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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2814478 times)

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1500 on: February 08, 2010, 09:55:45 pm »

Well, after a research blitz, i am now making what will probably the main ship in my army.

Spruance v2 Jump class Jump Cruiser    5700 tons     542 Crew     922 BP      TCS 114  TH 270  EM 60
3157 km/s     Armour 4-28     Shields 2-300     Sensors 18/12/0/0     Damage Control Rating 4     PPV 26
Annual Failure Rate: 64%    IFR: 0.9%    Maint Capacity 1404 MSP    Max Repair 65 MSP    Est Time: 7.66 Years

Ion Engine E8 (6)    Power 60    Fuel Use 80%    Signature 45    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 59.2 billion km   (217 days at full power)
Beta R300/12 Shields (1)   Total Fuel Cost  12 Litres per day

15cm C3 Far Ultraviolet Laser (2)    Range 192,000km     TS: 3157 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Twin 10cm C3 Far Ultraviolet Laser Turret (2x2)    Range 150,000km     TS: 15000 km/s     Power 6-6     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Fire Control S04 96-3000 H70 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Fire Control S04 24-12000 H70 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor S12-R10 (70%) (1)     GPS 120     Range 1.2m km    Resolution 10
Active Search Sensor S12-R1 (70%) (1)     GPS 12     Range 120k km    Resolution 1
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 10

This design is classed as a military vessel for maintenance purposes


A jump engine that can transport 5700  tons will be added later (please tell me the jump engine doesn't count itself as the ships size needed for transport?)
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1501 on: February 08, 2010, 10:08:39 pm »

Well, after a research blitz, i am now making what will probably the main ship in my army.

Code: [Select]
Spruance v2 Jump class Jump Cruiser    5700 tons     542 Crew     922 BP      TCS 114  TH 270  EM 60
3157 km/s     Armour 4-28     Shields 2-300     Sensors 18/12/0/0     Damage Control Rating 4     PPV 26
Annual Failure Rate: 64%    IFR: 0.9%    Maint Capacity 1404 MSP    Max Repair 65 MSP    Est Time: 7.66 Years

Ion Engine E8 (6)    Power 60    Fuel Use 80%    Signature 45    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 59.2 billion km   (217 days at full power)
Beta R300/12 Shields (1)   Total Fuel Cost  12 Litres per day

15cm C3 Far Ultraviolet Laser (2)    Range 192,000km     TS: 3157 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Twin 10cm C3 Far Ultraviolet Laser Turret (2x2)    Range 150,000km     TS: 15000 km/s     Power 6-6     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Fire Control S04 96-3000 H70 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Fire Control S04 24-12000 H70 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor S12-R10 (70%) (1)     GPS 120     Range 1.2m km    Resolution 10
Active Search Sensor S12-R1 (70%) (1)     GPS 12     Range 120k km    Resolution 1
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 10

This design is classed as a military vessel for maintenance purposes

The reactor seems small, as I think it needs a 21 at least. Your PD FC and sensor are horribly mismatched. Your PD range is 150k but the FC max range is 48k, were as the sensor is only 120k, none of this lets your PD laser take full advantage of their range.

I would drop the shield, and increase armor, as shields dont become useful until delta level (which I think is the third level.)


Quote
A jump engine that can transport 5700  tons will be added later (please tell me the jump engine doesn't count itself as the ships size needed for transport?)

All ship components have mass/hull space.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1502 on: February 08, 2010, 10:21:40 pm »

That is the FC max range, And wouldn't a range above 90,000 be useless for a FC of 48k?

Are you sure the shield isn't worth it? It only weighs 50 tons and absorbs 2 damage and recharges, adding extra armor is more cumbersome and expensive and only gives me one extra layer of armor.


And thats not what i'm asking about the jump drive. If the ship is 5700 tons, and the jump drive is 2500 tons, would that mean i would need a jump drive for the ship plus the jump drive? (5700+2500)?

