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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2852384 times)

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1635 on: February 11, 2010, 02:56:47 pm »

Also, are ICBM's useful at all? I started out on conventional and looked at their stats. The chance to hit was 0 all the way. They are so slow too. I'm guessing this is just RP due to the world getting ready to nuke each other, but then why is the PPV so high?

No, the conventional ICBM's are nigh useless against trans-newtonian technology. You can refit the PDC's though to use more modern weaponry. Conventional start is a real pain in the ass, as you have to convert conventional industry over, but its also a lot of fun. I started out conventional in 2010 and had a few small ships running around by 2025, and was slowly converting my industry into construction factories. I plan to keep fuel refining mostly offworld, as I have other uses for earth's solium. (Ships with jump drives require large amounts of raw solium, so if you process it all into fuel you run into problems.)
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1636 on: February 11, 2010, 02:58:19 pm »

Also, are ICBM's useful at all? I started out on conventional and looked at their stats. The chance to hit was 0 all the way. They are so slow too. I'm guessing this is just RP due to the world getting ready to nuke each other, but then why is the PPV so high?

I would assume RP yea.  They may be good for nuking your own planet to remove any other empires starting on your planet, but then yer kinda nuking yourself too... which I guess makes a whole lotta sense when compared to realism.

I just didn't bother researching them and made my own size 100 planetary defense ICBMs (which I guess wouldn't even be called ICBMs really... IPBM? Inter-Planetary ballistic missile?) with massive range, high speed, agility, armor, and a warhead big enough to kill God.  Suckers are bigger than a small fighter and then I made a few PDC designs dedicated to launching the mothers.

Spoiler (click to show/hide)

EDIT: It occurs to me suddenly that my PDC has size 8 launchers instead of 2 size 50 as intended.... D'OH!


« Last Edit: February 11, 2010, 03:11:59 pm by Greiger »
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1637 on: February 11, 2010, 03:03:24 pm »

not ballistic in any case, that implies newtonian physics. ;)
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1638 on: February 11, 2010, 04:46:38 pm »

Well everything is finally sinking in so i restarted and this is my first ship (..............SO STUPID OF ME!!!! i was so used to building lasers at the beginning that i automatically researched ultraviolet lasers when i was making mesons  :-[ , well, time for some extra starting RP)

Please tell me what you think

Daring class Cruiser    4950 tons     497 Crew     644.6 BP      TCS 99  TH 360  EM 0
4848 km/s     Armour 3-25     Shields 0-0     Sensors 2/2/0/0     Damage Control Rating 4     PPV 28
Annual Failure Rate: 49%    IFR: 0.7%    Maint Capacity 1326 MSP    Max Repair 38 MSP    Est Time: 11.43 Years

Ion Engine E9 (8)    Power 60    Fuel Use 90%    Signature 45    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 60.6 billion km   (144 days at full power)

Single R3/C3 Meson Cannon Turret (4x1)    Range 0km     TS: 20000 km/s     Power 3-3     RM 3    ROF 5        0 0 0 0 0 0 0 0 0 0
R6/C3 Meson Cannon (2)    Range 0km     TS: 4848 km/s     Power 6-3     RM 6    ROF 10        0 0 0 0 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 S3.96-R1 (1)     GPS 3.96     Range 40k km    Resolution 1
Active Search Sensor S3.96-R8 (1)     GPS 31.68     Range 317k km    Resolution 8
Thermal Sensor TH0.5-2 (1)     Sensitivity 2     Detect Sig Strength 1000:  2m km
EM Detection Sensor EM0.5-2.5 (1)     Sensitivity 2.5     Detect Sig Strength 1000:  2.5m km

This design is classed as a military vessel for maintenance purposes
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1639 on: February 11, 2010, 05:43:24 pm »

Fire control is missing....
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1640 on: February 11, 2010, 05:49:39 pm »

That's weird, i could of sworn i put it on

Daring class Cruiser    5300 tons     497 Crew     749.6 BP      TCS 106  TH 360  EM 0
4528 km/s     Armour 3-27     Shields 0-0     Sensors 2/2/0/0     Damage Control 4     PPV 28
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 1354 MSP

