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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2814754 times)

Grendus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2550 on: March 18, 2010, 09:35:05 pm »

Missiles are nice, but don't forget - longer battles favor beam warships (presuming the missile ship doesn't... you know... nuke the beam ship into oblivion). Aside from needing less storage space and being faster firing, "beam weapons" can't be defended against except with armor, shields, and sensor scrambling. Missiles do have much better range and payload, but if you don't want to use them you aren't forced to.

Don't forget to invest in good point defense tech though, and engines. You have to compensate for the beam ships reduced firepower and range.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2551 on: March 18, 2010, 09:45:45 pm »

I've also found that having a PD taskforce covering your other ships can be very effective
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2552 on: March 18, 2010, 10:35:27 pm »

Missiles are nice, but don't forget - longer battles favor beam warships (presuming the missile ship doesn't... you know... nuke the beam ship into oblivion). Aside from needing less storage space and being faster firing, "beam weapons" can't be defended against except with armor, shields, and sensor scrambling. Missiles do have much better range and payload, but if you don't want to use them you aren't forced to.

Don't forget to invest in good point defense tech though, and engines. You have to compensate for the beam ships reduced firepower and range.

Speed is paramount for beam warships. If the enemy's faster than them, even if it can't fight back, they're of no use. I don't think depleted NPR missile ships would wander into a beam warship's firing range if they could help it.

My brief experience with the Star Swarm has taught me the AI prefers to stay at the very edge of their own weapons range. They'll charge into yours if necessary to get a shot at your vessels, but I figure they'd run if they don't have the means to fight back at all. And if their ships are faster than yours at that point, the battle's over. As long as there are no missiles of your own involved, that is.
« Last Edit: March 18, 2010, 10:40:25 pm by Greenbane »
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2553 on: March 18, 2010, 11:08:43 pm »

Well, here is some extra tips from what I've read/discovered, I'll edit this/repost this whenever needed.

1: if a ship has active sensors on, RUN AWAY. they are likely firing missiles, run away to minimize the damage (more time to fire PD).

2: if a ship is running away they likely are 1; out of missiles 2; a civ ship 3; don't see you.

3: its a bad idea to charge towards a charging ship, they are likely have NASTY non-missile weapons.

4: a planet/moon's mass affects the amount/accessibility of minerals, higher mass planets have more low accessibility minerals, but low mass planets have less amounts of high accessibility minerals (go ahead, try to prove me wrong!), so drop geology teams on the lowest mass planet/moon you can find.

5: try not to feel too outclassed by precursors.

6: missiles are a must if you don't want to take a lot of damage by Starswarm.

7: build fast scout/explorers/geology ships, you don't want them to get blasted away by precursors now do you?

8: did you really think you could have a salvage ship without any cargo hold? put one on, now.

9: you can safely ignore starswarm and precursors if you don't have a JumpGate from their system.
FUN THINGS WILL HAPPEN IF YOU FIND ONE.
« Last Edit: March 19, 2010, 01:05:08 pm by Tarran »
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Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Grendus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2554 on: March 19, 2010, 12:04:57 am »

Starswarm? Sorry, haven't gotten a game to run long enough to encounter NPR's.  Is that a particular enemy, like the Precursors, or is it a strategy sometimes used by NPR's?
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gamefreak1

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2555 on: March 19, 2010, 12:21:30 am »

I've got a tip. When salvaging remember to either bring cargo ships or build your salvager with holds or you will lose out on components and bring the ships back to a planet to unload the research data that you may get.
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gamefreak1

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2556 on: March 19, 2010, 12:23:40 am »

Starswarm? Sorry, haven't gotten a game to run long enough to encounter NPR's.  Is that a particular enemy, like the Precursors, or is it a strategy sometimes used by NPR's?
Star swarm are like an NPR they can follow you through wormholes I think.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2557 on: March 19, 2010, 02:13:57 am »

