). 5 missile bases created for the Shorties, toggle the faction, and create 5 missile bases for the LongEars. DONE.
There you have it folks. A tutorial on how to create and set up multiple factions in Aurora, and how to make conventional missile systems in the same game. In Act 2 I'll push these factions to war, and record here the tales of woe and glory as long as my time and your interest last. :smallcool: