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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2814084 times)

Ametsala

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19635 on: April 18, 2020, 05:00:26 pm »

Sooo... The one NPR from game start spawned one jump from Sol. I made first contact with "Sol Aliens" April 22 of the first year and they have at least 157 ships for my 6 combat ships. I think I'll wait a bit before I start blasting at them. :D

Welp, fuck. Looks like I'm moving up to the latest version after all. Now everytime I launch my v1.3 campaign i get some errors and none of my ships or jump points appear. This happens every time I try to load my game. Ah well. I needed an excuse to update anyways. :P

My v1.3 game broke yesterday. That's why I was waiting for the new version today :)
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Madman198237

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19636 on: April 18, 2020, 05:46:36 pm »


I guess I don't see the point of locking ship classification to the design in a game as free-form as aurora. This is sci-fi, even though it seems like a majority of players live in a 'space navy' headspace, that would be extremely heavy-handed approach to signifying design capability. Perhaps as an option during race creation?

Considering you can just title the ships however you feel like, most players who subscribe to the 19th century naval warfare but in space trope could just draft a specification document and assign appropriate designations to their ships.

The other thing to consider as to why classifications don't make sense for Aurora is that ship classifications evolve in a specific military context. Even the name "battleship" comes about from the previous term "line-of-battle ship" which came from the fact that naval battles were fought in a line, strangely enough. The concept of the "battleship" is a ship capable of fighting a battle on even terms with even ships; the concept of a cruiser comes about because range, engine endurance, and combat capability all intermesh in a complex web and battleships often trade out range for combat capabilities, and they're too expensive to deploy across the world on patrols against piracy and enemy commerce raiders. The destroyer is a combination of screening vessel and vessel meant to assault with a specific type of short-ranged but incredibly deadly weapon. But what if an enemy decided to go all Jeune Ecole and go all torpedo boats? Battleships would be useless, and their enemies might very well abandon battleships. If an enemy is all cruisers, destroyers aren't going to do anything against them, so there goes the destroyer.

Basically: Ship types evolve in conjunction with both other nations forces and the available tech, so preemptively classifying them for people both removes the possibility of having the evolving dynamic of ship names based on what the ship is doing....AND also might even stifle the evolution of ship types and roles, because many players might just follow the classes provided instead of working out what works for them.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19637 on: April 18, 2020, 06:40:35 pm »

I just assign classes as I feel appropriate for the game of Aurora I'm in.  For example my average game I have a Destroyer Escort that's 8k, a Cruiser that brings the fleet of the days offensive weapons at 10k and a command ship that brings the main sensors and JD that's usually 15k.

Have also done games where my smallest military ship was a frigate at 20k tons.

Aurora really let's YOU decide what a lot of things mean.  Like my current game my ground forces are light vehicle focused with almost no infantry.  Playing as if we use a army of car sized combat drones and HQs are the controllers.  Another my ground forces were named after and designed from tanks and mechs from Battletech.  Nearly the exact same in function and use, but thematically very different and the same game.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19638 on: April 18, 2020, 09:38:17 pm »

I should point out that the reason I'm tangling with ships classes is to sort out what I'm going to be using for classes in perhaps a more formal way that just "biggest is battleship, no now its cruiser because I built bigger, no now its destroyer because its so small, now I built another ship so might as well scrap this I-don't-know class ship".  Just one idea for ship design that lets me design ships that might still be useful 10 years later.  If I design a ship as an actual battleship, note that I'm not talking pre-or-post dreadnought, then it might still have use later on.

Also loving the ground unit changes.  It's a LOT easier to keep my ground commanders fully employed over my naval commanders.  Could just create 30 training battalions of one HQ each if I really cared, then fill them out with units as I build.  Although the new stations for naval commanders are quite exciting as well, so that getting full employment for naval officers doesn't revolve around fighters.

QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19639 on: April 18, 2020, 10:15:21 pm »

I am happy to announce he finally added the dwarf naming theme I provided (called Random Dwarf Names).
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19640 on: April 18, 2020, 10:58:42 pm »

I am happy to announce he finally added the dwarf naming theme I provided (called Random Dwarf Names).

Yay, and congrats!

Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19641 on: April 19, 2020, 01:52:00 am »

That was in as of 1.0, unless it didn't work.
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da_nang

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19642 on: April 19, 2020, 02:11:13 pm »

I've hit the double whammy of corundium and mercassium crunch. No more construction of mines and research facilities at full speed.  :-\

Also, 1.70 is out.
« Last Edit: April 19, 2020, 02:15:51 pm by da_nang »
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Akura

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19643 on: April 19, 2020, 02:16:23 pm »

Are lifeboats a viable thing? I'm sure I asked that for the older version of Aurora, but I wonder if anything has changed for C#. The design in question:

Code: [Select]
Lifeboat class Lifeboat (P)      98 tons       1 Crew       12.8 BP       TCS 2    TH 1    EM 0
654 km/s      Armour 1-1       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 19%    IFR 0.3%    1YR 1    5YR 8    Max Repair 6 MSP
Cryogenic Berths 200   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Improved Nuclear Thermal Engine  EP1.28 (1)    Power 1.3    Fuel Use 31.68%    Signature 1.28    Explosion 4%
Fuel Capacity 5,000 Litres    Range 29 billion km (513 days at full power)

This design is classed as a Fighter for production, combat and planetary interaction

I could make that engine a bit smaller - it's 0.5HS and the smallest is 0.1HS.


PRE-EDIT: Dammit, I was having a good run here.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19644 on: April 19, 2020, 02:34:01 pm »

Are lifeboats a viable thing? I'm sure I asked that for the older version of Aurora, but I wonder if anything has changed for C#. The design in question:

Code: [Select]
Lifeboat class Lifeboat (P)      98 tons       1 Crew       12.8 BP       TCS 2    TH 1    EM 0
654 km/s      Armour 1-1       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 19%    IFR 0.3%    1YR 1    5YR 8    Max Repair 6 MSP
Cryogenic Berths 200   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Improved Nuclear Thermal Engine  EP1.28 (1)    Power 1.3    Fuel Use 31.68%    Signature 1.28    Explosion 4%
Fuel Capacity 5,000 Litres    Range 29 billion km (513 days at full power)

This design is classed as a Fighter for production, combat and planetary interaction

I could make that engine a bit smaller - it's 0.5HS and the smallest is 0.1HS.


PRE-EDIT: Dammit, I was having a good run here.

You don't have to end your game just because Steve released a new version, you know.

As for the lifeboat, it's probably good to bring spare cryogenic berths along when your fleet goes into battle to pick up survivors, but I'm not sure it makes sense to carry them on-board your warships, if that was your plan.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19645 on: April 19, 2020, 05:18:21 pm »

Yeah its been in since 1.0, I just haven't gone to this thread until just now.
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da_nang

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19646 on: April 20, 2020, 11:27:58 am »

This overengineered rust bucket...

Code: [Select]
Transcendence class Jump Cruiser (P)      80,000 tons       2,193 Crew       18,985.1 BP       TCS 1,600    TH 6,048    EM 0
7560 km/s    JR 6-50      Armour 8-165       Shields 0-0       HTK 493      Sensors 16/0/0/0      DCR 136      PPV 89.31
Maint Life 2.43 Years     MSP 18,740    AFR 405%    IFR 5.6%    1YR 4,378    5YR 65,668    Max Repair 3719.2 MSP
Magazine 3,174   
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

MJD-80k/10 S10.4k/SQ6/JR50     Max Ship Size 80000 tons    Distance 50k km     Squadron Size 6

