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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818903 times)

Calech

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11595 on: September 22, 2012, 01:11:51 pm »

I'm sorry Calech you got it all wrong... Not above, but below...

If the Task Force Commander are R3, the underling officers are labelled M2 means the MAXIMAL Rank allowed for the underling officers are 2, not the minimum rank...
If you want to put underling officer that Rank 3, the Commander needs to Rank 4, and so on..
So if you put the Rank 3 Officer as Commander you can put Rank 1 or 2 Officers as the underlings (operations, fighter ops, survey,etc)...

Oops, yep - sorry, that does make more sense :) On the plus side, this saves me trying to scrabble around trying to find R3s to fit in my command staff now!

(Although if you have got realistic promotions on, your better officers will tend to rise up the ranks anyway - which then gives you the opposite problem if they get too high for their position)
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Aboth Ber

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11596 on: September 22, 2012, 02:12:08 pm »

If you using realistic promotions then as the numbers of lower rank officers grows the higher rank officers (usually your Fleet Commander) also get promoted.

In most of my games, my Fleet Commander always become the highest ranked officers by default, since his starting promotion rank always above 1500s and by midgame when his/her get various other bonus the Promotion Rank usually reach 2500s... If his/her don't die early that is...
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Aurora Community Game: Allies and Reich in Space. :
Year 2004: Reich in Jupiter. Now what?

Only You can help the Allies conquer the stars! For Freedom and Capitalism!

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11597 on: September 22, 2012, 02:29:57 pm »

Yeah, I don't think I've ever had staff officers booted out because they gained grade faster than the TF commander.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11598 on: September 22, 2012, 07:25:24 pm »

My ships are stuck in overhaul mode - they are marked as in overhaul, and when I click abandon overhaul nothing changes. Advice?
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11599 on: September 22, 2012, 08:13:14 pm »

I consider it, like Dwarf Fortress, to be sort of "story simulators". They don't have victory conditions, or right ways to play, but have a lot of details that let the game develop it's own sort of narrative. Which is why I think they both work so well for succession and community games.

So true... You just need imagine what your objective is (or self-imposed challenge), using various scenario like:
1. Human Crusade! Annihilate all non-human lifeforms by all means. (NPR difficulty 200%)
2. Chlorocracy! Environments law says: No planetary bombardment allowed, planets are captured by ground troops.
3. No capital ships, only use fighters.
4. Jump gate everywhere, 10 random systems, 5 NPRs, Mid-Tech. Can you survive the gauntlet?
5. The Human Invader! Invade and capture alien planet intact, turn their spesies into human using Genetics Science!
6. Woe befall Earth in 2060... The Earth perish in nuclear warfare, turning the planet into giant radioactive balls. The Independent Mars Colony and Galilean Jupiter Alliance now dispute the riches of asteroid belt.
7. The year is 2025, the Earth are undergoing TN mineral crisis, the Solar Systems are TN-Mineral poor man.  Humanity must expand to other systems if they want to grow. (Only Earth had TN deposit).
8. Since the 1800s, Human already know that Mars and Venus had indigenous civilization. By pure chance of luck, the Venus, Earth. and Mars civilization archive space flight capabilities. Now, the 3 species are using the whole systems as battlefield, feuding for mineral deposits. (empire in Mars, Venus, and Earth. TN-Start. No Alliance allowed.)
9. Since time immemorial, Humans, Elf, Dwarves and Goblins share the same planet. But in the last FEROCIOUS CONFLICTS, the Goblin was exiled from The Burning Eye systems into her twin The Gloom Ray system. Now as the war over can the Dwarves of Communion of Mountains fulfill the ancient Urist Spacerunner vision of JUMP GATE and construct the legendary 10.000.000 tons MAGMASTAR? Beware the treacherous elves and opportunistic humans, and keep your eye open for the repugnant Goblins! (Non-Sol start, Binary Star. Dwarves, Human and Elves start on different planet on same star systems (the A), the goblins start at the other star systems (the B).)
10. SOLVE EVERYTHING WITH MAGMA NUCLEAR TIPPED MISSILE. MAKE YOUR OWN MISSILE THAT SHOOTING OUT MISSILES THAT SHOOTING MORE MISSILES. LET IT BURN!!!! (use only missile with second stage for everything!)
and else... use your imagination...
I've done #1 before (under a Belligerent Theocracy government. Stomping alien scum in the name of Jesus!)

#3 would be limiting without carriers. You could build jumpgates to solve the FTL problem but you'd either need hellaciously fuel-efficient engines, or a ton of refueling depots to have any kind of range.

I really like #8, especially if you start everybody at the bare minimum for TN. Kind of like the Space:1899 setting.

I've done a variant of #5 before: Start as an alien race with an extreme home planet (say, oxygen pressure of 0.5 atm and/or high gravity and/or very hot/cold). No terraforming or infrastructure allowed. To colonize, you either bioengineer an offshoot of your own race, or (the preferred route) find and conquer an alien race(s) and use them for your bioengineering stock. Works best if you start as methane-breathers, because I don't think the game will generate a methane-breathing NPR race. So then your races winds up colonizing the frozen snowballs in the outer parts of systems, while your tweaked slave races live in the inner systems.

