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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2812588 times)

Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18930 on: October 16, 2017, 04:59:11 pm »

I micromanage to utterly ridiculous levels, so its yet to happen. Probably will at some point.
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Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18931 on: October 16, 2017, 06:57:12 pm »

Same.  I never had a case where I lifted the last mass driver from Earth, and thus failed to figure out how other people were accomplishing this for quite some time. 
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Dorsidwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18932 on: October 16, 2017, 07:07:50 pm »

I produce mass drivers when I need them and immediately move the number produced, so it's never come up
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18933 on: October 16, 2017, 08:20:19 pm »

Nope. I only build what I need and micromanage heavily.
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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

Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18934 on: October 16, 2017, 10:10:43 pm »

TBH though, after the great Sorium Crash, Earth was no longer Humanity's homeworld, and mostly became a backdrop to everything going on elsewhere, so... Hmm. I wonder how long it'll be until I depopulate Earth completely.
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Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
Quote from: Dorsidwarf
"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."

RAM

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18935 on: October 16, 2017, 10:20:50 pm »

Meh, don't depopulate Earth, you still need somewhere to dump all the telephone cleaners...
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BlackHeartKabal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18936 on: October 16, 2017, 10:33:34 pm »

How many crew remain in life pods?
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18937 on: October 16, 2017, 11:44:21 pm »

How ever many get into the escape pods.
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18938 on: October 17, 2017, 06:56:13 am »

How many crew remain in life pods?

How ever many get into the escape pods.

^ Pretty much. It's usually pretty low and it isn't usually worth the risk to save them since you usually accrue a massive number of reserve crewmen (I was on Training Level 5 from the start and have AT LEAST 600,000 reserve crewmen. Probably more, I haven't checked in a while.)

Sometimes, the ship commander will also be one of the individuals in the life pods, so if they're a decently skilled commander you can still sometimes save them.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18939 on: October 17, 2017, 09:03:05 am »

Plus, NPR's who capture your pods can interrogate your officers and gain valuable intelligence about your empire. Potential baaaaaad, mkay. Especially if they're a higher level commander. Not to mention, its great RP material ;)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18940 on: October 17, 2017, 09:34:41 am »

If you don't do your best to save pods you're space-scum.
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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

coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18941 on: October 17, 2017, 09:51:54 am »

Plus, NPR's who capture your pods can interrogate your officers and gain valuable intelligence about your empire. Potential baaaaaad, mkay. Especially if they're a higher level commander. Not to mention, its great RP material ;)

Exactly what sensitive information can the aliens learn from captured crewmen? I was under the impression that it was simple stuff like ship tonnage/speeds, and other relatively harmless info.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18942 on: October 17, 2017, 10:01:38 am »

Same as we can, I believe. JP's, planetary specs, troop strength, ship data, research points, etc.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18943 on: October 17, 2017, 10:22:59 am »

Yeah the NPRs can learn the location of your colonies.  The AI only really hunts for you if they know where you are.  So the AI doesn't send many war fleets offensively unless they know of a colony of yours.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18944 on: October 21, 2017, 07:52:33 am »

This okay for a PDC/Fighter/ASM combo?
Code: [Select]
Vanguard class Missile Defence Base    17 800 tons     72 Crew     1967 BP      TCS 356  TH 0  EM 0
Armour 10-60     Sensors 1/160     Damage Control Rating 0     PPV 155.9
Intended Deployment Time: 0.1 months    Flight Crew Berths 57   
Hangar Deck Capacity 2000 tons     Troop Capacity: 1 Battalion    Magazine 600   

Fuel Capacity 250 000 Litres    Range N/A
Single Savoy-Altavilla R1.5/C3 Meson Cannon Turret (10x1)    Range 15 000km     TS: 10000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Waters Megacorp PDC Fire Control S02 15-12000 (1)    Max Range: 30 000 km   TS: 12000 km/s     67 33 0 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 (5)     Total Power Output 30    Armour 0    Exp 5%

Scardina Incorporated PDC Size 6 Missile Launcher (10)    Missile Size 6    Rate of Fire 45
Hamilton-Howells Missile Fire Control FC51-R100 (1)     Range 51.8m km    Resolution 100
Size 6 Anti-ship Missile MK1 (100)  Speed: 24 000 km/s   End: 35.9m    Range: 51.6m km   WH: 4    Size: 6    TH: 120/72/36

Ingram Space & Security Active Search Sensor MR85-R80 (1)     GPS 12800     Range 85.9m km    Resolution 80

Strike Group
5x Invincible Fighter   Speed: 4712 km/s    Size: 7.64

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 Planetary Defence Centre and can be pre-fabricated in 8 sections
Code: [Select]
Invincible class Fighter    382 tons     3 Crew     51.2 BP      TCS 7.64  TH 36  EM 0
4712 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 76%    IFR 1.1%    1YR 5    5YR 70    Max Repair 9 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

Preston Biotech 18 EP Ion Drive (2)    Power 18    Fuel Use 218.25%    Signature 18    Exp 15%
Fuel Capacity 50 000 Litres    Range 10.8 billion km   (26 days at full power)

Savoy-Altavilla 10cm Railgun V1/C3 (1x4)    Range 10 000km     TS: 4712 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Coles & Little Fire Control S00.5 10-3000 (FTR) (1)    Max Range: 20 000 km   TS: 12000 km/s     50 0 0 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 (FTR3) (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 15
Speed: 24000 km/s    Engine Endurance: 36 minutes   Range: 51.6m km
Cost Per Missile: 3.36
Chance to Hit: 1k km/s 360%   3k km/s 120%   5k km/s 72%   10k km/s 36%
Materials Required:    1x Tritanium   2.36x Gallicite   Fuel x312.5
I know the missile doesn't hit very hard but its the Mark 1 version and most certainly will be replaced with a superior version later.
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