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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2838337 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18300 on: August 28, 2016, 09:01:15 pm »

Nah, 100 is fine for a seed colony. Making and shipping more than a couple hundred per colony is a gross waste of resources and time.
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Carefulrogue

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18301 on: August 28, 2016, 11:57:04 pm »

Nah, 100 is fine for a seed colony. Making and shipping more than a couple hundred per colony is a gross waste of resources and time.
Eh, preference then.  If I'm putting a colony there, I will be leaving a mark.  Besides, I simply pay the civilian freighters.  When, of course, they actually make freighters.  Honestly, my tax economy is more than substantially wealthy to support this choice.  A bit annoying when they choose to prioritize something else besides the auto mines I NEEDED LAST YEAR,  but manageable. 
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18302 on: August 28, 2016, 11:59:38 pm »

Nah, 100 is fine for a seed colony. Making and shipping more than a couple hundred per colony is a gross waste of resources and time.

And I just drop people there with a freighter on repeat and they have to manly hold their breath until the private sector produces enough infra and ships it voa commerce
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18303 on: August 29, 2016, 06:37:52 am »

Nah, 100 is fine for a seed colony. Making and shipping more than a couple hundred per colony is a gross waste of resources and time.
Eh, preference then.  If I'm putting a colony there, I will be leaving a mark.  Besides, I simply pay the civilian freighters.  When, of course, they actually make freighters.  Honestly, my tax economy is more than substantially wealthy to support this choice.  A bit annoying when they choose to prioritize something else besides the auto mines I NEEDED LAST YEAR,  but manageable.
You don't need to pay them, either. The civilian lines automatically transport the trade good infrastructure to colonies and turn it into functional infrastructure. Same with civilian colony ships and people. There's literally zero expense of any sort for you--they actually generate wealth in the process. As long as you have civilian ships kicking around, your colonies will grow just fine with no upkeep after you set them up.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Azated

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18304 on: August 29, 2016, 02:30:45 pm »

Nah, 100 is fine for a seed colony. Making and shipping more than a couple hundred per colony is a gross waste of resources and time.
Eh, preference then.  If I'm putting a colony there, I will be leaving a mark.  Besides, I simply pay the civilian freighters.  When, of course, they actually make freighters.  Honestly, my tax economy is more than substantially wealthy to support this choice.  A bit annoying when they choose to prioritize something else besides the auto mines I NEEDED LAST YEAR,  but manageable.

Civilian lines are so random that i gave up relying on them to do anything more than colonise or move mass drivers. I don't even let them move automines any more.

Their spawning is super uneven too. My last game, I had so many civ lines that I had to turn off display settings just to see my systems. They had ships all over the galaxy in less than 50 years. On the flip side, I've played games in the century mark and haven't seen a single civ ship. It's really hard to tell what the maths is there.
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RAM

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18305 on: August 29, 2016, 03:06:26 pm »

You can dump moneys into them and they will build ships with it. They will, of course, inevitably build a fleet of sorium harvesters and promptly cause your head to explode, but the fact remains that if there are not enough civilian ships then you can do something about that...
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18306 on: August 29, 2016, 03:47:16 pm »

The biggest reason why I hate civilian ships is how much they lag up the game. I would use them otherwise, but I don't want to give them a single penny so that they don't build more and more laggy ships.

Fortunately, in Aurora C# version we'll be able to turn them on and off at any time. With the speed improvement, I may even be able to utilize them more than I do now.

As it stands, whenever things get particularly bad, I have a Solar fighter fleet from some player-controlled enemy that I utilize to cleanse my shipping lines.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18307 on: August 29, 2016, 04:29:55 pm »

There's already been pretty substantial improvements to their performance hit, ever since Steve made them auto-upgrade and auto-cull their fleets.
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Aurora on small monitors:
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2. Lock taskbar to the right side of your desktop.
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18308 on: August 29, 2016, 05:47:33 pm »

There's already been pretty substantial improvements to their performance hit, ever since Steve made them auto-upgrade and auto-cull their fleets.

That merely delays the inevitable slowdown. They still grow even when I don't subsidize them. I was considering turning my empire into a Hive Mind Race so that the Trading attribute would take a hit, but I didn't for RP reasons.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18309 on: August 29, 2016, 10:49:49 pm »

You can still edit that stat in SM mode if you want.
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18310 on: August 30, 2016, 05:55:12 am »

You can still edit that stat in SM mode if you want.

I can edit the Trading stat without having to change the government type? Lemme launch Aurora and test that.


EDIT:
Spoiler (click to show/hide)

Ah, I didn't know those boxes could be modified. It wasn't working for a while for some reason, but it seemed like after setting my government type as Player Race, saving the changes actually saved the changes. Correct me if I'm wrong though.

Thanks, this should put a hole in those shipping lines and civilian mining complexes.
« Last Edit: August 30, 2016, 06:35:58 am by coleslaw35 »
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18311 on: August 30, 2016, 12:00:14 pm »

Yeah, that screen has 3 different save buttons.  Just hit them all to be sure.
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90908

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18312 on: September 27, 2016, 07:24:50 pm »

PTW and a question.

If I want to get beyond the most basic stratagems available in this game, how should I proceed?
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RAM

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18313 on: September 27, 2016, 09:43:02 pm »

My first advice would be to get a very small number of systems or a very large computer...
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18314 on: September 27, 2016, 11:28:22 pm »

Limiting the number of systems to like 100 and having a starting NPR can make for an interesting game. The NPR will start exploring too and odds are you won't meet them till you've both explored a little bit. You'll get the occasional slowdown as the NPR fights the other AI threats in the game, but should prove more interesting than the basic stuff. Limiting the systems is good because you don't want the field of play to get too big. May want to turn off NPR generation too, having more than one can cause major slowdowns if they go to war.

You can up the difficulty to make the NPR stronger in comparison to you, which helps make them a threat.

Can also just turn off the initial NPR and set NPR generation high until you meet one if you just want to do that, at which point they would start exploring and building jumpgates.
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