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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818380 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12135 on: October 26, 2012, 03:48:25 pm »

Defense satellites can be a practical thing now, at least for planetary defense? <3 Steve
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JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12136 on: October 26, 2012, 04:21:57 pm »

Is there a way for jump ships to automatically transport a fleet between two systems?
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

USEC_OFFICER

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12137 on: October 26, 2012, 04:23:07 pm »

I think that if you just leave them on the JP, they'll do it automatically. I've always used Jump Gates though, so I'm not 100% sure.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12138 on: October 26, 2012, 04:31:55 pm »

Jumpengines can transmit any number of ships. If you have a fleet and one ship has a jump drive large enough for every ship in the fleet you can do standard transits. You can also leave a jumpship stationed on a jump point to act as a tender for any incoming ships.
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JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12139 on: October 26, 2012, 04:34:56 pm »

I knew about the first part (Karlito), I was just wondering if a jump ship on a jump point would automatically transit any ships without a jump engine, and the anwser seems to be yes. Thanks!
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12140 on: October 26, 2012, 04:48:01 pm »

Yep. Leaving a jump tender on a point acts like having a gate there for all ships small enough to be supported by the drive.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12141 on: October 26, 2012, 04:53:02 pm »

As I have never actually manned up enough to play without jump gates on every point: what's the difference between squadron jump and standard transit?

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12142 on: October 26, 2012, 04:55:02 pm »

Standard has no limits on how many ships transit at a time, but has similar "jump sickness" effects as using a gate.

Squadron transit limits it to the number of ships supported by the drive (and IIRC jumps the tender as well), but eliminates/reduces jump sickness. In other words, it's the option you use when jumping into an occupied point.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12143 on: October 26, 2012, 04:56:44 pm »

A standard transit allows one jumpship to transit an unlimited number of ships through a jump point. The ships arrive on the jump-point and have a very long period of sensor blindness.

A squadron jump allows one jumpship to transit a small squad of ships (modified by technology) through a jump point. The ships arrive in the system a random distance from the jump point (max distance is modified by technology), and will have a much shorter period of sensor blindness. Use squadron jumps is the enemy is guarding the jump point.

grumble grumble ninjas...
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12144 on: October 26, 2012, 05:13:15 pm »

Not just ninjas, spaceninjas. They get a 4x bonus to stealthiness because space.
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Aurora on small monitors:
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PTTG??

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12145 on: October 26, 2012, 05:30:37 pm »

I tend to design all ships as jump-capable alone. Thinking about it, this sounds like a really good reason to use carriers and fighters; you arm the fighters and then launch them through the point with the carrier's powerful squadron jump drive, then the fighters fight the enemy really fast, then they either lose and explode, do a standard jump back to escape if you have small drives, or else win and wait for the carrier to jump through to pick them up.

Alternatively, squad jump one small squad of light sensor ships, and back them up with standard-jumping rocket behemoths that blind-fire through the sensor ships.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12146 on: October 26, 2012, 06:18:55 pm »

I believe that Steve put in code to stop you from firing until the ship that is launching has ended it's jump sickness. This was because it was a common practice to just empty the launchers and allow the on-missile sensors to pick up enemies.
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JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12147 on: October 26, 2012, 06:30:46 pm »

Another question: Does missile fire control double as an active sensor, or do I have to have a seperate active sensor? I'm just now designing my first missile ships after updating to 6.10.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12148 on: October 26, 2012, 06:32:02 pm »

You need a seperate active sensor. If you are wanting it to match the range of your firecontrol it needs to be three times the size of a firecontrol of the same resolution.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12149 on: October 26, 2012, 06:32:21 pm »

You need an active sensor as well es the fire control.
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