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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840806 times)

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14220 on: January 31, 2014, 07:17:42 pm »

I think in general most people leave earth as their main factory world, possibly splitting off some larger colonies when transport distances get too great. With the new anomalies it's now likely to have research colonies and considering the cost and transport requirement of research centers one might be inclined to produce them closer to that world.
I'm experimenting with dropping factories and duranium onto my colonies to give the early population something to do, but it seems that the colony generally produces more infrastructure by itself through trade than it does through industry.
 I might make my mining colonies produce their own mines also. Possibly using forced labour.
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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.

USEC_OFFICER

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14221 on: January 31, 2014, 08:04:23 pm »

Edit2: Oh huh, not hostile and they identify themselves as the "Eromanga Commune"

Wat. Did you just stumble upon a civilization based around free-love and hentai?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14222 on: January 31, 2014, 08:11:51 pm »

Edit2: Oh huh, not hostile and they identify themselves as the "Eromanga Commune"

Wat. Did you just stumble upon a civilization based around free-love and hentai?

Did the first-contact mission look like this?

Spoiler (click to show/hide)

 :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

Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14223 on: January 31, 2014, 08:22:24 pm »

   The only thing all invasive about them is that they went and checked all my Jump Points and probably activated a handful more NPRs. That and the stack of ships they keep lugging around my solar system and parking at earth.
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firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14224 on: January 31, 2014, 10:40:37 pm »

Quick question: What technologies would I need to get a survey ship up and running so I can start scouting for new colonies?
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14225 on: January 31, 2014, 10:43:56 pm »

Transnewtonian Tech, Jump Theory Tech, Graviational Sensors, and at least one level of the three Jump Drive Techs (efficiency, squad size, jump radius). Probably want geological sensors as well.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14226 on: January 31, 2014, 10:59:01 pm »

Last time aliens tried to park over earth they shredded a jump gate constructor with kinetics.

Then, five seconds later the automatic laser bases and gauss satellites came online and blew them to kingdom come.

After that I have always intercepted them well in advance.
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firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14227 on: January 31, 2014, 11:23:45 pm »

Transnewtonian Tech, Jump Theory Tech, Graviational Sensors, and at least one level of the three Jump Drive Techs (efficiency, squad size, jump radius). Probably want geological sensors as well.

Many thanks! I'll probably be asking a lot of questions in the coming days/weeks/months. Aurora is a HELL of a game to learn.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14228 on: January 31, 2014, 11:30:52 pm »

Yeah, best thing to do is fiddle with it a bit, then ask some questions, then fiddle with it some more.
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Baijiu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14229 on: February 01, 2014, 01:07:45 am »

Transnewtonian Tech, Jump Theory Tech, Graviational Sensors, and at least one level of the three Jump Drive Techs (efficiency, squad size, jump radius). Probably want geological sensors as well.

Many thanks! I'll probably be asking a lot of questions in the coming days/weeks/months. Aurora is a HELL of a game to learn.

Even after you learn it, you'll still facepalm. I've played for awhile and I regularly forget about task groups (especially far-off survey ones) and they wind up running out of fuel a few jumps away from Sol. I usually end up deleting them because they're too much of a hassle to bother with saving, because fuel tankers are the last ships I make and they're never jump capable.
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Duuvian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14230 on: February 01, 2014, 02:50:06 am »

6.3 is very stable, but 6.4 has a fix that despawns old civilian ships. In my 6.3 game I have a massive amount of civilian shipping, much of it using old tech. 6.4 makes it more likely to decommission outdated civilian shipping.

I'm experimenting with dropping factories and duranium onto my colonies to give the early population something to do, but it seems that the colony generally produces more infrastructure by itself through trade than it does through industry.

It's a good idea to drop some factories on well developed colonies, because they can make spaceports given the proper materials. It's also a good idea to have a commercial ship under your control set to repeat deliver ground force training components orders to those colonies. This is so that you can make some construction brigades which double as political stabilizing ground troops as well as construction points. I use 3 brigades and one garrison brigade on worlds that I'm not going to put a lot of factories on or that are too high a colony cost to employ construction factories.

A good way to do that is to ship all your original GFTF Training components to the Moon once it's settled. Then build one Ground Force Training Facility at Earth and set your commercial ship to repeat GFTF haul missions to your new colony, with refuel earth orders too. It's best done on repeat unless you have a massive cargo ship or fleet. Each standard cargo hold transports .05 of a GFTF.  You can haul around the Moon's GFTFs when you want to train a whole division, or the Earth's one GFTF if you only plan on training a single battalion of Garrison or a Construction brigade to keep the planet from stopping work due to low political reliability.

A funny story, in my last 6.3 game I accidently left 'destination of colonists' at Luna turned on. I then went ahead 500 five day turns while I did something else. I came back and over a billion people live on the slightly chilly terraformed moon while only 65 million live on Earth due to my massive civilian shipping lines and spaceports.

I had just started the research prior to those 500 five day turns for genetically modifying Humans into Mercurians. Almost all my scientists were transported away from their Earth labs to Luna in the course of the moon migration.
« Last Edit: February 01, 2014, 03:18:18 am by Duuvian »
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FINISHED original composition:
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14231 on: February 01, 2014, 09:27:32 am »

Maybe they disagree with the ethics of genetic manipulation of humans? I'm thinking there be a war between those fanatical loonies and the population of Mercury/Earth in the future.
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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.

Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14232 on: February 02, 2014, 08:59:26 pm »

Does anyone know whether shields stay up after a jump transit, or if they are disabled like sensors?
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14233 on: February 02, 2014, 09:15:43 pm »

I thought so, but I just designed a 500 ton jump capable fighter with 1 shield and a resolution 1 sensor, and when it jumps using standard transit or squadron transit it's shield can still recharge, if already charged it retains it's points, and oddly it's active sensor still seems to work.
I'm confused?
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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 #14234 on: February 05, 2014, 02:00:51 am »

Maybe they disagree with the ethics of genetic manipulation of humans? I'm thinking there be a war between those fanatical loonies and the population of Mercury/Earth in the future.

Gee, you wouldn't be a fan of the game
Spoiler (click to show/hide)
would you?
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