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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2814782 times)

Nicpon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1605 on: February 10, 2010, 04:41:57 pm »

This game has challenged me.
Too bad I have laptop monitor not good enough to stand up to challenge.

I'll try it when I get home.

Just one question:
Can Aurora be fun even when you do not comprehend everything that is going on?
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1606 on: February 10, 2010, 04:52:53 pm »

I would say no. But then again i like to know every little detail about everything so that might just be personal preference.
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head

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1607 on: February 10, 2010, 04:54:21 pm »

This game has challenged me.
Too bad I have laptop monitor not good enough to stand up to challenge.

I'll try it when I get home.

Just one question:
Can Aurora be fun even when you do not comprehend everything that is going on?

in my opinion the most fun i get is to make up some shit stories as i play.

and design super ships expect design every little part can be a bit boring.

and no try as you go much more fun.


Btw i just found a system with a 60k ton ship in :(
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1608 on: February 10, 2010, 05:32:29 pm »

I fail to see the benefit of tolerance from ideal being non linear.

I'd like to see gravity tolerance modeled differently though.
something exponential. cutting off at zero g and with tolerance defining the exponent rather than the safe range.
something like*:
G colony gravity, Gi ideal gravity, Gt grav tolerance (factor), Cg Colony cost factor for G 
Cg = ((Gi-G)^2)/Gt 
or colony cost = deviation from ideal quadrated and devided by the tolerance.
In which tolerance is a percentage 1 is default, double the tolerance and colony cost as function of G will increase half as steeply. The reverse is true for halving the tolerance, this will double the cost per G. Default values (Gi=1, Gt=1) will give a colony cost of 1 at zero G (and two G).

After working on and plotting various formulae, I have come to a conclusion that I don't think habitability should be affected by gravity, as infrastructure would give little benefit (unless antigrav plates are infrastructure). I think instead productivity could be affected and/or maybe pop.growth. 

*This formulea after discarding many as being too complex, irrational or just plain wrong.
[/geekmode]
« Last Edit: February 10, 2010, 05:35:17 pm by Areyar »
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Virex

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1609 on: February 10, 2010, 05:58:06 pm »

Seems that planets have escape velocities. I'm guessing that if a ship has lower speed then the escape velocity, it can't leave that planet...Anyone got any ideas on how this could be used? Maybe giving a missile 0 engine power so that it will fall to a planet with stronger warhead strength?

It's just for flavour as far as I know, since trans-newtonian technology doesn't feel gravity (try stationing a ship on a point in space. It doesn't need fuel, even though it *should* be fighting the stars gravity. That's trans newtonian physics at work)
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1610 on: February 10, 2010, 06:28:43 pm »

hmm.
come to think of it, using that reasoning, a ship without engines or other engine-less item should either follow a planet or orbit/fall into the star.
I suspect they remain immobile though. ;)
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1611 on: February 10, 2010, 07:52:33 pm »

Btw, does it crash as often for any of you?

I tried following the tutorial, sorta - without using Spacemaster mode. First time I tried to design an active sensor after designing an engine, without closing the window - it CTD'd when I tried to pick a different resolution. Next time, it CTD'd when I tried zooming in on the home planet (which I called Empyrrean) to see if the ship I built is orbiting, or just sitting there. (answer: sitting there) It crashed about when I zoomed too close for the moon to be visible. At least it saves the progress at just about every step.

it almost never crashes on me. It stalls on me constantly, if I live it alone, for 30 minuets, it'll continue onward.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1612 on: February 10, 2010, 11:23:12 pm »

I've had a few error messages come up where I hit OK and it went away (repeatable stuff thats already posted on the forums) but I've never yet had a crash. Guess I'm lucky :D

It doesn't stall, either. Might slow down for a few seconds, but nothing long-term. The NPC battles can take a wee bit of time if they are really long, but not more than a couple minutes even when its running 5 second increments due to a beam battle.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1613 on: February 10, 2010, 11:24:15 pm »

I blame my slow down due to emulating XP to play it.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1614 on: February 11, 2010, 12:14:58 am »

I'm running on a pretty good processor anyway, thats probably why the game is snappy for me. The funny thing is I back when I built this computer I bought a better processor not because it would give me a bit better performance in some high end 3d game, but because it would run Dwarf Fortress better. Hehehe.

Have a core 2 duo e8600 @ 4GHz
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Sean Mirrsen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1615 on: February 11, 2010, 03:36:27 am »

I fail to see the benefit of tolerance from ideal being non linear.
Well I don't. For one, "surviving" on a planet with excessive oxygen content is going to be much easier than on a planet with insufficient oxygen content. Excessive heat is harder to counter than severe cold. Etc, etc.
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Shades

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1616 on: February 11, 2010, 03:40:34 am »

Well I don't. For one, "surviving" on a planet with excessive oxygen content is going to be much easier than on a planet with insufficient oxygen content.

That is debatable. The technology to build a biosphere is fairly simple and provides habitation in practically any poor atmospheres but the raging fire-storms that excessive oxygen causes would be a nightmare to deal with.

Although I'd expect most atmosphere issues to be dealable (is that a word) with, things like excessive gravity are more of a problem.
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umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1617 on: February 11, 2010, 03:57:00 am »

Shades: that's why in this game, you can only colonize planets with oxygen but you can't do jack about the gravity levels.... for some reason.

If I have ships that can travel 15x faster than lightspeed and weapons that defy all conventional science, why can't I change the gravitational levels of a small moon?

Shades

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1618 on: February 11, 2010, 04:02:57 am »

Shades: that's why in this game, you can only colonize planets with oxygen

Really? You can't build moon bases and the like? :( that sucks maybe I won't get around to trying it after all.

If I have ships that can travel 15x faster than lightspeed and weapons that defy all conventional science, why can't I change the gravitational levels of a small moon?

I was under the impression the lightspeed breaking was due to 'magic' elements that were found, trans-newtonian stuff or some such. Possibly this doesn't include anti-grav techs.
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Osmosis Jones

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1619 on: February 11, 2010, 04:18:04 am »

Thing is, your active sensors send out 'gravitic pulses'. If you can pulse gravity, surely you can up it a little.
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