I've got a tip. When salvaging remember to either bring cargo ships or build your salvager with holds or you will lose out on components and bring the ships back to a planet to unload the research data that you may get.

read the wiki page on salvaging for more info on this.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2558 on: March 19, 2010, 02:40:52 am »

I've got a tip. When salvaging remember to either bring cargo ships or build your salvager with holds or you will lose out on components and bring the ships back to a planet to unload the research data that you may get.

read the wiki page on salvaging for more info on this.
Oh yeah, forgot that, its just I never needed a reminder because I always put a cargo hold on them anyway!  ::)

Starswarm? Sorry, haven't gotten a game to run long enough to encounter NPR's.  Is that a particular enemy, like the Precursors, or is it a strategy sometimes used by NPR's?
Star swarm are like an NPR they can follow you through wormholes I think.

Opps, sorry I spoiled that, the star swarm are a 'bug' like race in the sense that they have a 'mothership', the 'workers' are gunboats with masons, and there are a lot of them, lucky they don't seem to travel non JumpGate JumpPoints, so I can safely ignore them.
« Last Edit: March 19, 2010, 02:44:38 am by Tarran »
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2559 on: March 19, 2010, 03:18:19 am »

MM = number of mining modules
CQ = number of required crew quarters
CR = number of crew
AR = amount of armor at level 1
CO = total cost of ship
SA = savings made from making a vessal with multiple modules instead of just 1 a ship
The yes and no column just shows if it is a better saving then the one before it.
Code: [Select]
MM CQ CR AR CO         SA
1 1 120 4.6 182.6    1 0          0.00%
2 1 220 7.1 317.6    1.73932092 0.26067908 13.03% Yes
3 2 325 9.3 465.8    2.550930997 0.449069003 14.97% Yes
4 2 425 11.2 597.2    3.270536692 0.729463308 18.24% Yes
5 3 530 13 743    4.069003286 0.930996714 18.62% Yes
6 3 630 14.7 873.2    4.78203724 1.21796276 20.30% Yes
7 3 730 16.2 1002.2    5.488499452 1.511500548 21.59% Yes
8 4 835 17.7 1146.2    6.277108434 1.722891566 21.54% No
9 4 935 19.1 1274.6    6.980284775 2.019715225 22.44% Yes
10      5 1040    20.5 1418    7.765607886 2.234392114 22.34% No
This is using the minimal design of 1 bridge, 1 engineering spaces, required crew quarters, and mining modules.
As shown a ship is most efficient with 9 modules if you only want 10 or under modules to a ship. The ship is motor-less and requires a tug to get places but once there because it is a commercial ship it doesn't require maintenance.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2560 on: March 19, 2010, 04:14:12 am »

MM = number of mining modules
CQ = number of required crew quarters
CR = number of crew
AR = amount of armor at level 1
CO = total cost of ship
SA = savings made from making a vessal with multiple modules instead of just 1 a ship
The yes and no column just shows if it is a better saving then the one before it.
Code: [Select]
MM CQ CR AR CO         SA
1 1 120 4.6 182.6    1 0          0.00%
2 1 220 7.1 317.6    1.73932092 0.26067908 13.03% Yes
3 2 325 9.3 465.8    2.550930997 0.449069003 14.97% Yes
4 2 425 11.2 597.2    3.270536692 0.729463308 18.24% Yes
5 3 530 13 743    4.069003286 0.930996714 18.62% Yes
6 3 630 14.7 873.2    4.78203724 1.21796276 20.30% Yes
7 3 730 16.2 1002.2    5.488499452 1.511500548 21.59% Yes
8 4 835 17.7 1146.2    6.277108434 1.722891566 21.54% No
9 4 935 19.1 1274.6    6.980284775 2.019715225 22.44% Yes
10      5 1040    20.5 1418    7.765607886 2.234392114 22.34% No
This is using the minimal design of 1 bridge, 1 engineering spaces, required crew quarters, and mining modules.
As shown a ship is most efficient with 9 modules if you only want 10 or under modules to a ship. The ship is motor-less and requires a tug to get places but once there because it is a commercial ship it doesn't require maintenance.

