Comments Thread for the Suns Never Set II

Please add any comments for the Suns Never Set II AAR in this thread.

This seems suspiciously similar to a WH40K AAR and I am all for it. :grin:

All distances have been converted from miles to kilometres.

Cowards.

This seems to resemble the real-life challenges facing the British Empire in the late 19th/early 20th century quite neatly.

Does this mean we can set the ship name themes for alien races in advance in 2.8? That would actually be an incredible feature since I’m not usually super picky about what ship names a given race is using, but I’m very picky about which name themes I consider acceptable for ship names.

This would be a great argument to build Pathfinders if you had not already done so. :stuck_out_tongue:

Here we see that the British have yet to learn the meaning of the technical term “cannon fodder”. See also: “Tactical Ablative Armour”, “Rookie (XCOM)”.

Joke aside, this was quite an interesting turn of events. I’m not sure when was the last time Steve lost a capital ship in an AAR 
 very tense and exciting! :grin:

I wonder if this is a new AI behavior? Being able to recall damaged ships seems like a new capability for the AI, although this may just be because I’ve never given them the opportunity in the past.

Starfire reference! drinks :grin:

A very interesting battle. The NPR fleet could have mounted a charge, but had no way to know that many of the British magazines had run dry. Fog of war in full effect here.

That is legitimately frightening at MP tech level.

The Automata seem to be a legitimate challenge to the player, albeit perhaps because they appear suddenly over ruins sites as opposed to guarding it visibly, so the player can’t easily estimate the strength they’re likely to bring to bear. This campaign is definitely raising my interest in trying out the advanced spoilers at some point, although I’m still partial to the older spoiler lore.

Here’s hoping this campaign lasts for a good, long while!. :grin:

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I am trying to recreate the turn of the century vibe for the Royal Navy. All the class names, and ship names within that class, are from actual Royal Navy ships of the period and match the assigned hull types. So if you see a light cruiser called HMS Pegasus from the Pelorus class, there was a historical light cruiser (actually a third class cruiser) called HMS Pegasus from the Pelorus class. I have occasionally used names from a similar class of the same period if I build more of the class than were available historically.

I’ve also adopted the contemporary approach of having separate classes for notionally similar ships with tech upgrades and avoiding major refit programmes. In a WH40k campaign I would probably have a Dauntless and a Dauntless II class, then refit the former to the latter. For this campaign, the Drake heavy cruiser is basically a Diadem with improved technology and there is no mass refit effort. I just keep building new ships. So you end up with a heterogeneous fleet composition, which makes things interesting and creates similar deployment challenges to those faced by the historical Royal Navy.

With regard to alien ship classes, you can already set a class naming theme for each alien race on the Intelligence window. In terms of AI behaviour, I keep tweaking as I see problems. For example, in this game the Automata bases weren’t using their full missile armament against ground targets. Now they are :slight_smile:

The Automata have definitely been fun in this campaign, although the most interesting aspect is having to deal with threats on many fronts. I have played more than is published so far, and I am continuing to play, so there will be further updates.

BTW, if anyone is interested in the navies of the period, there is a series of large reference books called ‘Conway’s All The World’s Fighting Ships’. There are four books covering 1860-1905, 1906-1921, 1922-1946 and 1947-1995. They are all excellent.

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What I meant was setting a theme which would be used by the next race. This would save a small bit of micro since currently after meeting a new race you have to also fix the names for the ship classes you encountered. This is usually not a big deal since you’re more likely to run into a scout or something, but occasionally if first contact involves several ship classes it can be mildly annoying.

Steve, I see that your salvager ship does not have any cargo module, I assume you use it in pair with a cargo ship?

I usually design it with its own cargo module, I never knew it could be done this way, I’m ashamed.

Yes, it makes much easier. If there are a lot of wrecks, I use two cargo ships. When each one is full I send it home to unload and return, so I can keep salvaging but never put too much at risk if I get attacked.

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Classic :joy:

– and at least 20 character long post -

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Loving the campaign!

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