M-MPD 2016x1.4/0.5 S4.5k/C387m/F779.22/TH50 (6)    Power 12096.0    Fuel Use 38.65%    Signature 1008.000    Explosion 14%
Fuel Capacity 10,504,000 Litres    Range 61.1 billion km (93 days at full power)

GC3/6/10k X4/S1766/TS20k/A3 (1x12)    Range 10,000km     TS: 20000 km/s     Power 0-0     RM 10,000 km    ROF 5       
BFCx2/4 S200/R128k/TS20k/EH50 (1)     Max Range: 128,000 km   TS: 20,000 km/s     92 84 77 69 61 53 45 38 30 22

S1x3/1 Launcher S50/ROF10 (6)     Missile Size: 1    Rate of Fire 10
S6x5/1 Launcher S300/ROF15 (4)     Missile Size: 6.00    Rate of Fire 15
S6x5/0.6 Launcher S180/ROF75 (4)     Missile Size: 6.00    Rate of Fire 75
ASM MFCx21/11 S15/RS2k/R32m/EH50 (1)     Range 32.1m km    Resolution 40
AMM MFCx21/11 S35/R1.5m/EH50 (2)     Range 14.3m km    Resolution 1
AMM-1/1 S40k/R1.1m/H100@10k (726)    Speed: 40,200 km/s    End: 0.5m     Range: 1.1m km    WH: 1    Size: 1    TH: 335/201/100
ASM-6/1 W16/S20k/R17m/H26@10k (408)    Speed: 20,000 km/s    End: 14.4m     Range: 17.3m km    WH: 16    Size: 6    TH: 86/52/26

AMSx21/11 S550/R3m/EH50 (1)     GPS 231     Range 28.4m km    MCR 3.1m km    Resolution 1
ASSx21/11 S125/RS2k/R46m/EH50 (1)     GPS 2100     Range 46.4m km    Resolution 40
TS100-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  31.6m km

ECCM-1 (1)         ECM 10

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
Good enough for magneto-plasma era ('cept for old ion missiles) I hope, but my god is it massive. It's always something: too big for the jump drive, speed or range is too low, maintenance life is too low, maintenance supply is not enough for worst-case scenario, armor not suitable for protecting a ship of its size/value, etc.

Got a bit of feature creep there with the command modules, but at this size it deserves them. Had to throw in some thermal reduction just to cut down on the detection range. Would very much like to throw in maybe a laser or laser turret, plus space for shields, but I fear it would just get even bigger. As it stands, engines + fuel + jump drive constitute about 60% of the ship. Making it smaller is... I'm not sure if it's feasible.

But I wanted a cruiser--a jump cruiser--and this is what I managed to come up with today. 'Tis not armed enough to be a jump battlecruiser, and will probably require a recreational cruise ship alongside it if I can't design a fast-enough tanker. Really wanted two years deployment time.

All in all, about 34k tons of minerals, and 28k in wealth.

And probably obsolete in ten years.
« Last Edit: April 20, 2020, 11:31:34 am by da_nang »
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Urist McScoopbeard

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19647 on: April 20, 2020, 11:35:57 am »

AFR 405% oof
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da_nang

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19648 on: April 20, 2020, 01:01:36 pm »

AFR 405% oof
It's fiiiine. The thermal sensor only occasionally explodes...  :D

In reality, it's probably better to just stick to a jump battleship or jump destroyer. Fewer requirements. Less fun, though. :-\
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Urist McScoopbeard

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19649 on: April 20, 2020, 03:07:23 pm »

Long Range Cruisers are in a tough spot, in both real and imagined scenarios.

You want a solo craft than can hunt down destroyers and larger targets, you end up with something like a Battlecruiser than is now too valuable and perhaps too cumbersome to actually "go on a cruise", that is to say a long range patrol or raid.

If you want commerce raiders, you are now probably underweight against a more dedicated naval warship.

Maybe a solution for a medium tonnage long-range jump-capable vessel that can project force on its lonesome in some sort of carrier? IDK.
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