Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1013 1014 [1015] 1016 1017 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841460 times)

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15210 on: August 13, 2014, 12:11:16 am »

That's the way I prefer to do it.
Logged
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

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15211 on: August 13, 2014, 12:34:10 am »

I admit, the satisfaction of a well-oiled carrier group is hard to beat as far as natural highs go.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Eagle_eye

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15212 on: August 13, 2014, 01:24:39 am »

So this is my current beam ship design:

Spoiler (click to show/hide)

I'm a little concerned about the fuel supply, but I'm not going to be using it as part of any invasion fleets, so I don't think that'll be a problem. Aside from that, any obvious mistakes I should address?
Logged

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15213 on: August 13, 2014, 01:33:46 am »

That's nothing, I'm still on ION with 100% multiplier, a single invasion and my fuel reserve is toast.
In fact fleet training should destroy my reserves anyway.\
While I'm here update:
The RNG gods are pricks, before my Daleks even design a jump engine they detect a ship from 'sol aliens #334', jumping in I can assume directly from Earth, there goes my plan to explore and conquer a significant number of inconsequential NPR's before finding earth and destroying them in force.
I may just delete sol and remake the human NPR.
Logged
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.

Duuvian

  • Bay Watcher
  • Internet ≠ Real Life
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15214 on: August 13, 2014, 01:59:55 am »

After foolishly investing into sorium harvesters, thinking that Saturn or Jupiter would have some deposits, my construction specialist just died in a freak accident  :'(. I've also come to realize the importance of asteroids and their small but easy to access deposits. So basically when I have the tech to start designing asteroid miners (next year...), will it be worth the shipyard space to do so in the long term?

Asteroid miners can be very small commercial ships so it only takes one shipyard with no size increases to make them. I have one shipyard I keep adding slipways to and I make asteroid miners of 1 mining module, engines and fuel whenever I have the minerals to do it with. I also give them some years of extra deployment time because rp reasons I guess. It just doesn't make sense to me why the commercial crews are immune to that.

I do have one question though: would enabling conscripts only on asteroid miners be of limited use if you have a large officers pool? You can still assign a Captain with mining skill to conscripts only ships.
« Last Edit: August 13, 2014, 02:04:30 am by Duuvian »
Logged
FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Eagle_eye

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15215 on: August 13, 2014, 02:35:06 am »

Well, it turns out those CIWS were woefully inadequate for dealing with 10+ missile salvos.
Logged

JOKER_G

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15216 on: August 13, 2014, 06:13:22 am »

Well, it turns out those CIWS were woefully inadequate for dealing with 10+ missile salvos.
Just use standard Gauss Cannon, they are slightly heavier but protect the whole fleet.
Logged

Karlito

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15217 on: August 13, 2014, 08:07:13 am »

Maint Life 3.27 Years
Intended Deployment Time: 3 months
One of these things is not like the other... If this ship is really only intended to sortie in defensive actions, or whatever, you could probably survive with a maintenance life of only a year or so. The clock won't tick up if they're in orbit around a planet with sufficient maintenance facilities.

Logged
This sentence contains exactly threee erors.

JOKER_G

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15218 on: August 13, 2014, 10:14:10 am »

Encontered enemy High-Power torpedo. A lucky D39 torpedo crippled GTD Orion, several others vaporized a Leviathan class.

It's a bit annoying that even my AMM can intercept all incoming missiles, it cost so many 5-sec turns and too much real time. Carriers and bombers are much better.

Finally, the Battle of Earth ended. With 2/3 of their second fleet lost, the NPR fleet retreated. I lost 1/2 of my fleet and many civillian ships, earth also hit by several missiles.

I named my warship and fighter classes with the names in Freespace2, a great old space piloting and shooting game, and the name of my empire is GTA. Now the Great War and shivans are coming soon.
« Last Edit: August 13, 2014, 10:52:49 am by JOKER_G »
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15219 on: August 13, 2014, 11:16:30 am »

I do have one question though: would enabling conscripts only on asteroid miners be of limited use if you have a large officers pool? You can still assign a Captain with mining skill to conscripts only ships.
Conscript crews exist for one reason: to avoid eating up your pool of trained crew on commercial ships. Always use it for things that aren't supposed to see combat unless you've got something like a dozen academies set to the lowest level of training quality and no foreseeable construction of a large naval force.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15220 on: August 13, 2014, 11:57:24 am »

This game has crew management?

How did have I never hear of this before... How does it even work?
Logged

Shooer

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15221 on: August 13, 2014, 12:19:27 pm »

You can set your races crew training level (1-5) on the race info screen (crtl-f2).  The higher the better your crew members will be, but the slower they will be trained.  I like to set it to 3, with 5 academies it covers my needs usually.  The bonus from the higher training level is the same as experience earned in combat.  Which is kind of hard to get in significant quantities easily.

Crew training is represented in a % value under grade bonus.  Accuracy, rate of recovery from jump scrambling and a few other things get benefited from grade bonus.

When designing ships you can check the conscript box.  When ships of that class get made they get filled with -10% crew.  No reason putting your military academy trained elite ship crew on a asteroid miner, or hauler, or geo surveyor, or tanker.

I personally don't see them as conscripted military members, but civilian crew on a civilian run but government owned ship.
Logged

Zangi

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15222 on: August 13, 2014, 01:13:41 pm »

That's nothing, I'm still on ION with 100% multiplier, a single invasion and my fuel reserve is toast.
In fact fleet training should destroy my reserves anyway.\
You can set the fleet's max speed to 1 while training.  I forgot how, but you can.  (Maybe creating a 1 speed ship and leaving it with the training fleet.)
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

JOKER_G

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15223 on: August 13, 2014, 11:09:12 pm »

Trying to land minefield at jumpgate, but as soon as I launch mine at waypoint they released sub-muntion. the "msl launch" button caused a series of error like "X cannot be fired as the ship is suffering from X".
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15224 on: August 14, 2014, 03:22:44 am »

I personally don't see them as conscripted military members, but civilian crew on a civilian run but government owned ship.
Historically, that's pretty much what a conscript has been.  The lord is waging a war, so "We'll give you some padded armor and a spear, you'll eat free and be housed in the barracks.  You'll do grunt work and we're really only paying you for the use of another set of hands."

That's basically what it is in Aurora.  "We just need warm bodies on these asteroid miners, anyone will do."
Pages: 1 ... 1013 1014 [1015] 1016 1017 ... 1347