Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 939 940 [941] 942 943 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841206 times)

etgfrog

  • Bay Watcher
  • delete & NULL;
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14100 on: January 22, 2014, 01:59:42 am »

Can NPRs generate during play?
Whats the difference between the world design setting 1 NPR to exist and the spawn rate percentage.
How do I assign fire controls to individual weapons.
How many weapons can a fire control system direct.
What are some recommendations on sensor design for x scenario.
As was mentioned by Cthulufaic you can have NPR spawn in habitable systems when you first explore a system
the 1 NPR gets started at the very beginning of the game, the spawn % is the chance that a very low colony cost system will generate an NPR
F6 to open ships detail screen, select combat settings, assign weapons to fire controls there
unlimited weapons per fire control however 1 fire control can only shoot at 1 target at a time, so if you want a proper point defense system then you want multiple fire controls
If your splitting up the sensors between the ships in a task force then I'd recommend having a ship or two for each type, one with decently large em sensor, one with a large thermal sensor, one with a large high resolution active sensor(scans for 8k ton vessals and larger), and one large low resolution sensor for detecting incoming missiles(detecting 50 tons). From what I've read its preferable to put the high resolution active sensor onto a carrier or fuel tanker that stays a bit back from the rest, low resolution sensor on point defense ships. EM is good for detecting colonies and ships with alot of reactors running, Thermal is good for detecting almost all ships but smaller ships are harder to detect.
Logged
"How dare you get angry after being scammed."

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14101 on: January 22, 2014, 02:52:01 am »

spawn rate percentage: basically the chance that an habitable world holds a NPR

note that if you set it at 100% means 100% of habitable worlds, not 100% of the systems
Logged

Ak-Sai

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14102 on: January 22, 2014, 03:21:24 am »

Sorry for interrupting the discussion, but, would you be so kind and give me a brief overview of Aurora (pros/cons compared to other space games, etc.) ?  I've installed it, but it seems kind of complex on the first glance, so I've decided to gather some info about it, before digging deeper into the game.

Thanks in advance for answers.

Logged
Feed 'em please)

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14103 on: January 22, 2014, 03:30:20 am »

Pro: Complex
Con: Complex

But I guess you figured that out.

Pro: You can design ships from the ground up, down to the systems and sub-systems
Con: You must design ships from the ground up, heaven help you if you miss one tiny thing (such as fuel storage, as one poster found out the hard way)

Zangi

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14104 on: January 22, 2014, 08:49:17 am »

Pro: You can change game settings to add/remove special hostile and other NPR.
Con: You can and will encounter long sessions of 5 second combat intervals if AI forces encounter each other/enemies and/or you encounter them.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14105 on: January 22, 2014, 09:16:52 am »

Pros: Space. Lots of space. Lots of things in space. Lots of control over lots of details regarding lots of things in space. Can be run in the background to process long turns while doing something else. Looks like spreadsheets and data reports if you play at work. Has a ship designer that's probably someone's fetish. Learning cliff starts steep and stays steep; you never really stop figuring out new things. Commit genocide with terraformers. Commit genocide with missiles. Commit genocide very slowly with mesons. Be practical and enslave the xenos instead.

Cons: Doesn't play itself for you. Requires attention span of >n minutes, where n is the length of the average Call of Duty match. Learning cliff starts steep and stays steep; you never really run out of ways to fuck things up accidentally. This game will make you a terrible person, though less so now that NPRs aren't all-hostile all the time.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Mookzen

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14106 on: January 22, 2014, 09:54:36 am »

Can we be friends with the NPR and, if yes, how dynamic is the diplomacy system, can a race be convinced to go to war with another, or do other stuff for you, can we integrate another race as a class of slaves into our civ ?
« Last Edit: January 22, 2014, 09:57:52 am by Mookzen »
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14107 on: January 22, 2014, 11:16:53 am »

Yes; moderately (there are a number of factors which affect relations, different conditions and treaties can be reached, etc.); no (but they probably will sooner or later); it depends (NPRs will trade with you if you aren't hostile, and they'll automatically attack the special enemies, but that's about it--they tend to be selfish assholes); yes, with varying levels of integration. There are (IIRC) five different stages of integration from newly conquered to full citizens; the farther from the last stage a subject species is, the higher the penalty to production on their worlds.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14108 on: January 22, 2014, 11:43:41 am »

Diplomacy is fairly unsophisticated, but if you are allied with someone, then if your ships are near their ships and your ships are attacked with missile weapons, the allied ships will use their point defenses to protect you.  But you can't really coordinate wars or anything like that.

The only real benefit I've found is that allies sometimes give you some low level technology.  That lets you focus on certain research paths and lets you disregard others.
Logged

etgfrog

  • Bay Watcher
  • delete & NULL;
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14109 on: January 22, 2014, 03:38:48 pm »

So I found an anomaly that increase research, its on a planet with higher gravity then the tolerances, would it be worth it to try to set up a few orbital habitats there and eventually create a new species that can live there?
Logged
"How dare you get angry after being scammed."

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14110 on: January 22, 2014, 03:58:41 pm »

I'd destroy a planet or a system if that would increase my research. So in my opinion: yes, it's worth it.

QuakeIV

  • Bay Watcher
  • Cant resist... must edit post.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14111 on: January 22, 2014, 04:19:29 pm »

That being said, it would be quite the project.
Logged
GENERATION 9: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
I wish my grass was emo, then it would cut itself.
Quote from: Jesus
Quote from: The Big Fat Carp
Jesus, you broke the site!
Sorry, Bro.
link to quote

QuakeIV

  • Bay Watcher
  • Cant resist... must edit post.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14112 on: January 22, 2014, 04:41:04 pm »

Yeah, they are just huge, expensive, and take ages to build.
Logged
GENERATION 9: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
I wish my grass was emo, then it would cut itself.
Quote from: Jesus
Quote from: The Big Fat Carp
Jesus, you broke the site!
Sorry, Bro.
link to quote

etgfrog

  • Bay Watcher
  • delete & NULL;
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14113 on: January 22, 2014, 04:53:19 pm »

compared to the ages to decrease the atmosphere pressure from 154...ironically enough, its Alpha Centari I that has that anomaly...that and 255,832,200(0.4) Duranium

Anyways...Do you think I should go for terraforming or genetic modification in regards to the atmosphere? I do have a terraforming fleet capable of 0.08 atm and I should have +10% gravity genetic research done in a month.
« Last Edit: January 22, 2014, 05:44:02 pm by etgfrog »
Logged
"How dare you get angry after being scammed."

Rez

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14114 on: January 22, 2014, 06:08:17 pm »

Probably a better use of time to use an orbital.  154 atm is.. a lot.    Your fleet will take nearly 2 millenia to remove that much atmosphere.  It'd probably take an equally staggering amount of infrastructure to allow people to live on the surface.
Logged
Pages: 1 ... 939 940 [941] 942 943 ... 1347