Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 965 966 [967] 968 969 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840125 times)

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14490 on: March 03, 2014, 07:52:01 pm »

with 6.4 around the corner ive stopped playing now for starbound until steve pulls his finger out  :D
I know. I've been waiting for months for 6.4 so I can start a new game, it's kinda annoying to not get even a vague estimation date.

The wiki is full of shit.
An honest suggestion: If you think the wiki is full of crap and you can do better, perhaps you should improve it so it is not full of crap and it is better.

Maybe that's actually working as intended because protostar?
I think I've seen on the forums non-protostars having planets go through them.

Even if it was working as intended, even with my limited knowledge of stars I don't believe even protostars should behave like that.
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.

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14491 on: March 03, 2014, 07:52:44 pm »

I'm more impressed by that planet's epic moon system, some of which actually orbit around the sun.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14492 on: March 03, 2014, 07:58:16 pm »

The wiki is full of shit.
An honest suggestion: If you think the wiki is full of crap and you can do better, perhaps you should improve it so it is not full of crap and it is better.
For clarification: That was intended as a response to that specific instance, in the same sense that one would say, "So-n-so said that the Sun orbits the Earth? They're full of shit!"

That aside, I don't have the patience to sit down and write more than a few thousand words of enjoyable prose in a day, which is a pebble beside the Sisyphean task of accurately and comprehensively codifying everything you need to know about Aurora. I enjoy playing the game and I'm happy to help out people here, but I don't want an unpaid research + data entry job. :|
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

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14493 on: March 05, 2014, 04:35:08 pm »

I'm desperately trying to fire missiles while flying away from a stack of star-swarm fighters while the only rockets that are actually firing are my size 1 AMM missiles that are targetting a swarm ship at the other end of the system and my non-misssile weapon systems don't work either. All the missile launchers say they're ready to fire, I assign them to fire control in the battle menu and after I do a time increment everything reverts.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14494 on: March 05, 2014, 04:36:02 pm »

Are those ships in range of your FCs? Swarm fighters are kinda small so that could be the issue.
Logged

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

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14495 on: March 06, 2014, 12:22:15 am »

Are those ships in range of your FCs? Swarm fighters are kinda small so that could be the issue.
This. If your sensors/fire controls aren't R16 or better (read: lower), their listed maximum detection/target acquisition range is going to be listed higher than the effective range vs. Swarm soldiers; if it's R50 or something then your real detection range against 800t targets is probably going to be closer to the range at which you start picking up missiles than the maximum.

Incidentally, this is why my active sensors are always R16. :x
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

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14496 on: March 06, 2014, 02:01:46 am »

By the way, the formula for effective range is Range*(TargetSize/SensorRes)². So if your FCs are R48, you'll be able to target size 16 ships at (16/48)² = 1/9 of the stated range.
Logged

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

firsal

  • Bay Watcher
  • A thin creature prone to great ambition
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14497 on: March 06, 2014, 05:15:37 am »

-gets curbstomped by uberships in Alpha Centauri (probably precursors, given the tech level)
-explores other 2 systems bordering Sol
-both have only one jump point, which leads back to Sol

Damn it.
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14498 on: March 06, 2014, 06:30:35 am »

Try to ambush them? Design a ship with no weapons, but lots of engine, armor and one sensor and try to get them to jump into Sol, where you fleet will be waiting at the jump point and crush them while their sensors are down.
Logged

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

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14499 on: March 06, 2014, 06:59:35 am »

The fighters are literally at 60k km, and my sensors can pick them up. It's just that whenever I let 5 seconds pass, suddenly all of my FCs don't have any launchers assigned to them anymore.

Not even my beam weapons are firing.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14500 on: March 06, 2014, 07:35:09 am »

Have you tried the auto-fire?
Logged

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

Culise

  • Bay Watcher
  • General Nuisance
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14501 on: March 06, 2014, 10:38:23 am »

Try to ambush them? Design a ship with no weapons, but lots of engine, armor and one sensor and try to get them to jump into Sol, where you fleet will be waiting at the jump point and crush them while their sensors are down.
Could be a little risky; if you fail to stop them, you now have a lot of Precursors sitting in Sol.  If you don't mind some game-breaking for the purpose of getting your game started, you could try some Rocks: huge commercial engines that light up the night, massive amounts of armor, and whatever CIWS you can pack on.  Designed as civilian ships so they don't require maintenance, their sole purpose is to tank hits while your lighter ships go in and actually deliver the death-blow.  The original design from blue emu's Ad Astra campaign:
Code: [Select]
Rock class Support Vessel 33,750 tons 556 Crew 1891 BP TCS 675 TH 2700 EM 0
4000 km/s Armour 10-93 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 35 MSP Max Repair 38 MSP

Ion Engine E0.8 (18) Power 150 Fuel Use 8% Signature 150 Armour 0 Exp 1%
Fuel Capacity 200,000 Litres Range 133.3 billion km (385 days at full power)

