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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840334 times)

Rod

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14400 on: February 23, 2014, 09:37:42 pm »

I have just built a wing of fighters and have placed them in a pdc.  Unfortunately they keep breaking down and are not being repaired.  Do i need to have any special components for motherships to repair their parasite craft?
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14401 on: February 23, 2014, 10:03:49 pm »

Boat Bays and Hangar Bays withing the PDC.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14402 on: February 24, 2014, 12:23:56 am »

No actually, as I recall PDCs can't hold maintenance supplies and therefore cannot repair anything within its hangers.
You need a ship to repair your fighters, Since you didn't know you could always use space master to repair them while waiting for your repair carrier to be finished.
However your PDC hangers will prevent the fighters from suffering maintenance failures whilst inside, of course while they're out training there is a significant rick, that's what the repair carrier is needed for, besides even if PDCs could repair fighters inside them you would still need a carrier or a tug to pick up any fighters with broken engines that are littered around your system.
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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 #14403 on: February 24, 2014, 01:04:09 am »

No actually, as I recall PDCs can't hold maintenance supplies and therefore cannot repair anything within its hangers.
You need a ship to repair your fighters, Since you didn't know you could always use space master to repair them while waiting for your repair carrier to be finished.
However your PDC hangers will prevent the fighters from suffering maintenance failures whilst inside, of course while they're out training there is a significant rick, that's what the repair carrier is needed for, besides even if PDCs could repair fighters inside them you would still need a carrier or a tug to pick up any fighters with broken engines that are littered around your system.
Or you can really SpaceMaster it up by just changing the tag on your carrier PDC to "ship".
And, you know, fixing all the other stuff so your PDC-turned-Ship doesn't error you to death.

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14404 on: February 24, 2014, 01:16:27 am »

Sure there's that, It depends on how much he wants to cheat enhance his user experience.
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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.

firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14405 on: February 24, 2014, 07:13:54 am »

Got my first-ever warships up and running. Take a look, laugh, and (probably) tell me what's wrong.

Command Cruiser - jumps in 6 ships including himself and provides active sensors plus cryo booths (recovery of life pods) for the squadron.
Code: [Select]
Commander class Command Cruiser    10,000 tons     262 Crew     1557.7 BP      TCS 200  TH 420  EM 0
4200 km/s    JR 6-50     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 0
Maint Life 0.99 Years     MSP 292    AFR 266%    IFR 3.7%    1YR 294    5YR 4411    Max Repair 307 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cryogenic Berths 800   

Federal Drive Systems J10(6-50) Phase Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 6
Federal Drive Systems 60EP Ion Drive (14)    Power 60    Fuel Use 66.5%    Signature 30    Exp 10%
Fuel Capacity 1,050,000 Litres    Range 28.4 billion km   (78 days at full power)

Federal Armaments CIWS-160 (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Federal Avionics ASS MR42-R20 (1)     GPS 3200     Range 42.9m km    Resolution 20

ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
Destroyer - provides PD for the squadron via 2 Gauss Cannon turrets.
Code: [Select]
Shield class Destroyer    6,000 tons     138 Crew     937 BP      TCS 120  TH 240  EM 0
4000 km/s     Armour 1-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 46.8
Maint Life 2.3 Years     MSP 293    AFR 96%    IFR 1.3%    1YR 75    5YR 1127    Max Repair 129 MSP
Intended Deployment Time: 3 months    Spare Berths 0   

Federal Drive Systems 60EP Ion Drive (8)    Power 60    Fuel Use 66.5%    Signature 30    Exp 10%
Fuel Capacity 500,000 Litres    Range 22.6 billion km   (65 days at full power)

Twin Federal Armaments R4-100 Gauss Cannon Turret (2x6)    Range 40,000km     TS: 30000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FC 6-48-16 (1)    Max Range: 96,000 km   TS: 16000 km/s     72 63 55 46 38 30 21 13 4 0

ECM 10

This design is classed as a Military Vessel for maintenance purposes
Missile Destroyer - striking power of the fleet.
Code: [Select]
Sword class Missile Destroyer    6,000 tons     156 Crew     893.05 BP      TCS 120  TH 240  EM 0
4000 km/s     Armour 1-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 16
Maint Life 3.61 Years     MSP 279    AFR 96%    IFR 1.3%    1YR 33    5YR 496    Max Repair 56 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Magazine 406   