Ion Engine E9 (8)    Power 60    Fuel Use 90%    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 56.6 billion km   (144 days at full power)

R6/C3 Meson Cannon (2)    Range 60,000km     TS: 4528 km/s     Power 6-3     RM 6    ROF 10        1 1 1 1 1 1 0 0 0 0
Single R3/C3 Meson Cannon Turret (4x1)    Range 30,000km     TS: 20000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S03 64-4500 (1)    Max Range: 128,000 km   TS: 4500 km/s     92 84 77 69 61 53 45 37 30 22
Fire Control S04 32-12000 (1)    Max Range: 64,000 km   TS: 12000 km/s     84 69 53 37 22 6 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 S6-R1 (1)     GPS 6     Range 60k km    Resolution 1
Active Search Sensor S3.96-R8 (1)     GPS 31.68     Range 317k km    Resolution 8
Thermal Sensor TH0.5-2 (1)     Sensitivity 2     Detect Sig Strength 1000:  2m km
EM Detection Sensor EM0.5-2.5 (1)     Sensitivity 2.5     Detect Sig Strength 1000:  2.5m km

This design is classed as a military vessel for maintenance purposes
« Last Edit: February 11, 2010, 06:09:24 pm by Micro102 »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1641 on: February 11, 2010, 06:05:01 pm »

Also, are ICBM's useful at all? I started out on conventional and looked at their stats. The chance to hit was 0 all the way. They are so slow too. I'm guessing this is just RP due to the world getting ready to nuke each other, but then why is the PPV so high?

I would assume RP yea.  They may be good for nuking your own planet to remove any other empires starting on your planet, but then yer kinda nuking yourself too... which I guess makes a whole lotta sense when compared to realism.

I just didn't bother researching them and made my own size 100 planetary defense ICBMs (which I guess wouldn't even be called ICBMs really... IPBM? Inter-Planetary ballistic missile?) with massive range, high speed, agility, armor, and a warhead big enough to kill God.  Suckers are bigger than a small fighter and then I made a few PDC designs dedicated to launching the mothers.

Spoiler (click to show/hide)

EDIT: It occurs to me suddenly that my PDC has size 8 launchers instead of 2 size 50 as intended.... D'OH!




The size hundred missile luncher, wont get the numbers to punch through a decent missile defense. I would place a dedicated size missile luncher for each missile size. Even though larger missile  launcher can handle missile smaller then its rating, it speed will remain the slow sluggish space.

I can see a goal of sneaking in the larger missile among the smaller ones,  you're going to have to be careful about lunching at ships at the effective range for all the missiles.

Overall, I would say its kinda of small. I would also remove the barracks, as NPR do not do ground combat.  I would up the magazine space. I would add more lunchers for what is suppose to the blanket missiles and more launchers in general. MOAR MOAR MOAR!

If the goal was to have a cover missile for the size hundred mother fucker, then I would make smaller missile with nil of a war head with armor that matches the stats of the size hundred in terms of endurance and speed. They arent to hit the ship, but to just overwhelm the PD.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1642 on: February 11, 2010, 06:09:06 pm »

How did you get annual fail rate 0%?

Its like magic when you have 4 sensors...  Not even a max repair...

Seems decent... and only 1 possible issue and the fire control again.  It is full of win if it has no repair problems what-so-ever...

Just the reactor giving 18 instead of what should be... 15?  But it looks like you don't have the tech to min-max that.

I'd try to make the TS on the turret fire control to be 20000 km/s....  or lower the Meson Turret TS to 12000.  You can save space that way if I remember right, well some designs yea, it would.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1643 on: February 11, 2010, 06:11:19 pm »

Ugh hold on i went past the crew capacity and fixed the fire controls......I'll be back with the finished version.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1644 on: February 11, 2010, 06:17:34 pm »

Ok here it is

Daring class Cruiser    5350 tons     533 Crew     756.6 BP      TCS 107  TH 360  EM 0
4485 km/s     Armour 3-27     Shields 0-0     Sensors 2/2/0/0     Damage Control Rating 4     PPV 28
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 1354 MSP    Max Repair 58 MSP    Est Time: 8.53 Years

