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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2851711 times)

exoleet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1515 on: February 09, 2010, 11:38:48 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. :)


I shipped 200 infrastructure to mars, but the colonists keep dying when I unload them.
Yes I dropped the infrastructure off properly.

Current infrastructure is 279.
Maximum population is N/A.

What am I doing wrong?
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1516 on: February 09, 2010, 11:48:38 am »

Depending on how hard mars is to colonize you might not have enough infrastructure.

For example, one of my colonies has a 1.9 colony cost, it currently has 614 infrastructure. At a population of only 3.23 million, colonists are dying off because I can't get more infrastructure shipped to them fast enough.

*looks again*
Ah I see. Maximum population is N/A means that the planet is un-colonizeable.  Looks like the RNG stuck you with a gravity tolerance to low to be able to colonize mars.

P.S.  You may be able to fix that by going into SM mode, hitting alt+F2 and then increasing your race's gravity deviation enough to be able to colonize mars.  That may be cheating though depending on how you look at it. (imho we should be able to colonize mars.  And the game saying no seems silly.)
« Last Edit: February 09, 2010, 12:01:40 pm by Greiger »
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Sean Mirrsen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1517 on: February 09, 2010, 01:03:17 pm »

Ok, now I remembered which bit I was referring to when I said it showed me all research options. In the design screen, you can select a hull type, which lists all possible variants.

As far as the game itself goes... meh. I'm too lazy to change my system settings to accept the comma as a decimal separator. I guess it's alright for a free game, but I don't think I'll actually be playing it soon.
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JimiD

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1518 on: February 09, 2010, 01:19:21 pm »

Everytime I think I am on top, this thing keeps kicking me down.

First I over expanded my industry and crashed the economy.

So I created loads of colonys and built lots of financial centres, and got the economy up and running.

Then the new human Martians kept complaining about a lack of protection, so I decided to I needed a military. Got all the bits of kit designed, and couple more Naval Shipyards built.

Then just as the capacity of the new yards got high enough to build the ships, Earth runs out of minerals.

I have Mars terraformed, and have found two more low cost planets, and another at 0.18 cost, so I can certainly expand.  Assuming I dont run out of fuel first.

I have found two alien races.  With one we are just ignoring each other (despite my Diplomacy (and Espionage) teams best efforts.)

The other killed the Geo-Survey vessel instantly (no active sensors), and I think I might have met the Swarm, but again, I havent been back to check.  My new military was designed to combat the little detail I did have - beam type weapons and 800 odd tons, but I am not going back with only the two ships I have coming of the yards soon.  For a start, I need a long range active sensor - and we have nearly researched a max antenna, resolution 800t one.  I will see them coming.

Also found some ruins, which have been explored.  I then designed and built two Troop Transports, and to get the Engineers there quickly, I only put the battalion sized tranport hold on them.  Which of course is too small, the Engineering Brigade needs a large hold.

Still, I have a couple large versions rolling off in a couple of months, and the small ones more the garrison battalions to Mars, and got them quietened down.

The games not quite perfect, theres a little too much information management for me to be totally lost into it, especially when the number of explored systems and colonies starts rising, but it has that 'just one more turn' aspect that CIV has, and I have certainly had a couple of late nights, especially as Mars got close to being Terraformed.
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1519 on: February 09, 2010, 02:24:14 pm »

yep 800T, beam weapons. Sounds like the Swarm. Have fun.

My precursors seem to have shorter ranged, smaller antiship missiles capable of hitting my corvettes. :(
We have to get to almost laser range for launch due to ECM,

I certainly wasn't ready for them. :P
Want their system though: one jump from home and has a 0 planet as well as 3 <1 ones.
« Last Edit: February 09, 2010, 02:26:04 pm by Areyar »
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exoleet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1520 on: February 09, 2010, 02:48:03 pm »

I built a gravitational survey ship, how do I find and use jump points?
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1521 on: February 09, 2010, 02:54:59 pm »

I built a gravitational survey ship, how do I find and use jump points?