« Last Edit: February 08, 2010, 10:24:02 pm by Micro102 »
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1503 on: February 08, 2010, 10:35:54 pm »

the jumpdrives are heavy and need many crew. so yes.

So your design would need a new engine, one that would be able to transit the ship, itself and any extra crewquarters that are needed.

edit: maintenance is likely to increase as well. expect a jump from 10% to 150%/year.

I am just experiancing that fighting precursors is not tha same as fighting starswarmor normal NPRs, getting smeared across the firmament. with my tech level of around two.
« Last Edit: February 08, 2010, 10:40:07 pm by Areyar »
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1504 on: February 08, 2010, 11:01:39 pm »

Wait, so I need to make the jump drive freakishly huge, to support the ships and it's weight?

So with my 5700 ton ship i would need a jump drive capable of jumping 9000 tons? (because the jump drive weighs 3000)

I just want to make sure because That makes jump gates sound way more efficient then jump drives.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1505 on: February 08, 2010, 11:03:48 pm »

That is the FC max range, And wouldn't a range above 90,000 be useless for a FC of 48k?

Are you sure the shield isn't worth it? It only weighs 50 tons and absorbs 2 damage and recharges, adding extra armor is more cumbersome and expensive and only gives me one extra layer of armor.
Yes. This is from my personal experience and aurora forum as a whole. Its being changed in v5, where the first two tech level for shields are going to be replaced with a generic shield tech and you research delta shields first.


Quote
And thats not what i'm asking about the jump drive. If the ship is 5700 tons, and the jump drive is 2500 tons, would that mean i would need a jump drive for the ship plus the jump drive? (5700+2500)?

How did it not?

Are Jump Drives ship components? Yes.

All ship components have mass/hs and thusly add to your ship total mass/hs.

You need a jump drive enabled ship rated to the mass equal to or greater then the ship.

This is why peeples on the Aurora forum make jump tenderships.


I say, fuck you to that need, and just constantly researching jump effencies. The real killer is that I am doing beam ships.
« Last Edit: February 08, 2010, 11:06:27 pm by MrWiggles »
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1506 on: February 08, 2010, 11:31:38 pm »

You don't have to make every ship jump capable. Just research jump squadron size a few times and you can have one jump ship for every 4 or 5 other ships. I like using squadron size 7 so I can have one jump ship with 6 combat focused ships.

I make my jump ships mostly defensive - heavy armor, point defense beams, and anti-missile launchers. This way they can serve a dual role - point defense and jump capability. Then the ships that accompany them are the offensive ships, with large anti-ship missiles or long range beam weaponry. I build more of the fighting ships than the jump ships, and if an engagement is going bad I'll pull out the jump ship (unless it's needed for its PD, but usually if an engagement is going bad its PD missiles are gone and everything is blowing up).

The only ships I build with jump capability that don't bring others with them are sensor ships, since I tend to have them follow the other fleets around and act as scouts and early detection systems. I make them as small and fast as I can, with nothing but large sensors and an anti missile launcher or two. They try to avoid combat. I still give them the 3 squadron size though, since that way they can act as gateways for my geosurvey and gravsurvey vessels (which are also small). I guess they serve a dual role too - spotter for military fleets and explorer for scouting new systems for potential threats.
« Last Edit: February 08, 2010, 11:39:26 pm by Paul »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1507 on: February 09, 2010, 12:08:15 am »

You don't have to make every ship jump capable. Just research jump squadron size a few times and you can have one jump ship for every 4 or 5 other ships. I like using squadron size 7 so I can have one jump ship with 6 combat focused ships.

I make my jump ships mostly defensive - heavy armor, point defense beams, and anti-missile launchers. This way they can serve a dual role - point defense and jump capability. Then the ships that accompany them are the offensive ships, with large anti-ship missiles or long range beam weaponry. I build more of the fighting ships than the jump ships, and if an engagement is going bad I'll pull out the jump ship (unless it's needed for its PD, but usually if an engagement is going bad its PD missiles are gone and everything is blowing up).