Ion Engine E9 (8)    Power 60    Fuel Use 90%    Signature 45    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 56.1 billion km   (144 days at full power)

R6/C3 Meson Cannon (2)    Range 60,000km     TS: 4485 km/s     Power 6-3     RM 6    ROF 10        1 1 1 1 1 1 0 0 0 0
Single R3/C3 Meson Cannon Turret (4x1)    Range 30,000km     TS: 12000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 32-12000 (1)    Max Range: 64,000 km   TS: 12000 km/s     84 69 53 37 22 6 0 0 0 0
Fire Control S03 64-4500 (1)    Max Range: 128,000 km   TS: 4500 km/s     92 84 77 69 61 53 45 37 30 22
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor S6-R1 (1)     GPS 6     Range 60k km    Resolution 1
Active Search Sensor S3.96-R8 (1)     GPS 31.68     Range 317k km    Resolution 8
Thermal Sensor TH0.5-2 (1)     Sensitivity 2     Detect Sig Strength 1000:  2m km
EM Detection Sensor EM0.5-2.5 (1)     Sensitivity 2.5     Detect Sig Strength 1000:  2.5m km

This design is classed as a military vessel for maintenance purposes



And the reactor is fine, i have 4 turrets 3 energy each and 2 normal mesons 3 energy each.
(6x3 = 18)
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1645 on: February 11, 2010, 06:23:43 pm »

Well actually the smaller missiles were there just because I had some extra space in between all the big missiles and said "aw what the hell" and threw them in too.  I mean the MX-5s aren't even real anti ship missiles, they are fighter missiles that are designed to be fired at almost point blank range to hopefully keep point defense weapons as point defense instead of targeting the fighters.  They would only really be effective in fighter dogfights, if that.

But that is genius about matching smaller missiles speed with the larger ones to help keep the nukes safe.  I already have a bomber missile (synaptic bomb) that's designed to be loaded and fired in right before full size ship missiles hit. (The synaptic's clusters hopefully take all the PD fire while the bigger size 4 and 8 missiles from the corvettes hit.  But I didn't think of designing normal missiles for that purpose.  Should be easy to match the big boys' range on a smaller missile if I don't worry about warhead strength.

I'll probably keep the barracks in the PDC though. Useless, but seems kind of silly to 'know' the NPRs don't do ground fighting.  So it would make sense to keep them there.  For RP if anything.

Thanks for the advice :)
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1646 on: February 11, 2010, 06:24:20 pm »

Ah... 4 single?  Ok, missed that.  Then it should be good.  I guess the Turrets are PD/non-missile lobber and the normals are vs ships.

Would a quad turret have been better?  Or 2 duals?  Size efficiency and what not?  Since you are only using 1 fire control instead of more for the turrets.  Don't remember right now...
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1647 on: February 11, 2010, 06:27:50 pm »

Well i think quad just does more damage to one target, so 4 individual ones could destroy puny weak missiles 4 times as fast (mesons go through armor)

Of course I'm not entirely sure about turrets so someone correct me if I'm wrong.
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1648 on: February 11, 2010, 06:32:17 pm »

From what I saw turrets can target multiple missiles, but all those missiles that turret targets must be from the same salvo.  So If you are going up against precursors or something that fire 20 missiles per salvo a quad turret would be a bit more efficient sizewise.  But if it's a bunch of diffrent types of missile with only 1 or 2 of each type per wave, yer probably better with single or double turrets.

I think a salvo is all the missiles of the same type fired by one taskgroup in the same 5 second period.  P.S. But I could be wrong.
« Last Edit: February 11, 2010, 06:33:49 pm by Greiger »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1649 on: February 11, 2010, 06:33:43 pm »

From what I saw turrets can target multiple missiles, but all those missiles that turret targets must be from the same salvo.  So If you are going up against precursors or something that fire 20 missiles per salvo a quad turret would be a bit more efficient sizewise.  But if it's a bunch of diffrent types of missile with only 1 or 2 of each type per wave, yer probably better with single or double turrets.

I think a salvo is all the missiles of the same type fired by one taskgroup in the same 5 second period. 

That traveling at the same speed.
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