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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2850110 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17775 on: February 16, 2016, 10:04:21 pm »

Waitwaitwait, how did you manage to get your range all the way down to 5k km? More importantly, why?
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RAM

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17776 on: February 17, 2016, 12:27:28 am »

Oh, sorry, 15000...

Spoiler (click to show/hide)
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17777 on: February 17, 2016, 06:09:51 am »

That's fuel in liters, your range is the value next to it.  The one that says range.

You have a range of 3.3 billion km, which is WAY more than necessary IMO for fighters.

Remove some fuel space and engineering space to make it lighter and faster, and armor.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17778 on: February 17, 2016, 06:14:51 am »

Nah,  his guns have a range of 15.000km.
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RAM

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17779 on: February 17, 2016, 07:45:47 am »

Mostly I was wondering if it would be possible for them to shoot at fighters, F.A.C.s, and A.S.M.s without having high-skill officers. The flight time is quite a lot, but I want them to have freedom to operate without much restriction and having them capable of training is another inviting prospect. It is only a couple of days...
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17780 on: February 17, 2016, 08:11:26 am »

They train with the carrier if that one is on training duty.

I have no experience with such short ranges other than gauss fighters that serve as additional PD. Which worked.
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Bien

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17781 on: February 17, 2016, 09:38:50 am »

I'm making a Knights of Sidonia-themed playthrough, set some time after the end of the manga.
Code: [Select]
Tadugane Ni class Cruiser    78 650 tons     1482 Crew     20624.08 BP      TCS 1573  TH 2100  EM 0
5562 km/s     Armour 6-163     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 175     PPV 249.96
Maint Life 2.4 Years     MSP 29097    AFR 1979%    IFR 27.5%    1YR 6921    5YR 103821    Max Repair 1750 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 130   
Hangar Deck Capacity 12000 tons     Magazine 169   
Maintenance Modules: 3 module(s) capable of supporting ships of 600 tons

Anzai Heavy Industries 1750 EP Gas Core AM Drive (5)    Power 1750    Fuel Use 6.5%    Signature 420    Exp 10%
Fuel Capacity 10 000 000 Litres    Range 352.1 billion km   (732 days at full power)

Single Toha Heavy Industries Higgs Particle Cannon 25/5 Turret (2x1)    Range 800 000km     TS: 10000 km/s     Power 16-5     RM 7    ROF 20        16 16 16 16 16 16 16 13 12 11
Toha Heavy Industries Spinal Higgs Particle Cannon 38/5 (1)    Range 800 000km     TS: 5562 km/s     Power 38-5     RM 7    ROF 40        38 38 38 38 38 38 38 33 29 26
Kunato Development High-Output Higgs Particle Cannon 500/9 (1)    Range 500 000km     TS: 5562 km/s     Power 22-5    ROF 25        9 9 9 9 9 9 9 9 9 9
Twin Omori Weapon Systems Gauss Cannon R4-17 Turret (12x16)    Range 40 000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Twin Omori Weapon Systems Gauss Cannon R4-100 Turret (4x16)    Range 40 000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Omori Weapon Systems 20cm Railgun V4/C5 (6x4)    Range 160 000km     TS: 5562 km/s     Power 12-5     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Omori Weapon Systems 12cm Railgun V4/C5 (16x4)    Range 80 000km     TS: 5562 km/s     Power 6-5     RM 4    ROF 10        2 2 2 2 1 1 1 1 0 0
Kunato Development Beam Fire Control S08 400-16000 H40 (1)    Max Range: 800 000 km   TS: 16000 km/s     99 98 96 95 94 92 91 90 89 88
Omori Weapon Systems Higgs Particle Reactor 50/200 (1)     Total Power Output 200    Armour 0    Exp 5%

Kanagaki-Endo Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Kunato Development Anti-Ship Missile Fire Control FC531-R20 (40%) (1)     Range 531.3m km    Resolution 20
Kunato Development Interceptor Missile Fire Control FC118-R1 (40%) (1)     Range 118.8m km    Resolution 1
M-I 1 (169)  Speed: 20 000 km/s   End: 18.6d    Range: 32068.4m km   WH: 2    Size: 1    TH: 66/40/20

ECCM-2 (1)         ECM 20

Strike Group
2x Garde Mk. 21 Combat Unit   Speed: 10060 km/s    Size: 9.94

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
« Last Edit: February 17, 2016, 09:42:52 am by Bien »
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17782 on: February 17, 2016, 10:59:19 am »

Also remember that fighters and FACs don't need a bridge. That's an easy way to shave off 50 tons that I sometimes forget.
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Salmeuk

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17783 on: February 17, 2016, 02:08:59 pm »

Anyone come up with some odd, highly specialized ships that they might want to share? Considering how creative you can get with the designs in this game I'm surprised at how ships almost seem standardized (then again, this regularization seems to come from the objective better-ness of certain ship parts and styles of combat).

Perhaps share any particularly roleplay-heavy designs you might have saved.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17784 on: February 17, 2016, 02:52:08 pm »

I don't have a design in front of me, but I periodically will make highly stealthed ships that carry a couple size-fifty box launchers and ~1500 damage enhanced radiation bombs. 

Deploy a wolfpack of them with all their fancy stealthy shit dialed to max then have them chill out in an alien races asteroid belt and strike when they least expect it.  Pretty effective.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17785 on: February 17, 2016, 03:15:47 pm »

My main indulgence is extreme-range missile snipers; if I draw any up in my current campaign I'll post them.
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Amperzand

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17786 on: February 17, 2016, 04:28:32 pm »

Are relativistic KKVs at all practical?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17787 on: February 17, 2016, 04:34:21 pm »

In what sense?

1. You can do the micro-heavy arrangement with mass drivers, but it's a pain in the ass for nothing special.

2. You can make really honkin' big missiles and shoot them from far away, but then it's easier and more efficient to either just use ASMs for bombardment or design some huge engineless bombs to drop from orbit.

3. You can't point a ship/station/asteroid/moon/whatever at a planet and play billiards.

The closest you can get with Aurora's mechanics aren't really KKVs in the usual 4X sense, nor are they particularly noteworthy for anything other than being extra work to set up.
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Salmeuk

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17788 on: February 17, 2016, 08:29:35 pm »

Found this on reddit, thought you might like to see:

https://imgur.com/a/arSoC

Excel Spreadsheet to help calculate long range missile sniping
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17789 on: February 18, 2016, 04:53:34 am »

Found this on reddit, thought you might like to see:

https://imgur.com/a/arSoC

Excel Spreadsheet to help calculate long range missile sniping

very useful, also, it's funny that mspaint is best graphic this game ever had
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