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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841769 times)

joeclark77

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13950 on: October 18, 2013, 05:39:25 pm »

Code: [Select]
Omega class Geological Survey Vessel    7,750 tons     73 Crew     636.8 BP      TCS 155  TH 600  EM 0
3870 km/s    JR 1-375(C)     Armour 1-34     Shields 0-0     Sensors 1/1/0/6     Damage Control Rating 0     PPV 0
MSP 0    AFR 1550%    IFR 21.5%    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

JC11K Commercial Jump Drive     Max Ship Size 11000 tons    Distance 375k km     Squadron Size 1
Commercial Class Freighter Engine Mk. I (3)    Power 200    Fuel Use 7.96%    Signature 200    Exp 5%
Fuel Capacity 50,000 Litres    Range 14.6 billion km   (43 days at full power)

Advanced Geological Sensors (2)   6 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

So thats my current design for a Geological Survey, how well is this actually gonna work? (Note I have overhauls turned off)

I'd like to see the engine specs.  If you have three of them on there, they can't be very big.  Usually for commercial engines I go with 40HS or 50HS each, because the fuel efficiency is dramatically better than the barely-qualifying-as-commercial 25HS.  My early geo survey ships have one of my commercial engines, one geosurvey sensor, 2 or 3 fuel tanks, and a jump drive that's just big enough.  Another issue with your jump drive is that it's probably one or two sizes too big.  That amounts to more mass, less speed, and wasted fuel.

After a few playthroughs, I figured out that fuel efficiency is a real key to this game.  You want your freighters to be able to run as far as you need them on 100kL fuel, not 500k, and your combat ships should use 500kL, not 2000k.  Do that by researching fuel efficiency but also making engines as big as possible.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13951 on: October 18, 2013, 08:26:05 pm »

I tend to run warships on lots of small engines so that they can take more armor piercing hits.  Same with magazines.

e: While im here, what do you guys think of some missile warships I used to take out an alien death cult?

Code: [Select]
Wolfram Mk2 class Superdreadnought    20,000 tons     306 Crew     6016.56 BP      TCS 400  TH 1200  EM 0
3000 km/s     Armour 10-65     Shields 0-0     Sensors 28/1/0/0     Damage Control Rating 21     PPV 114.84
Maint Life 0.35 Years     MSP 1188    AFR 3200%    IFR 44.4%    1YR 3355    5YR 50330    Max Repair 630 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 588   

200 EP Internal Fusion Drive (6)    Power 200    Fuel Use 63%    Signature 200    Exp 10%
Fuel Capacity 2,960,000 Litres    Range 42.3 billion km   (163 days at full power)

Single R7.5/C4 Meson Cannon Turret (4x1)    Range 75,000km     TS: 20000 km/s     Power 3-4     RM 7.5    ROF 5        1 1 1 1 1 1 1 0 0 0
Fire Control S06 72-20000 H50 (2)    Max Range: 144,000 km   TS: 20000 km/s     93 86 79 72 65 58 51 44 37 31
Stellarator Fusion Reactor Technology PB-1 (8)     Total Power Output 24    Armour 0    Exp 5%

Size 3 Missile Launcher (33% Reduction) (100)    Missile Size 3    Rate of Fire 360
Missile Fire Control FC364-R60 (50%) (5)     Range 364.4m km    Resolution 60
Size 3 Anti-ship Missile Mk4 (196)  Speed: 21,300 km/s   End: 243.5m    Range: 311.3m km   WH: 6    Size: 3    TH: 106/64/32

Active Search Sensor MR455-R60 (50%) (2)     GPS 25200     Range 455.5m km    Resolution 60
Point Defense Sensor MR1-R1 (50%) (2)     GPS 14     Range 2.0m km    Resolution 1
Thermal Sensor TH2-28 (50%) (2)     Sensitivity 28     Detect Sig Strength 1000:  28m km

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 Military Vessel for maintenance purposes
« Last Edit: October 18, 2013, 08:32:16 pm by QuakeIV »
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13952 on: October 18, 2013, 08:57:02 pm »

The ship has a deployment time of 24 months but only enough fuel for about 6 months of travel.

If you want to use the meson cannon for point defense, you only need 4 power to fire every 5 seconds and you are producing 24.

Also I doubt the thermal sensor will pick up anything that the active sensor won't, so I'd remove that.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13953 on: October 18, 2013, 09:40:13 pm »

I always keep some thermal sensors as backup, but you probably don't need 2, they don't stack with increasing range. I also keep a short range resolution 1 sensor on every ship so worst case scenario every ship can still be useful at point blank range.
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13954 on: October 18, 2013, 10:07:43 pm »

True, but the only reason why a missile ship should be at point blank range is if it goes through a jump gate and gets ambushed.  At the very least, remove the duplicate sensors.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13955 on: October 18, 2013, 10:31:47 pm »

Lot of things to respond to.  I have reasons for all of those things (so far).