Nicely done, Its too bad i make all mine with engines, since i hate the work of doing tugs.
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Grendus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2561 on: March 19, 2010, 10:23:06 am »

I've got a tip. When salvaging remember to either bring cargo ships or build your salvager with holds or you will lose out on components and bring the ships back to a planet to unload the research data that you may get.

read the wiki page on salvaging for more info on this.
Oh yeah, forgot that, its just I never needed a reminder because I always put a cargo hold on them anyway!  ::)

Starswarm? Sorry, haven't gotten a game to run long enough to encounter NPR's.  Is that a particular enemy, like the Precursors, or is it a strategy sometimes used by NPR's?
Star swarm are like an NPR they can follow you through wormholes I think.

Opps, sorry I spoiled that, the star swarm are a 'bug' like race in the sense that they have a 'mothership', the 'workers' are gunboats with masons, and there are a lot of them, lucky they don't seem to travel non JumpGate JumpPoints, so I can safely ignore them.

Nothing majorly spoiled. I had already assumed there was a hardcoded bug-like race from one of the ship screens that said "Missiles/Parasites". Since you can't build parasites, I assumed this was for SM'ing as a bug race. Plus I watch enough SyFy (is that how they spell their channel name now?) that I always assume there are space bugs somewhere.
MM = number of mining modules
CQ = number of required crew quarters
CR = number of crew
AR = amount of armor at level 1
CO = total cost of ship
SA = savings made from making a vessal with multiple modules instead of just 1 a ship
The yes and no column just shows if it is a better saving then the one before it.
Code: [Select]
MM CQ CR AR CO         SA
1 1 120 4.6 182.6    1 0          0.00%
2 1 220 7.1 317.6    1.73932092 0.26067908 13.03% Yes
3 2 325 9.3 465.8    2.550930997 0.449069003 14.97% Yes
4 2 425 11.2 597.2    3.270536692 0.729463308 18.24% Yes
5 3 530 13 743    4.069003286 0.930996714 18.62% Yes
6 3 630 14.7 873.2    4.78203724 1.21796276 20.30% Yes
7 3 730 16.2 1002.2    5.488499452 1.511500548 21.59% Yes
8 4 835 17.7 1146.2    6.277108434 1.722891566 21.54% No
9 4 935 19.1 1274.6    6.980284775 2.019715225 22.44% Yes
10      5 1040    20.5 1418    7.765607886 2.234392114 22.34% No
This is using the minimal design of 1 bridge, 1 engineering spaces, required crew quarters, and mining modules.
As shown a ship is most efficient with 9 modules if you only want 10 or under modules to a ship. The ship is motor-less and requires a tug to get places but once there because it is a commercial ship it doesn't require maintenance.

Interesting. The only downside is that you will have to use shipyards to build these as opposed to industry, and you can't contract civilians to move them around (or can you... can you have civilian tugboats?)
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Osmosis Jones

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2562 on: March 19, 2010, 10:30:58 am »

Parasites just means craft that you carry in another ship; eg fighters or gunboats.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2563 on: March 19, 2010, 10:46:02 am »

Opps, sorry I spoiled that, the star swarm are a 'bug' like race in the sense that they have a 'mothership', the 'workers' are gunboats with masons, and there are a lot of them, lucky they don't seem to travel non JumpGate JumpPoints, so I can safely ignore them.

Spoiler:  Kinda spoilerish (click to show/hide)
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2564 on: March 19, 2010, 01:04:02 pm »

Opps, sorry I spoiled that, the star swarm are a 'bug' like race in the sense that they have a 'mothership', the 'workers' are gunboats with masons, and there are a lot of them, lucky they don't seem to travel non JumpGate JumpPoints, so I can safely ignore them.

Spoiler:  Kinda spoilerish (click to show/hide)

Spoiler (click to show/hide)
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.
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