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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2839858 times)

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14760 on: May 12, 2014, 01:31:08 am »

You can't colonise Gas giants or super jovians, the only minerals you can get is Sorium and only from harvesters, sorry :(
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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.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14761 on: May 12, 2014, 02:56:44 am »

You can't colonise Gas giants or super jovians, the only minerals you can get is Sorium and only from harvesters, sorry :(
Can't you use orbital habitats you tow into place, to set up a colony at a gas giant, or am I misremembering?
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14762 on: May 12, 2014, 03:59:34 am »

You need to put the habitats around a moon.
As I recall you get a message saying it's not possible when you try to create a colony on a gas giant or superjovian.
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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.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14763 on: May 12, 2014, 04:13:31 am »

You need to put the habitats around a moon.
As I recall you get a message saying it's not possible when you try to create a colony on a gas giant or superjovian.
Ah right, it's been a while since I used them.
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Xazo-Tak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14764 on: May 12, 2014, 04:38:11 am »

You can't colonise Gas giants or super jovians, the only minerals you can get is Sorium and only from harvesters, sorry :(
Awww.
Should have checked what Jovian meant before hand.
Largest moon is 4400km, yet has a density of 0.15.
0.05 gravity on such a large body. Weird. Minimum gravity tolerance will be needed to colonise efficiently.
There's also a 1400km chunk with 0.1 gravity, more immediately viable.
Since my terraformers are suited to ridiculously long distances, I guess I'll terraform both once I've terraformed Venus (A hella long time away) and Mars (Hilariously quick to a fleet that can viably terraform Venus)
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14765 on: May 12, 2014, 11:48:44 am »

You can't colonise Gas giants or super jovians, the only minerals you can get is Sorium and only from harvesters, sorry :(
Awww.
Should have checked what Jovian meant before hand.
Largest moon is 4400km, yet has a density of 0.15.
In real life, that would indicate a lot of water ice mixed with some porous light stone and/or possibly hollow pockets. Rare, but possible. Interestingly, 0.15 density works out to about 0.825 grams/ccm, which means that moon would actually float in water (ignoring gravitational forces). Tethys is the only other moon we know of that is lighter than water (0.98 g/ccm).

Quote
Since my terraformers are suited to ridiculously long distances, I guess I'll terraform both once I've terraformed Venus (A hella long time away) and Mars (Hilariously quick to a fleet that can viably terraform Venus)
Out of curiosity, how big are your 'formers? I typically go in the ~200Kton range...bigger if I have the yards for it. I like the idea of these mammoth terraformer hulks that are almost like tiny moons themselves, plodding their way from rock to rock, spending a decade or two before plodding on to the next one.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14766 on: May 12, 2014, 02:47:45 pm »

TBH doing it any other way is both less impressive and probably less efficient, considering that even a small number of modules is going to be very large. Might as well go all the way, especially considering that large ones are more reasonable to mount CIWS on. Not to mention that they can serve as impromptu fuel depots for your survey ships and outer rim pickets
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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

QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14767 on: May 12, 2014, 03:42:14 pm »

You've got a couple options here.

1. Kill off all the Swarm in the system.
2. Accept the fact that civilian ships are going to keep killing themselves or be stuck until you deal with the problem. Note that this is going to make the Swarm harder to clean out later on if you let the civvies give them a bunch of wrecks.
3. Delete the system.

The entire fleet stopped moving again once i banned the body in question.  Thete are a few frieghters in system but most didnt make the transit.  I may just delete the system.

e:  Meh they still wont move, whatever.
« Last Edit: May 12, 2014, 05:54:56 pm by QuakeIV »
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14768 on: May 12, 2014, 11:53:07 pm »

Hopefully being unmoving means that at least they wont hose your turn update times.
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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.