Federal Drive Systems 60EP Ion Drive (8)    Power 60    Fuel Use 66.5%    Signature 30    Exp 10%
Fuel Capacity 500,000 Litres    Range 22.6 billion km   (65 days at full power)

Federal Armaments CIWS-160 (1x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Federal Armaments S-4 Launcher (4)    Missile Size 4    Rate of Fire 40
Federal Avionics FC45-R20 (1)     Range 45.1m km    Resolution 20

ECM 10

This design is classed as a Military Vessel for maintenance purposes
My ASM, the Federal Armaments S-4 ASM
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 15
Speed: 16800 km/s    Engine Endurance: 38 minutes   Range: 38.8m km
Cost Per Missile: 2.224
Chance to Hit: 1k km/s 252%   3k km/s 75%   5k km/s 50.4%   10k km/s 25.2%
Materials Required:    1x Tritanium   1.224x Gallicite   Fuel x2500

Each squadron would 2 of each type of ship.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14406 on: February 24, 2014, 07:16:51 am »

You should probably boost the armor somewhat.
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firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14407 on: February 24, 2014, 07:40:04 am »

You should probably boost the armor somewhat.

*facepalm*

Right.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14408 on: February 24, 2014, 08:04:21 am »

Other things:
  • Your command ship is 200 km/s faster than your other ship. That speed is wasted as they have to stay together. I like to keep my ships multiple of a same tonnage to avoid this kind of issue.
  • You only have a single active sensor in the whole fleet. If it get shot down, you're a sitting duck, better make a second one.
  • Your turret tracking speed on your PD ship is 30000 km/s, but the FC is only 12000 km/s, so you're wasting a lot of mass on rotation gear.
  • You don't have a dedicated AM sensor. Sensor range drop quadratically when the object is smaller than the resolution. A size 4 missile (0.2 HS) is 1/100 of the resolution so will be detected at 1/10.000 of the range or ~4000 km. Given the speed of most missiles, you won't have time to detect them before they impact.

You
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firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14409 on: February 24, 2014, 08:27:14 am »

Other things:
  • Your command ship is 200 km/s faster than your other ship. That speed is wasted as they have to stay together. I like to keep my ships multiple of a same tonnage to avoid this kind of issue.
  • You only have a single active sensor in the whole fleet. If it get shot down, you're a sitting duck, better make a second one.
  • Your turret tracking speed on your PD ship is 30000 km/s, but the FC is only 12000 km/s, so you're wasting a lot of mass on rotation gear.
  • You don't have a dedicated AM sensor. Sensor range drop quadratically when the object is smaller than the resolution. A size 4 missile (0.2 HS) is 1/100 of the resolution so will be detected at 1/10.000 of the range or ~4000 km. Given the speed of most missiles, you won't have time to detect them before they impact.

You

1. The extra 200 km/s if for, if it should ever happen that shit would hit the fan, it can run a tad faster than the rest, since it alone has those expensive jump drives.
2. The command ships come in twos so that if one gets shot down, another can turn on its sensors while we retreat.
3. Noted. To be changed to be on pat with my FC
4. *facepalm*. PD ships with no PD radar... To be fixed.

Thanks!
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14410 on: February 24, 2014, 08:34:52 am »

However, Your missile looks good, It's range matches quite well your sensors and fire control, your speeds is now respectable, better than the one I designed earlier since you have ION drives now, and the hit chance is pretty damn good. I probably would have tried to squeeze in one more warhead point at slightly lower maneuver and maybe speed, but that's really just a personal thing, if it looses less than 25% of it's hit chance in exchange for 25% more warhead that's a good thing.
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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.

Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14411 on: February 24, 2014, 10:16:34 am »

They're pretty short ranged, especially for something that's intended to be jump capable. You can bring along Tankers with the task group I guess, but the intended deployment time should be more than three months.

The command cruiser has ECCM but no fire controls. ECCM links to fire controls, not active sensors, so it should go on your Missile Destroyers if anything, though ECCM usually isn't necessary for missile armaments; it's typically cheaper to just build a bigger firecontrol. Yours is a good size.