The only ships I build with jump capability that don't bring others with them are sensor ships, since I tend to have them follow the other fleets around and act as scouts and early detection systems. I make them as small and fast as I can, with nothing but large sensors and an anti missile launcher or two. They try to avoid combat. I still give them the 3 squadron size though, since that way they can act as gateways for my geosurvey and gravsurvey vessels (which are also small). I guess they serve a dual role too - spotter for military fleets and explorer for scouting new systems for potential threats.

Yea, but I find it cool to do so.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1508 on: February 09, 2010, 01:13:51 am »

Giving every single ship a jump engine is horribly inefficient. You can put so much more firepower on a ship without a jump engine.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1509 on: February 09, 2010, 01:24:30 am »

Giving every single ship a jump engine is horribly inefficient. You can put so much more firepower on a ship without a jump engine.

Yea... but I find it cool to do so.

This is in part why I suggested the patristical sled idea, that has no traction.
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1510 on: February 09, 2010, 09:58:59 am »

Maybe I'm weird, but I don't really put jump engines on any of my combat ships.  The only military armed ship I use with jump engines is a small, 6000 km/s, 3000 ton jump scout that pretty much just goes into unexplored jump points and checks all the system bodies for hostiles before my survey ships come in.

I don't have anything but scouts and grav survey ships on the other side of an ungated JPs so there is never any need for haste.  So I just send my military over to guard my side of the jump point while the constructor ship does it's thing.  If anything comes to my side while I'm waiting I get a free 30 seconds of electric death target practice.  Then I send in a jump scout to make sure the other side is clear, then send in the armada.  With the constructor behind.  The constructor does it's thing while the armada does theirs.   The only problem crops up when my fleets suddenly start losing.  But the chances of them outrunning the enemy is slim anyway.  And even if by some miracle somebody does escape they can usually just stay still cut their shields and active sensors someplace inconspicuous and wait for rescue, or the constructor to finish.  And by the time the constructor ship finishes my heavy plasma carronade garrison fleet is ready to defend the point until another assault fleet is ready.

-

Oh and against precursors, fighter swarms appear to work remarkably well.  Every group of missile using precursors I encountered don't seem to be able to target anything fighter size.  Forcing them to resort to ramming the fighters, which seems to work out as bad for them as the fighter they ram.  Stick some 10cm or larger lasers on those fighters and they seem to rip those precursors apart. 
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1511 on: February 09, 2010, 10:02:35 am »

Another design lesson learned:

Always have at least a minimal R1 active sensor for final defensive fire,
at least then you know what hits you and you get a chance to do something about it. even if it is just hitting 1 in 30 incoming missiles. ><
My fleet is reduced to a trend line pointing towards the JP. lol
hopefully my missile corvettes will be able to at least dmage one of their massive ships in retaliation.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1512 on: February 09, 2010, 10:25:00 am »

hmmm, has anyone ever tried putting one of each type of weapon on a ship?
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exoleet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1513 on: February 09, 2010, 10:57:21 am »

Could someone explain how to establish a colony without everyone dying?

Thanks.
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1514 on: February 09, 2010, 11:33:38 am »

@ micro: Yes. It is terribly inefficient in the smaller range, due to the dedicated TS required for each group of weapons, but can be affective for a bigger general purpose battleship.

@Exo: if the colony rating is higher than 0 it means that special infrastructure (biodomes, air recyclers, etc) is needed for the colonists to thrive. If you neglect this or overpopulate the available livable space, expect a high mortality rate.
Infrastructure needs to be built in the industry interface and costs 2duranium and some money per item, you need hundreds of them for a viable colony though.
Ship them over before the colonists are transported and things should be fine.

in the economy tab you can see infrastructure as a trade commodity, this is for civilian transporters though and means free stuff for you. You can't get at it yourself, but civvies will ship it and you get to tax their business. :)
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