Xazo-Tak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14769 on: May 13, 2014, 03:33:56 am »

Out of curiosity, how big are your 'formers? I typically go in the ~200Kton range...bigger if I have the yards for it. I like the idea of these mammoth terraformer hulks that are almost like tiny moons themselves, plodding their way from rock to rock, spending a decade or two before plodding on to the next one.
Code: [Select]
Augduris  class Terraformer 380950 tons     2125 Crew     8542.25 BP      TCS 7619  TH 3750  EM 0
492 km/s     Armour 1-468     Shields 0-0     Sensors 1/1/0/0     Damage Control 10     PPV 0
Maintenance Capacity 140 MSP
Spare Berths 20   
Recreational Facilities
Terraformer: 10 module(s) producing 0.04 atm per annum

375 EP Commercial Gas Core AM Drive (10)    Power 375    Fuel Use 0.09%    Armour 0    Exp 1%
Fuel Capacity 1,000,000 Litres    Range 524.8 billion km   (12345 days at full power)


This ship is classed as a commercial vessel for maintenance purposes
I only just noticed the "12345 days" thing.
I've got 18 of these, all at Venus.
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Kanil

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14770 on: May 13, 2014, 04:30:24 am »

Out of curiosity, how big are your 'formers? I typically go in the ~200Kton range...bigger if I have the yards for it. I like the idea of these mammoth terraformer hulks that are almost like tiny moons themselves, plodding their way from rock to rock, spending a decade or two before plodding on to the next one.

If you slap an orbital habitat on it, they can be built at your planetary factories instead of your shipyards. I'm currently building two of these...

Code: [Select]
Genesis class Terraforming Base    1,598,450 tons     5790 Crew     33190 BP      TCS 31969  TH 15000  EM 0
469 km/s     Armour 1-1217     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 500 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Habitation Capacity 50,000   
Terraformer: 50 module(s) producing 0.125 atm per annum

Luna Heavy Industries ICF-3 Super-Heavy Engine (30)    Power 500    Fuel Use 4.42%    Signature 500    Exp 5%
Fuel Capacity 5,000,000 Litres    Range 12.7 billion km   (314 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

... but I kinda wanted them to have 100 terraforming modules, a nice round number. Oh well.

Also, I haven't played Aurora in a while: do you still have to train your geological survey teams on asteroids and stuff to avoid screwing yourself out of minerals? I think Steve "fixed" that, but I can't remember.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14771 on: May 13, 2014, 05:51:42 am »

Higher skill geo teams just survey faster, you don't need to train them at all.
You don't really get much out of survey teams these days, but they're a nice bonus when you do get something.
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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.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14772 on: May 13, 2014, 04:20:43 pm »

Yeah, they were overhauled a few versions back. They're both more and less useful now, as Marc suggested; when they finish surveying a world they will always increase some combination of the mineral deposits and accessibility, but a high-skill team isn't going to give absurdly good results either.
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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

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14773 on: May 13, 2014, 04:32:27 pm »

Due to the way that they now work, it is best to use survey teams on bodies that have no/very few minerals. Also, average survey time was reversed so that it is now faster to survey smaller bodies like asteroids/comets.
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Xazo-Tak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14774 on: May 14, 2014, 01:57:10 am »

Out of curiosity, how big are your 'formers? I typically go in the ~200Kton range...bigger if I have the yards for it. I like the idea of these mammoth terraformer hulks that are almost like tiny moons themselves, plodding their way from rock to rock, spending a decade or two before plodding on to the next one.

If you slap an orbital habitat on it, they can be built at your planetary factories instead of your shipyards. I'm currently building two of these...

Code: [Select]
Genesis class Terraforming Base    1,598,450 tons     5790 Crew     33190 BP      TCS 31969  TH 15000  EM 0
469 km/s     Armour 1-1217     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 500 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Habitation Capacity 50,000   
Terraformer: 50 module(s) producing 0.125 atm per annum

Luna Heavy Industries ICF-3 Super-Heavy Engine (30)    Power 500    Fuel Use 4.42%    Signature 500    Exp 5%
Fuel Capacity 5,000,000 Litres    Range 12.7 billion km   (314 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

... but I kinda wanted them to have 100 terraforming modules, a nice round number. Oh well.

Also, I haven't played Aurora in a while: do you still have to train your geological survey teams on asteroids and stuff to avoid screwing yourself out of minerals? I think Steve "fixed" that, but I can't remember.
12.7 billion range, and only 0.0025 per module?
Do more research.

Also, I think that on this craft, a recreational module would be better than larger quarters.
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How to have recursive Fun:
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Reclaim fort
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