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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818376 times)

JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12150 on: October 26, 2012, 06:32:57 pm »

Can you lock onto thermal or EM contacts?
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12151 on: October 26, 2012, 06:35:25 pm »

No. Thermal or EM sensors tell you something is there, but you need an active sensor to fire on them from a ship.

However what you can do is put thermal sensors on a missile, launch it to the vicinity of the contact using a waypoint and let it use it's thermal sensors to lock on to that target by itself. Note that the missile will fly all the way to the waypoint before starting to look for a target so a mobile contact may move out of range.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12152 on: October 26, 2012, 06:45:09 pm »

You can't fire at a thermal signature, but you can fire at a waypoint near the signature, IF the missile has some type of sensor aboard and detects the target.

revo

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12153 on: October 26, 2012, 09:18:50 pm »

how do you set a jump tender to tend a jump point?
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12154 on: October 26, 2012, 09:21:30 pm »

how do you set a jump tender to tend a jump point?
Pretty sure you just make it move there and leave it. It should allow any ships trying to transit to jump.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12155 on: October 26, 2012, 09:28:06 pm »

Yes it just needs to be given a move to jumppoint order to make sure it is on the point and ships can standard transit form either side.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12156 on: October 27, 2012, 10:38:02 am »

Though with the new crew morale (and as of yet Steve forgetting to add the option to turn it off), you're better off building gates within your protected sphere and pairing tenders up with your fleet groups, as opposed to leaving them sitting around on points for years. Ye gods but we need mechanics for OWPs and smaller independent stations so that we can set up permanent warp relay stations rather than gating everything or using self-mobile tenders everywhere they shouldn't need to be used. Hell, OWPs are a core aspect of Starfire, so they should darned well be in there, all concerns about depth of strategy aside.


On another note, after 65 years of turtling/RP, I've finally discovered JPs and gotten around to warship design. At TL6. Bweheheh.

Code: [Select]
Sabre class Strikefighter    250 tons     6 Crew     107.4 BP      TCS 5  TH 100  EM 0
20000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
Maint Life 13.78 Years     MSP 27    AFR 5%    IFR 0.1%    1YR 0    5YR 4    Max Repair 25 MSP
Intended Deployment Time: 1 months    Spare Berths 4   
Magazine 8   

50 EP FTR Magnetic Fusion Drive (2)    Power 50    Fuel Use 168.01%    Signature 50    Exp 20%
Fuel Capacity 40,000 Litres    Range 17.1 billion km   (9 days at full power)

X/O Rail-4 (2)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC51-R16 (1)     Range 51.8m km    Resolution 16
FM-4 (2)  Speed: 25,000 km/s   End: 28.7m    Range: 43.1m km   WH: 16    Size: 4    TH: 250 / 150 / 75

Code: [Select]
Fury class Missile Destroyer    22,000 tons     500 Crew     5050.88 BP      TCS 440  TH 2700  EM 0
6136 km/s     Armour 10-69     Shields 0-0     Sensors 140/1/0/0     Damage Control Rating 37     PPV 62.4
Maint Life 2.28 Years     MSP 2439    AFR 227%    IFR 3.2%    1YR 637    5YR 9553    Max Repair 720 MSP
Intended Deployment Time: 24 months    Spare Berths 6   
Magazine 480    Cryogenic Berths 200   

450 EP Magnetic Fusion Drive (6)    Power 450    Fuel Use 40.22%    Signature 450    Exp 12%
Fuel Capacity 5,000,000 Litres    Range 101.7 billion km   (191 days at full power)

CIWS-160 (4x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
MLS-4 (12)    Missile Size 4    Rate of Fire 20
X/O Rail-4 (24)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC518-R16 (2)     Range 518.4m km    Resolution 16
ASM-4 (120)  Speed: 25,000 km/s   End: 242m    Range: 363m km   WH: 9    Size: 4    TH: 183 / 110 / 55

Active Search Sensor MR518-R16 (1)     GPS 11520     Range 518.4m km    Resolution 16
Thermal Sensor TH10-140 (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km

ECCM-2 (2)         ECM 20

Code: [Select]
Fenrir II class Assault Transport    50,850 tons     392 Crew     3085.2 BP      TCS 1017  TH 2500  EM 0
2458 km/s     Armour 10-122     Shields 0-0     Sensors 70/90/0/0     Damage Control Rating 25     PPV 0
Maint Life 2.18 Years     MSP 948    AFR 827%    IFR 11.5%    1YR 267    5YR 4012    Max Repair 90 MSP
Intended Deployment Time: 24 months    Spare Berths 6   
Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Cryogenic Berths 200   

250 EP Commercial Magnetic Fusion Drive (10)    Power 250    Fuel Use 0.27%    Signature 250    Exp 2%
Fuel Capacity 1,000,000 Litres    Range 1310.9 billion km   (6172 days at full power)

CIWS-160 (8x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH5-70 (1)     Sensitivity 70     Detect Sig Strength 1000:  70m km
EM Detection Sensor EM5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km

ECM 20

Three down, twenty or so to go...

I'm honestly considering going the Bug route with drive theory and slapping commercial drives on most of my warships; strategic endurance feels more important to me than tactical speed.
« Last Edit: October 27, 2012, 11:36:34 am by Flying Dice »
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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

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12157 on: October 27, 2012, 02:56:02 pm »

Commercial drives are great because they get really nice efficiency, but bad because of their size.  If you can afford the shipyard size, then commercial drives are definitely the way to go.  In previous versions it was just unmanageable to put commercials on military ships, but with new engine design style it may be entirely more workable.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12158 on: October 27, 2012, 02:59:30 pm »

Yeah, it's quite a bit closer to the Starfire dynamic where you're forced to choose between large, fuel efficient drives and small, inefficient, high-speed drives. There might be some merit in going for supercarrier designs made to cover very long distances while carrying in-system warships.
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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

lordcooper

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12159 on: October 27, 2012, 04:50:01 pm »

821 pages is a lot.  What does a total newbie need to read about before giving this a go?
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12160 on: October 27, 2012, 04:57:05 pm »

ALL OF IT.
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12161 on: October 27, 2012, 05:04:48 pm »

It's probably more use installing it and failing your way through your first few games, DF-style. The game is so complex that without an excellent, current tutorial (not written yet), trial and failure is the better teacher.
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JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12162 on: October 27, 2012, 05:06:45 pm »

About what level do shields become usefull? I can now research Epsilon shields, and was wondering what you all thought about it.
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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 #12163 on: October 27, 2012, 05:08:32 pm »

It's probably more use installing it and failing your way through your first few games, DF-style. The game is so complex that without an excellent, current tutorial (not written yet), trial and failure is the better teacher.

Yeah, this. And if you get stuck, either ask us here or check the Aurora Wiki. The early game isn't particularly hard though, so unless you run out of minerals or turn on Invaders you should be able to recover from any mistake.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12164 on: October 27, 2012, 05:15:24 pm »

About what level do shields become usefull? I can now research Epsilon shields, and was wondering what you all thought about it.
Compare your shield strength to your armor.  I figure if you can reach about 2/3 of your armor rate, then you could theoretically go pure shield and 1 layer of armor.

Otherwise just follow the traditional rules of shipbuilding and design by percentages.  10% of ship size dedicated to engine, 10% armor, 10% shield, and figure out the rest.  If you can reach that certain percentage, and you decide that the shield benefit is worth the weight cost, then use it.  Define your own percentage.
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