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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840750 times)

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15030 on: July 11, 2014, 08:34:32 am »

Yes, there is an option on either the individual ship screen or the taskgroup screen that reads something like "do not download tech data" that if you enable it will stop any acquired research points from being downloaded into the first research lab your ships come across.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15031 on: July 11, 2014, 02:53:43 pm »

Yes, there is an option on either the individual ship screen or the taskgroup screen that reads something like "do not download tech data" that if you enable it will stop any acquired research points from being downloaded into the first research lab your ships come across.
Ahh, took some searching and i managed to find it thanks muchly, this'll definitely save on headaches.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15032 on: July 12, 2014, 03:39:07 pm »

Yes, there is an option on either the individual ship screen or the taskgroup screen that reads something like "do not download tech data" that if you enable it will stop any acquired research points from being downloaded into the first research lab your ships come across.
Ahh, took some searching and i managed to find it thanks muchly, this'll definitely save on headaches.
This is what you will say to yourself almost every time you close down Aurora after a couple hours of gameplay that didn't go perfectly smoothly.  :P
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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

iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15033 on: July 12, 2014, 04:37:47 pm »

Aheh! I know, right?
Hmm.. does anyone know what transponders do?

And on an interesting note, appearantly making a ship like this is possible.
Code: [Select]
Rosalind class Cruiser    0 tons     1 Crew     0 BP      TCS 0  TH 0  EM 0
1 km/s     Armour 1-0     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 0%    IFR 0%    1YR 0    5YR 0    Max Repair 10 MSP
Intended Deployment Time: 0 months    Spare Berths -1   


This design is classed as a Fighter for production, combat and maintenance purposes
Via removing EVERYTHING and sending intended deployment time to 0.000000001
Though it appears to cause overflows and who knows what'll happen if you try to have someone shoot at it.
« Last Edit: July 12, 2014, 04:45:17 pm by iceball3 »
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15034 on: July 12, 2014, 04:53:11 pm »

Hmm.. does anyone know what transponders do?

Transponders make ships visible. I'm not exactly sure what's required to see a transponder, but I think any presence in the system will do.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15035 on: July 12, 2014, 05:07:33 pm »

Hmm.. does anyone know what transponders do?

Transponders make ships visible. I'm not exactly sure what's required to see a transponder, but I think any presence in the system will do.
To me or to everyone? And are they on or off by default?
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15036 on: July 12, 2014, 05:30:23 pm »

Hmm.. does anyone know what transponders do?

Transponders make ships visible. I'm not exactly sure what's required to see a transponder, but I think any presence in the system will do.
To me or to everyone? And are they on or off by default?

To everyone. Civilian (*not* the same as commercial) ships have them on by default, military ships have them off by default.
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gigaraptor487

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15037 on: July 12, 2014, 05:56:04 pm »

Just installed this. I assume it is normal for mcaffe to go nuts. It seems fine.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15038 on: July 12, 2014, 06:02:23 pm »

Hmm. I suddenly have an idea. Though, how far would be a reasonable distance of detection for the basic 1/1 ship based sensors?
I was thinking of spreading out a gigantic network of 5 ton armorballs based on formation, though i'm not sure how far i'd need to have them from each other to make use of their sensors if it would work at all.
The idea would be to set up a gigantic fighter formation, then send a few carriers carrying hundreds of them to deploy, and set one to move to a location at 0 km/s, causing the rest to ever so slowly move into positon.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15039 on: July 12, 2014, 08:06:31 pm »

The problem there is mainly fuel.  You'll get a lot more use from a single large ship sensor.  Remember that size increases sensor strength linearly, so a 1t sensor compared to a 2t sensor, is a straight 2x power.  Building a single large sensor with crew is more fuel-efficient than two small sensors, each either their own crew, which then have to be pushed using smaller, less efficient engines.

So it's possible, just uses more fuel and more micromanagement.  You may consider thermal sensor missiles instead.

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15040 on: July 12, 2014, 08:49:40 pm »

Hmm. I suddenly have an idea. Though, how far would be a reasonable distance of detection for the basic 1/1 ship based sensors?
I was thinking of spreading out a gigantic network of 5 ton armorballs based on formation, though i'm not sure how far i'd need to have them from each other to make use of their sensors if it would work at all.
The idea would be to set up a gigantic fighter formation, then send a few carriers carrying hundreds of them to deploy, and set one to move to a location at 0 km/s, causing the rest to ever so slowly move into positon.