The thermal sensors are quite light, I put at least one on every military design as a matter of course.  On rare occasions they have become handy.  This one got a backup redundant sensor because redundant.

The reactors are also redundant, those were a pre-existing 25 tonne reactor design (for cheap anti-missile satellite swarms)  which I figured I could add a lot of redundant copies of since they were so light.

Fuel has never been a problem, I have a logistics fleet to keep the show on the road.  I mainly needed the things to be able to make the five month flight to the alien home worlds then fight an extended war and make it back without morale penalties.  (i don't believe in rest stops on nuked out alien planets, its silly)
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13956 on: October 19, 2013, 06:02:29 am »

That's a superdreadnought?

How small are your other sips? I imagine you build your cruisers from fighter factories :P
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13957 on: October 19, 2013, 09:38:48 am »

Don't belittle his people, they get enough of that already, what with being six inches tall.  :P
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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

JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13958 on: October 19, 2013, 11:38:20 am »

Your ship has only 0.35 years of maintenance life. On a 24 month deployment, that ship is going to fall to pieces and possibly explode.

I generally name my ships for their role, not size, but superdreadnought is a rather unfitting designation for that size of ship. I would suggest battleship or battlecruiser.
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13959 on: October 19, 2013, 11:40:45 am »

My main general purpose missile ships are always cruisers. Other classes get names depending on how much they differ from the latest cruiser class.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13960 on: October 19, 2013, 12:20:53 pm »

Come on now guys, I had been having resource troubles for a while now.  The last designs I was using were 6000 tonnes.  The things were bloody monsters compared to the rest of my entire navy.

Also, since I'm a pansy, I turned off the maint/overhaul stuff this round because its amazingly tedious for me to deal with.  (overhauls take bloody ages, gah)  I would have left it on but frankly the fact that my ships were guzzling fucking maintenance supplies constantly, which has to be manufactured manually, was too much for me.

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adwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13961 on: October 19, 2013, 12:57:28 pm »

I have a few questions since I've finally managed to get far enough along that I actually got some ships into space (I just don't have a clue how to work with them xD).

1) How do I organize ships into other task groups/make new task groups?
2) How would I make a task group with freighters and a tanker refuel from the tanker if they need to?
3) How would I get the freighters to pick up automated mines/ mass drivers and move them to other planets?
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13962 on: October 19, 2013, 05:25:54 pm »

I have a few questions since I've finally managed to get far enough along that I actually got some ships into space (I just don't have a clue how to work with them xD).

1) How do I organize ships into other task groups/make new task groups?
2) How would I make a task group with freighters and a tanker refuel from the tanker if they need to?
3) How would I get the freighters to pick up automated mines/ mass drivers and move them to other planets?

1) Hit the F12 key to bring up the task group menu.  On the bottom of the screen is a button called New TG to create a task group.  To move ships between task groups, click the tab called Special Orders/Organizations.  On the right side you can move ships between task groups, but only if task groups are at the same location.

2)Press F6 to bring up the ships menu.  Click the Miscellaneous tab.  There's a couple of buttons for transferring fuel between ships or ships and a colony.

3)Hit F12 to bring up the task group menu.  Select the task group with the freighters with the drop down box at the top.  Click on the planet with the facilities you want to move.  Under Actions, you should see an option called something like Load Automated Mine.  Hit the button called Add Move.  Then click on the planet you want to unload the Automated Mines.  Under Actions, click on Unload Automated Mines and hit Add Move.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13963 on: October 19, 2013, 05:53:18 pm »

2) How would I make a task group with freighters and a tanker refuel from the tanker if they need to?

As of when I last checked, there is no automated way of having ships refuel from tankers within the same taskgroup. You have to do it manually as indicated above.

The way around it that I found is to place the tanker in it's own taskgroup and use the escort orders to have it follow the freighters. By doing this, and giving the freighters the conditional order to refuel at tanker, the freighters will see the tanker as a valid refuelling point. You do need to keep an eye on it as if the tanker needs to return to a colony to refuel the freighters can be left with no refuelling point within reach if they need to refuel while the tanker is gone.
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dennislp3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13964 on: October 21, 2013, 12:11:18 am »

So am I wrong or has the game not been updated since like November of last year? I have not been keeping up with this game since...about that long ago...
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