If that gets boring after a while, you can always SM some of your slave races into rebellious factions.

I think every Aurora player unintentionally does #7, to some fashion.  I'll admit: With two asteroid belts, 9 planets, and tons of moons, one can usually find some barren rock with TN minerals other than Earth in Sol, but its not uncommon to find the home system is mostly empty of some vital mineral after a few years, or even at start.

Wrex

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11600 on: September 22, 2012, 09:52:53 pm »

How does colonizing and mining things work?
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Gamerlord

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11601 on: September 22, 2012, 11:45:23 pm »

Re: defensive systems and cloaking:

They're actually quite useful. Armor (aside from the obvious of making ships tougher) also becomes more compressed at higher levels; medium-tech armor will let you up-armor corvettes and FACs to a certain degree. Shields are pretty inefficient in early tech, but once you've got decent ones they're great for catching stray missiles.


Cloaks? I have one sentence for you: Cloaked passive sensor platforms.


I use them whenever my campaigns run long enough for decent cloaking and thermal output reduction tech; there are few things as nice as slipping a small cloaked ship with massive passive sensors into a system, getting a read on everything there, and then watching enemy warship pass less than 10 million kilometers away on an intercept course for your fleet. Cloaks are also useful for light carriers operating away from fleet support; you can hide them in the outskirts of a system while their fighters pound things until you run out of missiles. And then you can have attached cloaked collier/tankers hidden further out for resupply.

Certainly not the most straightforward use of resources, but immensely satisfying and fairly cost-effective with good tech.

At the moment I'm researching Standard Omicron shields and next is cloaking efficiency 6. then i'm onto thermal reduction 12% normal. one more adancement in engines, then two in railguns and I'll finally feel ready to leave the Sol system. heh, i currently have 70 research facilities.  :D i've got a good feeling about this.

Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11602 on: September 22, 2012, 11:53:20 pm »

Wow, your starting tech level is amazingly high. (Or you adjusted your mineral levels to allow for 100 years in Sol)
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Gamerlord

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11603 on: September 22, 2012, 11:56:59 pm »

Wow, your starting tech level is amazingly high. (Or you adjusted your mineral levels to allow for 100 years in Sol)

Nope. Spent 35 years in Sol so far, plus getting really lucky with a defense systems specialist who has 40% bonus ad 35 labs, plus a couple of GREAT geological surveys (teams) on mars and Venus. And I started with Alpha shields and duranium armour.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11604 on: September 23, 2012, 12:16:13 am »

Yeah, geo teams can be massively helpful if you take the time to train them up properly.

That, and research doesn't consume minerals IIRC, so you could keep researching even if you were completely stuck in Sol.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11605 on: September 23, 2012, 12:19:59 am »

But it does consume wealth, which becomes an annoying bottleneck if you don't have enough population (or trading) to produce a net gain. An easy way to produce more taxpayers is dropping a few on partially habitable world with some infrastructure and letting the civvies take it from there, which typically requires leaving Sol (save for Mars).

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11606 on: September 23, 2012, 12:23:24 am »

Wealth is generated from populations and trade. Wealth is consumed by all types of production. If you're low/out of minerals, your entire wealth pool is going towards research because you won't be building anything.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Wrex

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11607 on: September 23, 2012, 12:28:27 am »

Hrm....How do Asteroid miners work?


ANd resposting, but how exactly do you colonize and set up mining outposts on worlds?
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11608 on: September 23, 2012, 12:59:40 am »

I consider it, like Dwarf Fortress, to be sort of "story simulators". They don't have victory conditions, or right ways to play, but have a lot of details that let the game develop it's own sort of narrative. Which is why I think they both work so well for succession and community games.
1. Human Crusade! Annihilate all non-human lifeforms by all means. (NPR difficulty 200%)
10. SOLVE EVERYTHING WITH MAGMA NUCLEAR TIPPED MISSILE. MAKE YOUR OWN MISSILE THAT SHOOTING OUT MISSILES THAT SHOOTING MORE MISSILES. LET IT BURN!!!! (use only missile with second stage for everything!)
and else... use your imagination...
1 and 10 every damn time i play.
Currently i now play at 300% NPR and 90% spawn rate to keep things interesting.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11609 on: September 23, 2012, 03:47:02 am »

Hrm....How do Asteroid miners work?


ANd resposting, but how exactly do you colonize and set up mining outposts on worlds?

In both cases, you are best off going to the System Information menu, selecting the body, then clicking "Create Colony".  Then, in the case of Asteroid miners, you just open the fleet menu and tell them to "Go to [insert body]".  To create a mining colony, you need to select a fleet with cargo transports, select Earth, select "load autominers", then select the body you want to become a mining outpost, then select "unload autominers".

Let time advance, and you should have working autominers and a mining colony.  To make things easier, I tend to rename random asteroid colonies and, once I leave Sol, the moons and planets that I turn into colonies.  "Asteroid 124" is rather hard to distinguish, as is "Moon 3 - Proxima Centari III".
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