If you want to do this you'd probably be better off scattering sensor buoys around. Would still be micromanagement hell though.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15041 on: July 12, 2014, 09:03:37 pm »

The problem there is mainly fuel.  You'll get a lot more use from a single large ship sensor.  Remember that size increases sensor strength linearly, so a 1t sensor compared to a 2t sensor, is a straight 2x power.  Building a single large sensor with crew is more fuel-efficient than two small sensors, each either their own crew, which then have to be pushed using smaller, less efficient engines.

So it's possible, just uses more fuel and more micromanagement.  You may consider thermal sensor missiles instead.
Well, actually, aren't fuel-less engineless ships able to move around at 1km/s no problem? I'll need to test that too...
Though it seems i can't get any less than one crew on the ship, which i bet is problematic what with life support. So bremen's suggestion of sensor buoys would probably be better for my uses, eh~
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15042 on: July 12, 2014, 11:23:50 pm »

The problem there is mainly fuel.  You'll get a lot more use from a single large ship sensor.  Remember that size increases sensor strength linearly, so a 1t sensor compared to a 2t sensor, is a straight 2x power.  Building a single large sensor with crew is more fuel-efficient than two small sensors, each either their own crew, which then have to be pushed using smaller, less efficient engines.

So it's possible, just uses more fuel and more micromanagement.  You may consider thermal sensor missiles instead.
Well, actually, aren't fuel-less engineless ships able to move around at 1km/s no problem? I'll need to test that too...
Though it seems i can't get any less than one crew on the ship, which i bet is problematic what with life support. So bremen's suggestion of sensor buoys would probably be better for my uses, eh~
That, and moving things at picket speed will take a truly abysmal amount of time.  :P


Just installed this. I assume it is normal for mcaffe to go nuts. It seems fine.
That's more McAffe being a terrible AV about one hair away from being malware itself than anything else; I first installed Aurora back when I was still using McAffe and it didn't bat an eye at it. :|
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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

iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15043 on: July 13, 2014, 01:15:55 am »

The problem there is mainly fuel.  You'll get a lot more use from a single large ship sensor.  Remember that size increases sensor strength linearly, so a 1t sensor compared to a 2t sensor, is a straight 2x power.  Building a single large sensor with crew is more fuel-efficient than two small sensors, each either their own crew, which then have to be pushed using smaller, less efficient engines.

So it's possible, just uses more fuel and more micromanagement.  You may consider thermal sensor missiles instead.
Well, actually, aren't fuel-less engineless ships able to move around at 1km/s no problem? I'll need to test that too...
Though it seems i can't get any less than one crew on the ship, which i bet is problematic what with life support. So bremen's suggestion of sensor buoys would probably be better for my uses, eh~
That, and moving things at picket speed will take a truly abysmal amount of time.  :P


Just installed this. I assume it is normal for mcaffe to go nuts. It seems fine.
That's more McAffe being a terrible AV about one hair away from being malware itself than anything else; I first installed Aurora back when I was still using McAffe and it didn't bat an eye at it. :|
Did you get it from that guy who made the big installer for the latest version? I think his is popping out a whole bunch of false negatives.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15044 on: July 13, 2014, 02:32:11 am »

So i'm designing a new laser for my alpha strikers, and this is what it shows up as on the design.
Code: [Select]
Uemura Armaments 38cm C0.25 UltraV Alpha (Heavy) Laser (1)    Range 128 000km     TS: 3000 km/s     Power 38-0.25     RM 4    ROF 760        38 38 38 38 30 25 21 19 16 15I look at the range and figure, that can't be right, namely because back in the design window it showed this.
Code: [Select]
Damage Output 38     Rate of Fire: 760 seconds     Range Modifier: 4
Max Range 1 520 000 km     Laser Size: 300 Tons    Laser HTK: 3
Power Requirement: 38    Power Recharge per 5 Secs: 0.25
Cost: 61    Crew: 18
Spinal Weapon Only
Materials Required: 12.2x Duranium  12.2x Boronide  36.6x Corundium

Development Cost for Project: 610RP
Is the range in class design window only a "range increment" value for the sequence of numbers that is damage at a range?
If that's the case i seriously have to upgrade my beam fire control...
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