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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2814853 times)

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2760 on: March 23, 2010, 04:31:37 pm »

Woooo

Mine has the capability to scan an entire small solar system at the jump point ^_^

Spoiler (click to show/hide)

You're the King of Excesses, as usual. Any overflow errors because of it? Big scout, sure, but it's not designed for special reconnaissance. ;)

As for missile sensors, I believe so. Whether you go thermal or EM depends on the kind of behaviour you'd like the missile to have. The former would have it go after pretty much the nearest target, while the latter would make it home in on those with active sensors on (which isn't every ship sometimes). That's my understanding, but unfortunately it's not backed by personal experience.

Me the king of Excess? Surely you jest, that goes to the one guy on the forum who has a million ton battleship that goes over 100,000km/s somehow????

On the missile sensors bit:


I gotta test this then, i dont see much info on this, ill add it to the wiki when i get a chance as well after testing.

thats neat if the sensors work like that :)
« Last Edit: March 23, 2010, 04:33:08 pm by Journier »
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2761 on: March 23, 2010, 04:45:53 pm »

I don't see the benefit, maybe I'm being dense. Don't you still need an active sensor to fire the missile?

Now if you can manually tell ships to simply fire the missiles-with-sensors without an active sensor lock and missile fire control, and they will still home in on target, that's awesome.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2762 on: March 23, 2010, 05:37:35 pm »

I don't see the benefit, maybe I'm being dense. Don't you still need an active sensor to fire the missile?

Now if you can manually tell ships to simply fire the missiles-with-sensors without an active sensor lock and missile fire control, and they will still home in on target, that's awesome.

Yes, however a active sensor on the ship doesnt make the missiles change target.... they all die on their single target right?

Giving the missiles themselves a small sensor to fly on their own would make them more effective.
Less wasted missiles.


The reason I asked about this is because of Mines, if i have buoy with active sensor that then fires a missile in its secondary when enemy approaches, that missile will need a active/thermal/em sensor to chase on its own and kill the approaching enemy...

right?
« Last Edit: March 23, 2010, 05:39:08 pm by Journier »
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2763 on: March 23, 2010, 05:54:14 pm »

I believe so, yes.
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2764 on: March 23, 2010, 05:56:00 pm »

You can order ships to launch missiles at a waypoint... never done it though... I suspect you either change their target via the ship, but more likely they will reacquire a target using their own sensors. 

Acives needed on submunitions: yeah, but minimal as range is quite short generally.

---
I've noticed the lack of scientist training myself. (It does happen though.)
Active work in a lab is less effective than working in a geosurvey team...though that only inceases survey power. :P
It is annoying mainly when random generation doesn't gift you with a few 25% ones at least.
(I managed to miss-click a button in SM and lost all my trained people to fresh recruits, which are all at 10% or less. (ok, two are 20%))
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2765 on: March 23, 2010, 06:07:29 pm »

If the missiles have sensors then if the ship guiding them is destroyed they will keep going instead of just blowing up. the other stuff I do not know though.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2766 on: March 23, 2010, 06:21:59 pm »

YEEESSSS! I got internet connection back! now I can annoy you guys again! :P

anyway, I beat the precursors asses this time, and my raptor missiles turned out to work great against gunships.

Here are some pics. [warning, I never really uploaded before, and I'm not willing to go back and retake the images, so deal with my mistakes and shut up ;)]
Spoiler (click to show/hide)

Anyway, I'm just happy that I have my internet back and also that I can post again. :)

edit: also, I need to start using my new designs, as I was using the old battleship design, and I decided to try not depending on speed and try a large-but-slow ship Journier always makes.
Code: [Select]
Tennessee class Dreadnought    50000 tons     3964 Crew     12557 BP      TCS 1000  TH 350  EM 4080
1000 km/s     Armour 20-120     Shields 136-480     Sensors 36/36/0/0     Damage Control Rating 2     PPV 256
Annual Failure Rate: 10000%    IFR: 138.9%    Maint Capacity 314 MSP    Max Repair 420 MSP    Est Time: 0.01 Years
Magazine 3424   

Internal Confinement Fusion Drive E5 ARM-1(Hyper) (10)    Power 100    Fuel Use 50%    Signature 35    Armour 1    Exp 5%    Hyper Capable
Fuel Capacity 2,500,000 Litres    Range 180.0 billion km   (2083 days at full power)
Theta R480/28 Shields (34)   Total Fuel Cost  952 Litres per day

20cm C4 Ultraviolet Laser (16)    Range 320,000km     TS: 6250 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
R10/C4 Meson Cannon (4)    Range 100,000km     TS: 6250 km/s     Power 10-4     RM 10    ROF 15        1 1 1 1 1 1 1 1 1 1
PD Quad Gauss Cannon R3-100 Turret (2x12)    Range 30,000km     TS: 26000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S06 160-6000 H70 (4)    Max Range: 320,000 km   TS: 6000 km/s     97 94 91 88 84 81 78 75 72 69
Fire Control S04 40-16000 H70 (2)    Max Range: 80,000 km   TS: 16000 km/s     88 75 62 50 38 25 12 0 0 0
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (16)     Total Power Output 160    Armour 0    Exp 5%

Viper Missile Launcher (Size 1) (8)    Missile Size 1    Rate of Fire 10
Thunderstrike Missile Launcher (Size 5) (4)    Missile Size 5    Rate of Fire 50
Lobberman Missile Launcher (Size 7) (4)    Missile Size 7    Rate of Fire 70
Missile Fire Control FC336-R50 (6)     Range 336.0m km    Resolution 50

Active Search Sensor MR1-R1 (1)     GPS 140     Range 1.1m km    Resolution 1
Active Search Sensor MR214-R85 (1)     GPS 35700     Range 214.2m km    Resolution 85
Active Search Sensor MR44-R59 (1)     GPS 7434     Range 44.6m km    Resolution 59
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

Compact ECCM-2 (12)         ECM 30

This design is classed as a military vessel for maintenance purposes

Edit edit; your turn to make fast ships Journier! :D
« Last Edit: March 23, 2010, 07:46:23 pm 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.

Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2767 on: March 23, 2010, 07:51:10 pm »

Had my first encounter with the Precursors today*, and their large salvo wiped out my SWACS vessel in a single, massive hit. All because I had unknowingly ill-configured my Porcupine destroyer escorts. They were set to final defensive fire, and their fire controls properly assigned to their quad gauss turrets, which have a maximum range of 30,000 km. They even had 88% accuracy against the Precursor missiles!

But.

The point-defense range was configured to the range of their FCs, which is 128,000 km. The turrets engaged the salvo at 33,600 km. 88% accuracy. Out of range. Miss. There goes the Galileo. >:(

I backed up my DB when I entered the system, and this happened about 10 days later. I decided to suck it up and take the loss. I had worse losses, and I wasn't going to start reloading now. I got valuable information from the encounter: I need to update and recalibrate my sensors to even lower resolutions (gonna go 16, 800 tons), and boost the range of my missiles and associated fire controls (I'm thinking 50 million km).

*
Spoiler (click to show/hide)
« Last Edit: March 23, 2010, 07:53:33 pm by Greenbane »
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2768 on: March 23, 2010, 07:58:19 pm »

Don't worry, I lost a whole bunch of ships in my first encounter, it just makes winning so much better. ;D

And I also had to deal with missile gunboats too, my old Gearing (my battleship for all of you that missed it) had so much armor that it took all the shots from the missile ship and the missile gunboats. :P one tough son-of-a-gun.
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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.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2769 on: March 23, 2010, 08:49:26 pm »

Glad I posted it before I designed it then. Time to start doing missile research. What's an ideal missile size?
There is no ideal missile size, warhead damage is an ideal though. 1,4,8,15,24,ect.

I think you mistyped your numbers. Optimal warhead strengths are square numbers ie 1,4,9,16,25,etc. This is because of the shape of the damage caused by missile impacts on a ships armour. A missile will penetrate to a depth of the square root of the warhead strength, ie a strength 9 warhead will penetrate to the third level of armour, a strength 25 to the fifth, etc.

Typically missiles designed to shoot down other missiles will be size 1 warhead 1. This is because in the vast majority of cases missiles will have no armour and so will be destroyed by a single strength 1 hit, and size 1 for both the faster reload times of smaller launchers as well as the ability to carry more missiles in the same magazine space. They can also be fairly short ranged, typically don't make them longer than about 10% more than your resolution 1 missile fire control range.

Missiles intended to be launched from ships for anti-ship work are generally in the range from size 4 to 8. These are large enough to carry sizeable warheads, while still being small enough that their launchers will be able to maintain a decent rate of fire as well as being able to mount sufficient launchers on a ship to have good sized salvoes of missiles.

Don't try making your warheads too large for your tech level. High strength warheads will do no good if the missile is shot down for being too slow for it's size.

A spreadsheet to help calculate missile designs was posted a while back, I'll see if I can dig up the link.

http://aurora.pentarch.org/viewtopic.php?f=14&t=2096&p=20610&hilit=missile+paul#p20610
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2770 on: March 23, 2010, 09:08:28 pm »

Ahem, I think it was posted on the wiki, based on this post by me. ::)

but yeah, you are right, its just someone does not read posts close enough.

(also, Journier, you forgot to credit me in any way in the wiki page :P)
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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.

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2771 on: March 23, 2010, 10:32:55 pm »

Ahem, I think it was posted on the wiki, based on this post by me. ::)

but yeah, you are right, its just someone does not read posts close enough.

(also, Journier, you forgot to credit me in any way in the wiki page :P)

what you gave me info i didnt already have? ;)

The wiki is open to everyone you know, not just Journier  ::)

and Tarran I do build fast ships, they are called fighters, and missiles.

THEY WORK GREAATTT.
« Last Edit: March 23, 2010, 10:35:28 pm by Journier »
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2772 on: March 23, 2010, 10:45:28 pm »

...

and Tarran I do build fast ships, they are called fighters, and missiles.

THEY WORK GREAATTT.
:P
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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.

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2773 on: March 23, 2010, 10:49:15 pm »

...

and Tarran I do build fast ships, they are called fighters, and missiles.

THEY WORK GREAATTT.
:P

but seriously, let me know how slow ships work out for you ^_^ Since the NPR's generally suicide run into you anyways after they use up their missiles you shouldnt have any issues.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2774 on: March 23, 2010, 11:08:05 pm »

I don't think I'm going to build one soon, all my other shipyards are taken up and it takes two years to upgrade my 16000 two slipway ton shipyard by 10000, let alone build one ship. :P

I think I should use a smaller design. :P
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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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