Use the search option of the aurora forum to look for posts with the keywords 'how' and 'survey'.
Alternatively read the tutorial.
Or even read reactions to micros posts in this thread.
;)
joking. but seriously, experiment a bit.

you can direct  the survey vessel manually to a Grav survey point, or set standing orders in the second tab of the Task Group interface. Set its primary order to survey nearby survey point.
(standing orders will be executed if no other orders are in effect.)

jump engines or jumpgates are needed to traverse JP. read the FAQ, academy and tutorial on the subject for more info.
« Last Edit: February 09, 2010, 03:02:39 pm by Areyar »
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exoleet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1522 on: February 09, 2010, 02:57:49 pm »

How can I view the results of the survey, though?

Also, will the game randomly generate NPC empires? It only had one at game start.
« Last Edit: February 09, 2010, 02:59:59 pm by exoleet »
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1523 on: February 09, 2010, 03:04:42 pm »

How can I view the results of the survey, though?

Also, will the game randomly generate NPC empires? It only had one at game start.

You don't.
When a JP is found, you get an Event message and it becomes a visible feature in the starsystem.
When you traverse the JP, a system is randomly generated, this includes a chance of generating a new NPR empire if there is a viable planet.
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exoleet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1524 on: February 09, 2010, 03:10:13 pm »

How can I view the results of the survey, though?

Also, will the game randomly generate NPC empires? It only had one at game start.

You don't.
When a JP is found, you get an Event message and it becomes a visible feature in the starsystem.
When you traverse the JP, a system is randomly generated, this includes a chance of generating a new NPR empire if there is a viable planet.

Alright. I have it survey the survey points to find them, right?

I found a jump point, but it's telling me that my ship isn't jump capable.
How do I make it jump capable?
« Last Edit: February 09, 2010, 03:27:51 pm by exoleet »
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1525 on: February 09, 2010, 03:36:34 pm »

There are a few researches you have to do. Jump theory, then jump efficiency and jump distance, and i think jump group size. Then you can make your own jump drive. Remember to make a jump ferry, putting jump drives on warships is foolish.
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1526 on: February 09, 2010, 03:41:31 pm »

step 1- research basic technologies Jump stuff
step 2a- design a JDrive in CTRL-F6 screen.
step 2b - develop JD design in researchlabs.
step 3 - design ship with JD.
edit: build ship.:P
Step 4 - send ship through JP.

mechanics of Jump escorting etc are of later worry, design a smallish jumpscout first.
(It helps if it is bigger than your survey vessels though)(than it can double as a jumpgate)
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1527 on: February 09, 2010, 03:51:30 pm »

Jump drives on warships isn't necessarily foolish. If you want to send an attack into enemy territory you'll need to be able to get into and out of the area. If you need to assault a jump point that is defended you need multiple jump ships (one with each squadron) to get in a sizeable fleet to hit them. A jump tender can only bring as many ships as its squadron size in at a time, so if you have 1 jump tender with squadron size 3 it could only bring in 2 military vessels at a time, which would likely get wiped out by the defenders before it had a chance to go back for more.

You could build a jump gate in, but then that sends everyone to the exact center of the warp point, which probably means there will be an awful lot of ships right beside you ready to shoot you, and point blank beams can be rather nasty. It also means they won't be able to get out if things go badly.

I guess if you build such an overwhelming fleet that the first assault will definitely win, a gate would work fine.
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1528 on: February 09, 2010, 04:20:57 pm »

Hah, I have too much wealth and too much population.  I have 1 Habitable colony other than my homeworld a whole 2 jumps away.  The population is increasing faster than I can shuttle infrastructure to it. And the terraforming is going to take 50 years at the current rate, which is 4 terraforming ships in orbit and a constant flow of 4 freighters hauling in terraforming installations. Removing .19 atm argon and .05 atm methane and then trying to replace that with .25 atm of O2.  It's going to take forever.

What doesn't make sense to me is why the civilians aren't helping.  There is 2 shipping lines, but they just sit around the homeworld doing nothing all the time. Adding contracts does nothing, deleting contracts does nothing, and all the colony ships and liners do is load their max capacity of population and sit in orbit forever.

Also my missile silo PDCs are constantly spamming a lack of fuel.  Which makes no sense.  All they are is 2 size 50 launchers and a size 100 launcher with a barracks and some armor.  No shields, nothing that needs fuel.  While my fighter base PDC which logically would need fuel for it's fighters, never loses any fuel from it's tanks.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1529 on: February 09, 2010, 04:27:29 pm »

Do you have jump gates along the journey? I know civs won't do anything without jump gates.
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