CIWS-120 (8x2) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

The only catch is that it was created back before shock damage feature or the engine code redesign (in v5.42, to be precise); hard enough hits will hurt it even if they don't actually penetrate the armor.  Due to their ridiculous effectiveness in that version against the AI, which isn't smart enough to identify it as not a threat and switch targets, I never used them myself, so I don't know how effective they'll be in new versions. 
« Last Edit: March 06, 2014, 10:40:33 am by Culise »
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14502 on: March 06, 2014, 11:48:00 am »

Try to ambush them? Design a ship with no weapons, but lots of engine, armor and one sensor and try to get them to jump into Sol, where you fleet will be waiting at the jump point and crush them while their sensors are down.
Could be a little risky; if you fail to stop them, you now have a lot of Precursors sitting in Sol.  If you don't mind some game-breaking for the purpose of getting your game started, you could try some Rocks: huge commercial engines that light up the night, massive amounts of armor, and whatever CIWS you can pack on.  Designed as civilian ships so they don't require maintenance, their sole purpose is to tank hits while your lighter ships go in and actually deliver the death-blow.  The original design from blue emu's Ad Astra campaign:
Code: [Select]
Rock class Support Vessel 33,750 tons 556 Crew 1891 BP TCS 675 TH 2700 EM 0
4000 km/s Armour 10-93 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 35 MSP Max Repair 38 MSP

Ion Engine E0.8 (18) Power 150 Fuel Use 8% Signature 150 Armour 0 Exp 1%
Fuel Capacity 200,000 Litres Range 133.3 billion km (385 days at full power)

CIWS-120 (8x2) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

The only catch is that it was created back before shock damage feature or the engine code redesign (in v5.42, to be precise); hard enough hits will hurt it even if they don't actually penetrate the armor.  Due to their ridiculous effectiveness in that version against the AI, which isn't smart enough to identify it as not a threat and switch targets, I never used them myself, so I don't know how effective they'll be in new versions.
From what I've read, the AI seems to target active sensors first, so you might need (size 1 or less) active sensors to get it to work.

Also, most precursors tend to favor missiles, so you might just be able to drain their missile batteries.  Fleet 1: All my ships that have outdated engines.  Fleet 2: Actual navy.  Jump in fleet one, then after most of the ships perish, jump in fleet two (enough of fleet one should be alive to take hits while fleet two recovers from the jump).

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14503 on: March 06, 2014, 06:20:54 pm »

The main problem when dealing with missile-using Precursors in their "home" systems is that they'll be faster than what you'll have and can thus run away and rearm over and over. One of the tactics I developed to deal with this sort of thing is to use cloaked ships with massive passive sensors and reduced-signature drives to sneak in and spot them, then launch strikes from carrier groups at my entry JP. You don't even need offensive vessels; just put a big honkin' AS platform with the carriers and they can jump out of danger, while your fighters are fast enough and small enough to get the job done without casualties, and if you have to jump your carriers out, fighters are cheap even if they're destroyed. That way the Precursors never have a chance to shoot your important ships, and they're wrecked before they can start draining their missile stores.
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

firsal

  • Bay Watcher
  • A thin creature prone to great ambition
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14504 on: March 07, 2014, 12:02:12 am »

Try to ambush them? Design a ship with no weapons, but lots of engine, armor and one sensor and try to get them to jump into Sol, where you fleet will be waiting at the jump point and crush them while their sensors are down.
Could be a little risky; if you fail to stop them, you now have a lot of Precursors sitting in Sol.  If you don't mind some game-breaking for the purpose of getting your game started, you could try some Rocks: huge commercial engines that light up the night, massive amounts of armor, and whatever CIWS you can pack on.  Designed as civilian ships so they don't require maintenance, their sole purpose is to tank hits while your lighter ships go in and actually deliver the death-blow.  The original design from blue emu's Ad Astra campaign:
Code: [Select]
Rock class Support Vessel 33,750 tons 556 Crew 1891 BP TCS 675 TH 2700 EM 0
4000 km/s Armour 10-93 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 35 MSP Max Repair 38 MSP

Ion Engine E0.8 (18) Power 150 Fuel Use 8% Signature 150 Armour 0 Exp 1%
Fuel Capacity 200,000 Litres Range 133.3 billion km (385 days at full power)

CIWS-120 (8x2) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

The only catch is that it was created back before shock damage feature or the engine code redesign (in v5.42, to be precise); hard enough hits will hurt it even if they don't actually penetrate the armor.  Due to their ridiculous effectiveness in that version against the AI, which isn't smart enough to identify it as not a threat and switch targets, I never used them myself, so I don't know how effective they'll be in new versions.

I've read the Ad Astra AAR, a damn good one I may add, and I'm considering using a version if this type of ship. But, that would take away space from my commercial shipyards that need to pump out freighters and asteroid miners, which I desperately need to avert a mineral crunch.

I'm thinking a large, conventional fleet, maybe 4 squadrons, which are 5 ships each. Grand parade around Earth and the Luna colony before they do battle, for "propaganda" and "restoring faith in the government" after the disaster at Alpha Centauri and the economic crisis. Because, I like adding some rp into my games. Makes it more exciting for me play.

Also, do asteroid miners store their own mined qminerals if they have their own cargo hold?
Logged
Pages: 1 ... 965 966 [967] 968 969 ... 1347