The gauss turret firecontrol only needs a range of 10k km, you won't be using those in anything but final fire mode.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14412 on: February 24, 2014, 11:38:39 am »

Yeah, I only caught the part about having 2 commands ships afterward. Make them better, however I'd suggest changing your squadron design from "2 of each" to "Two command vessel and 5 of each other classes". As it stand, support vessel account for 45% of squadron tonnage.

Also, by designing larger engine, you can make them more fuel efficient, as well as making your engines harder to disable. (Of course, if they get hit, you loose more of your speed at once)

Hey, any input on my own designs? First time in a looong time I played. A missile frigate is incoming to complement it. OOB would be one Rodney, 4-6 Queensland, 10 Surprise and 10 Missile Frigate.

Code: [Select]
Rodney class Destroyer Leader    10 000 tons     172 Crew     1538.2 BP      TCS 200  TH 600  EM 0
3000 km/s     Armour 7-41     Shields 0-0     Sensors 30/30/0/0     Damage Control Rating 4     PPV 0
Maint Life 5.49 Years     MSP 3385    AFR 200%    IFR 2.8%    1YR 188    5YR 2827    Max Repair 160 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Flag Bridge   

IDM-150 Steed (4)    Power 150    Fuel Use 125.78%    Signature 150    Exp 12%
Fuel Capacity 2 100 000 Litres    Range 30.1 billion km   (115 days at full power)

AM-ASS S32 (2)     GPS 32     Range 1.9m km    MCR 209k km    Resolution 1
ASS R85-R80 (2)     GPS 12800     Range 85.9m km    Resolution 80
TH5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
 EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Queensland class Destroyer    10 000 tons     227 Crew     1253.2 BP      TCS 200  TH 600  EM 0
3000 km/s     Armour 7-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 41.6
Maint Life 5.23 Years     MSP 1313    AFR 200%    IFR 2.8%    1YR 80    5YR 1204    Max Repair 86 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

IDM-150 Steed (4)    Power 150    Fuel Use 125.78%    Signature 150    Exp 12%
Fuel Capacity 950 000 Litres    Range 13.6 billion km   (52 days at full power)

VL12-2 Prick Single Turret (8x1)    Range 80 000km     TS: 9000 km/s     Power 4-2     RM 2    ROF 10        4 4 2 2 1 1 1 1 0 0
BFC 64-9000 (2)    Max Range: 128 000 km   TS: 9000 km/s     92 84 77 69 61 53 45 37 30 22
AREVA GC Fast Reactor  (2)     Total Power Output 18    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Surprise class Frigate    5 000 tons     126 Crew     611.4 BP      TCS 100  TH 300  EM 0
3000 km/s     Armour 4-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 33.12
Maint Life 1.09 Years     MSP 76    AFR 200%    IFR 2.8%    1YR 65    5YR 970    Max Repair 75 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

IDM-150 Steed (2)    Power 150    Fuel Use 125.78%    Signature 150    Exp 12%
Fuel Capacity 400 000 Litres    Range 11.4 billion km   (44 days at full power)

Twin VLL-10-2 Swat Turret (4x2)    Range 32 000km     TS: 12000 km/s     Power 6-4     RM 2    ROF 10        3 3 2 0 0 0 0 0 0 0
AM-BFC 16-12000 (2)    Max Range: 32 000 km   TS: 12000 km/s     69 37 6 0 0 0 0 0 0 0
AREVA GC Fast Reactor  (2)     Total Power Output 18    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes
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ndkid

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14413 on: February 24, 2014, 01:18:18 pm »

I guess he made up his mind on the matter.

It would be very nice to see a more polished game with an un-obfuscated UI, I think.
The same can be said about Dwarf Fortress!
There's a fanmade project, Pulsar 4x, which is trying to borrow a lot from Aurora while making it something open source that can be improved the way you suggest. You can find alphas and more data about it over at the Aurora forums.
Last I heard it's still completely unplayable, as opposed to functional with a few quirks.
Oh, it's not a complete game yet. I suppose I more meant it in the sense of, "hey, there's this project where you can affect the outcome via your input/coding, rather than Aurora, where Steve will keep making the game he wants to play in VB6".
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14414 on: February 24, 2014, 04:45:03 pm »

...(just a few automines and a mass driver)...

And by a few we mean fifty.  Like, minimum.
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