Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 952 953 [954] 955 956 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840651 times)

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14295 on: February 18, 2014, 05:05:38 am »

Version 6.4? I wasn't aware 6.4 was released yet. I thought the latest was still 6.3.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14296 on: February 18, 2014, 09:08:23 am »

Yeah, we're still at 6.3
Logged
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.

firsal

  • Bay Watcher
  • A thin creature prone to great ambition
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14297 on: February 19, 2014, 06:33:54 am »

How do I increase intended deployment time on a ship design? I can't seem to change it from 3 months, which is too short for a survey vessel.
Logged

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14298 on: February 19, 2014, 08:33:15 am »

The 3 in the deployment time box is actually text input, just delete it and put in a new number, your crew quarters should then be adjusted automatically.
Logged
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.

mrDLS

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14299 on: February 19, 2014, 11:04:10 am »

Hello people,

I have a couple of questions about Aurora 4x (I am relatively new)

  • The Manufacturing Efficiency Modifier on my colonies is going down. How do I increase it again?
  • Should I buy all the materials from my civilian mining colonies or only what I need at the moment?
  • Can I remove a small population from a colony? I tried just moving all the infrastructure away, but new infrastructure kept on being created or something.
Logged

Zeebie

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14300 on: February 19, 2014, 11:08:53 am »

Hello people,

  • The Manufacturing Efficiency Modifier on my colonies is going down. How do I increase it again?
  • Should I buy all the materials from my civilian mining colonies or only what I need at the moment?
  • Can I remove a small population from a colony? I tried just moving all the infrastructure away, but new infrastructure kept on being created or something.

1. That modifier is usually from not having enough population to run your factories. If it is dropping, you might be increasing the number of factories or dropping your population. Fix it by getting more people.
2. Totally up to you. If you don't buy the minerals, you get cash instead.
3. You can move population  off with a colony ship.  Populations automatically make small amounts of infrastructure on their own.
Logged

mrDLS

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14301 on: February 19, 2014, 11:11:56 am »

Hello people,

  • The Manufacturing Efficiency Modifier on my colonies is going down. How do I increase it again?
  • Should I buy all the materials from my civilian mining colonies or only what I need at the moment?
  • Can I remove a small population from a colony? I tried just moving all the infrastructure away, but new infrastructure kept on being created or something.

1. That modifier is usually from not having enough population to run your factories. If it is dropping, you might be increasing the number of factories or dropping your population. Fix it by getting more people.
2. Totally up to you. If you don't buy the minerals, you get cash instead.
3. You can move population  off with a colony ship.  Populations automatically make small amounts of infrastructure on their own.

3. Wouldn't the civilians try to get more colonists back there? I cant seem to set it to stop being a destination of colonists (it has less than a million people)
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14302 on: February 19, 2014, 11:13:02 am »

What version are you playing? I think they have a neutral option. Why do you want to remove a colony anyway?
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

mrDLS

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14303 on: February 19, 2014, 11:15:07 am »

What version are you playing? I think they have a neutral option. Why do you want to remove a colony anyway?
I am playing on 6.3.
I want to remove the colony because the cost is too damn high.
I can't select the stable option.
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14304 on: February 19, 2014, 11:17:37 am »

Cost just influence how much infrastructure you need. If you leave them alone, they'll slowly grow for free.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

mrDLS

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14305 on: February 19, 2014, 11:19:33 am »

Cost just influence how much infrastructure you need. If you leave them alone, they'll slowly grow for free.
Ok. :) Thanks all for the quick answers :)
Logged

Reverie

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14306 on: February 19, 2014, 11:51:13 am »

You could probably get your answers quicker here than in their own forum, actually. (It's a convoluted mess)
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14307 on: February 19, 2014, 02:09:42 pm »

There is an abandon colony button on one of the tabs.

There's not much point to it though.  I only use it to remove uninhabitable asteroids and small moons from my colony list when I've mined them of all of their minerals.
Logged

mrDLS

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14308 on: February 19, 2014, 02:21:29 pm »

At what point should I start building military ships? I am currently almost 20 years into my game. What designs should I use?
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14309 on: February 19, 2014, 02:32:22 pm »

How soon you build military ships depends on how close hostile enemies are to you.  If you are playing without the invaders, you can delay building them indefinitely in some cases.

If you need a weapon early on, railguns or lasers are a good choice because they can be used for either point defense or as an offensive weapon.  I believe railguns require less research than lasers.

Missile weapons require a lot of research and logistical support to be effective.

Armor and engine technology is just as important as weaponry.  Advanced armors add more weight for the same number of layers than less advanced armors.  Better engines make it easier to evade and hit ships with non-missile weapons.

Then you will need sensors.  If you upgrade your sensors a lot, it might make more sense to have a dedicated sensor ship than adding sensors to every ship you have.
Logged
Pages: 1 ... 952 953 [954] 955 956 ... 1347