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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2849543 times)

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14580 on: March 23, 2014, 06:38:35 am »

No, You need Construction brigades to recover ruins, or at least that's what the wiki says.
Combat engineers are used for cracking open enemy PDCs(or defending yours), however combat engineers or heavy assault are good to keep around for ground combat as they're expensive but easier to transport than large numbers of weaker units, however I recommend keeping a few garrison battalions around also to soak up damage to protect your more valuable units, besides you'll probably want to keep a garrison around if you start a colony there anyway.
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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.

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14581 on: March 23, 2014, 07:01:34 am »

Oh, yeah Construction Brigade. Sorry, I haven't fully adapted to the name change yet.  :P (Construction Brigade used to be known as Engineering Brigade.)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14582 on: March 23, 2014, 12:32:41 pm »

Yeah, back when things weren't all complicated with two different types of engineers.  :P

Bring guns. Lots of guns.


On an unrelated note if anyone is curious: government type actually affects your game. As far as I've been able to determine, Meritocracy gives the greatest starting RP and number of labs per n starting population, and High Imperial Monarchy gives the best set of post-start characteristic bonuses--I'm still not entirely certain what the latter do, but I suspect that they modify your diplomatic relations with NPRs.
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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

Ivefan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14583 on: March 23, 2014, 01:48:19 pm »

On an unrelated note if anyone is curious: government type actually affects your game. As far as I've been able to determine, Meritocracy gives the greatest starting RP and number of labs per n starting population, and High Imperial Monarchy gives the best set of post-start characteristic bonuses--I'm still not entirely certain what the latter do, but I suspect that they modify your diplomatic relations with NPRs.
Saw a post on Aurora forum saying that the government type was mainly for NPRs but they effect the player the same way. Think the post mentioned that the type also decided relations with NPRs in relation to their type
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14584 on: March 23, 2014, 01:52:51 pm »

It only affects things you also manually change at world-gen though.
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14585 on: March 23, 2014, 05:12:37 pm »

Pretty sure that government types affect some hidden attributes like xenophobia, but I don't know if they apply to a human player.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14586 on: March 23, 2014, 09:02:15 pm »

I think xenophobia works both ways.  So just as it keeps the aliens from liking you, it all keeps you from liking the aliens.

Example: With high levels of xenophobia, it will take longer for the player to be able to grant the aliens treaties.

Sharp

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14587 on: March 30, 2014, 05:34:03 pm »

So I tried this out and it seems pretty cool. However I'm sort of suffering a problem that I used too in MOO in that I don't know how good I am doing in terms of industry/research until I meet another race, however unlike MOO it's taking a damn long time to meet another race and by the time I meet them it's going to be pretty hard to see if I am making right choices or not and downright hurtful if it's the wrong choices.

So given a 2025 Trans-Newtonian and defaults for everything start how long should it take to make the first jump to another colony? How much should I be spending on manufacturing? Should I be building research stations or focus on colonising the whole of Sol first? How many years before typically putting first proper colony in another system? How strong should my missiles be to beat space worms, like is an 8 WH power missile which goes 20000km/s for 10m km good or bad?
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14588 on: March 30, 2014, 05:42:46 pm »

So given a 2025 Trans-Newtonian and defaults for everything start how long should it take to make the first jump to another colony?
You could probably do it within a year, though there isn't necessarily any reason to. Most other races don't even exist until you jump into a new system.

How much should I be spending on manufacturing?
I try to dedicate at least 50% of my industrial base to expanding the industrial base, whether that means mines or factories.

Should I be building research stations or focus on colonising the whole of Sol first?
No reason you can't do both, though the most important thing to do early on is to make sure you can keep the economy running when Earth's minerals run out. Having a large supply of automines, and to a lesser extent massdrivers and freighter lift will be more important than having a lot of research labs.

How many years before typically putting first proper colony in another system?
Depends on how lucky you can get discovering habitable worlds. There isn't much of a reason to put down extrasolar colonies until Sol's minerals start to run out.

How strong should my missiles be to beat space worms, like is an 8 WH power missile which goes 20000km/s for 10m km good or bad?
Seems both slow and short ranged for the size of the warhead.
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14589 on: March 30, 2014, 06:18:32 pm »

I keep getting an error message when viewing the Sol system.

Error in showminerals

Error 35602 was generated by Nodes
Key not unique in collection.

I don't seem to have any duplicate names, and I can't figure out what the problem may be.
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Sharp

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14590 on: March 30, 2014, 06:46:46 pm »

Good to know Karlito thanks.

So whats a good ASM for earlyish game? I know you can have variations like lots of weak swarms of missiles or a few big hitters and long range fast ones or short range fast ones etc.. etc.. so a couple of examples would be nice in terms of Missile Speed, Warhead and Range

How strong are Star Swarm ships?
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14591 on: March 30, 2014, 08:21:09 pm »

Should I be building research stations or focus on colonising the whole of Sol first?
No reason you can't do both, though the most important thing to do early on is to make sure you can keep the economy running when Earth's minerals run out. Having a large supply of automines, and to a lesser extent massdrivers and freighter lift will be more important than having a lot of research labs.
As a new player, you should also know that you need to survey all the planets, moons, asteroids, and comets in order to find out what minerals you have/need.  I've certainly had games where I was so focused on other things, that I actually ran out of minerals before making my first Geological Survey ship (basically any ship with a geological sensor, although 12+ months of crew time and fuel is nice).

Also, the best answer for Star Swarm early on: Quarantine.  Every ship you lose to the Swarm just adds to their numbers, so you really don't want to lose to them.

Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14592 on: March 30, 2014, 08:38:58 pm »

So whats a good ASM for earlyish game?
So, I actually went and took a look at the missiles I've made. At ion drive level tech, I've got a size 4 that travels 112m km at 21,000 km/s, delivering a strength 4 WH and a size 12 PDC-launched missile with a 94m km range that travels at 27,000 km/s and carries a strength 16 WH. Yours isn't actually that slow relatively, and I've invested pretty heavily into the engine size/power modifier techs and the other missile techs. The main thing on yours is the short range. Precursors will launch missiles from hundreds of millions of kilometers away, so you should try to match that.

How strong are Star Swarm ships?
They take only a few hits to kill and have low firepower individually, but they're fast, hard to detect (with early technology) and numerous.

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firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14593 on: March 31, 2014, 12:54:52 am »

Is there any way to reset a ship's maintenance clock via SM? I'm gonna turn on Overhauls and I don't want my entire navy to spontaneously explode after a decade of service without overhauls.
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Duuvian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14594 on: March 31, 2014, 12:57:19 am »

You could move them all instantly to your homeworld. I haven't used spacemaster for much so I don't know if you can reset the maint. clock.

I don't think they will all explode instantly if they are already overhauling. It will take a long time for them to finish.
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