Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 211 212 [213] 214 215 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2813874 times)

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3180 on: June 10, 2010, 02:51:19 am »

Alright, my colony analyser puts Mars at the easiest, with Titan, Mercury and Venus in the distance. While I enjoy the idea of sending colonists to freezing/scorching wastelands, how do I go about mining asteroids and comets?
Send an automated mine out to the asteroid or comet after making it a colony from the planets screen, then pick up your resources.

Alternately you can build asteroid mining ships for asteroids.
Logged

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3181 on: June 10, 2010, 03:00:29 am »

How do I send an automated mine out? I have a stack of them waiting on Earth.
Logged
Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3182 on: June 10, 2010, 03:01:28 am »

How do I send an automated mine out? I have a stack of them waiting on Earth.
Design a cargo ship and load it up. You did the tutorial right?
Logged

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3183 on: June 10, 2010, 03:02:39 am »

Well, I guess that I'll have to wait until my civilian shipyard is bigger then.
Logged
Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3184 on: June 10, 2010, 03:03:21 am »

Well, I guess that I'll have to wait until my civilian shipyard is bigger then.
Civvie yards are pretty cheap to expand.
Logged

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3185 on: June 10, 2010, 03:49:44 am »

Well, I stumbled into Design and decided to make a big-ass ship. I think that I've hit all the marks, but I don't know if it would be a powerful missile platform or a expensive piece of target practice. I think it could use more missiles and magazines, though.


Code: [Select]
Chatham class Dreadnought    34700 tons     3557 Crew     5074.8 BP      TCS 694  TH 1320  EM 540
1902 km/s     Armour 1-94     Shields 18-300     Sensors 36/1/0/0     Damage Control Rating 81     PPV 120
Annual Failure Rate: 118%    IFR: 1.7%    Maint Capacity 17404 MSP    Max Repair 150 MSP    Est Time: 13.47 Years
Flag Bridge    Magazine 2760   

Ion Engine E8 (22)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,050,000 Litres    Range 68.1 billion km   (414 days at full power)
Beta R300/12 Shields (12)   Total Fuel Cost  144 Litres per day

Size 5 Missile Launcher (24)    Missile Size 5    Rate of Fire 75
Missile Fire Control FC32-R56 (4)     Range 53.8m km    Resolution 56

Active Search Sensor S96-R56 (5)     GPS 5376     Range 53.8m km    Resolution 56
Active Search Sensor S48-R56 (10)     GPS 2688     Range 26.9m km    Resolution 56
Thermal Sensor TH6-36 (5)     Sensitivity 36     Detect Sig Strength 1000:  36m km

This design is classed as a military vessel for maintenance purposes
Logged
Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3186 on: June 10, 2010, 04:17:03 am »

Hooray, I built a fleet of small cargo ships which didn't violently decompress. They have shipped a few units of Infrastructure to Mars, and I see this as the beginning of something wonderful.
Logged
Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3187 on: June 10, 2010, 04:18:29 am »

It gets even better when you get your first civilian shipping line with a cargo or colony ship. They will move things around for you if you set up a contract.
Logged

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3188 on: June 10, 2010, 04:33:59 am »

How do Contracts work?
Logged
Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3189 on: June 10, 2010, 04:43:37 am »

Hmm, a random asteroid has suddenly become a Civilian Mining Colony, with no input from me. It has a Deep Space Tracking Station and nothing else.

Further, Mars has started growing a population, despite me not even having a colony ship.
« Last Edit: June 10, 2010, 04:48:18 am by Shade-o »
Logged
Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3190 on: June 10, 2010, 04:51:42 am »

Hmm, a random asteroid has suddenly become a Civilian Mining Colony, with no input from me. It has a Deep Space Tracking Station and nothing else.

Further, Mars has started growing a population, despite me not even having a colony ship.
Civilian mining colonies happen. You make money off of them in taxes, or you can buy their mineral output.

As for mars, do you have a shipping company with a colony ship?
Logged

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3191 on: June 10, 2010, 05:04:35 am »

Hmm, you're right. A shipping company with a colony ship has popped up, and has been ferrying people to Mars. I loaded it with infrastructure, and am putting Terraformers on it. I also put a bunch of automated miners on Phobos and have some cargo ships moving the minerals.

Once I have terraformers on a planet, how do I activate them?
Logged
Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3192 on: June 10, 2010, 05:10:10 am »

Terraforming facilities are rather big, it will probably take several trips to get them there. Once there you should be able to find the terraforming screen, I don't remember how to access it. I haven't even played the game in 6 months or so.
Logged

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3193 on: June 10, 2010, 05:14:31 am »

Oh, I found it. There's a nice big tab called 'Environment'.
Logged
Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3194 on: June 10, 2010, 05:15:12 am »

Oh, I found it. There's a nice big tab called 'Environment'.
That's the one!
Logged
Pages: 1 ... 211 212 [213] 214 215 ... 1347