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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2852526 times)

Cheese

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3735 on: February 26, 2011, 05:01:30 pm »

this thread has answered no posts ;)
Yes it has.
Indeed. Not all questions have been answered though.

Also, what's that in your avatar?
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3736 on: February 26, 2011, 05:05:04 pm »

Also, what's that in your avatar?
Just bunch of my pixel art ships on a non-pixel-art background. Just something I'm doing for fun.
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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.

The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3737 on: February 26, 2011, 05:11:51 pm »

I've been told you could make your own species and pick what gas it breathes and make a starting system. Any idea on that?
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3738 on: February 26, 2011, 05:19:07 pm »

I've been told you could make your own species and pick what gas it breathes and make a starting system. Any idea on that?
It's true, but you can only make either oxygen breathers or methane breathers. SM a new system (through the System Information window [F9] in SM mode and look in the lower right corner of the window), SM Terraform a planet that's somewhat habitable to whatever you want (add methane instead of Oxygen if you want methane breathers, DON'T ADD BOTH as methane is toxic to oxygen breathers and vice versa), Create Empire from the SM F9 System Info window, and change the default race from the Game drop down window. Finish tweaking the race from the Empires>View Race details (Ctrl+F2) window.
« Last Edit: February 26, 2011, 05:20:41 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.

Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3739 on: February 26, 2011, 05:43:35 pm »

When defining tollerances of your race, be carefull not to go overly broad, too many celestial bodies will be flagged as habitable.

Tarran's avatar makes me think of MOO. :) good times.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3740 on: February 26, 2011, 05:46:08 pm »

Whats wrong with everything being habitable?
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3741 on: February 26, 2011, 06:39:08 pm »

Try imagining the map when every planet and comet and asteroid is shown as a green blob, it is not so bad, but it makes it less tactically usefull.
I had a very broad gravity but narrow heat and atmosphere, so everything was listed as habitable, but also required massive infrastructre, the places that were naturally habitable were hidden under all this.

Were rockrats, using dwarf names. ;)
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The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3742 on: February 27, 2011, 01:08:01 pm »

So, how do you design missles?
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3743 on: February 27, 2011, 02:07:23 pm »

You need create a design and research(develop) it,
this design takes several parts (drive, sensors, etc) that need to be designed from researched technology first.
at the same time you need to design your launchers that take the size of your missiledesign.
AND remember to take into account the capabilities of the sensor and tracking systems you have designed for your ships.

There are several types of missile you can design:
*Nukes/harpoons: which are just very big booms without speed or tracking capabilities.
*Shipkillers: fast, powerfull and fairly maneuvrable: this makes them expensive.
*Anti-missile: very fast and good tracking, small yield. cheap, but you need alot to get all those Shipkillers.
a long range can increase chances of an alpha strike, but increase in size for the fuel.
better tracking increases the chance for an intercept
a bigger warhead makes a hit count more

parameters that are important for missile:
speed/maneuvrability (drive)
range vs resolution (tracking sensors)
range (fuel)
type/size of warhead (boom)
----
missile size

IIRC missiles can be guided from their platform or have their own tracking capability, unguided missiles self-destruct, but have more room for explosives.

=======
Or just search the Aurora forums: Missile guide wanted
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The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3744 on: February 27, 2011, 02:12:09 pm »

Missiles aren't listen on the create research project list.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3745 on: February 27, 2011, 02:15:48 pm »

Missiles aren't listen on the create research project list.
Population and Production window>Bottom bar, left of the Abandon and Close button, labeled Missiles, right from the Turrets button.
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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.

Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3746 on: February 27, 2011, 10:43:11 pm »

Well, I got 5.30 up and played it normally for some time. Transnewtonian start in 2025 with 1 starting NPR and a steady exploration effort going. Now it is 2053 and Sol is invaded with that new feature.
Spoiler: large spoilery image (click to show/hide)
Spoiler: very spoilery numbers (click to show/hide)

In short - I recommend turning off checkbox near "invasions" at the first screen after game start because they have a tendency of wiping you out at a random moment of time in near future without any realistic chance to prevent it.
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3747 on: February 28, 2011, 02:37:25 am »

Wow, he must have upped the spawn rate in the latest version. I used to play and when I had Invaders spawn in, they were starting with groups of three or four, and 100-missile volleys were enough to down them quickly.
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Decimator

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3748 on: March 04, 2011, 04:42:58 pm »

I play with invaders off, and will likely continue to do so until we can research a tech to follow them back through their wormholes.  I do not find just sitting around waiting for them with no way to counterattack enjoyable.

As for things I do like, did anybody else notice this?

I have added armour repair for ships/FAC/fighters in hangar bays for v5.30. Armour repair will be automatic and happen at the same time as regular damage control.

Each HS of armour damage will be treated as a separate item and the cost in maintenance supplies will be equal to double the unit armour cost. Note that each box on the armour display is not a HS but is equal to HS / Armour Strength. So for Duranium Armour each armour box is 1/5th of a HS. For Composite Armour, each armour box is 1/8th of a HS. Successful damage control will therefore generate a number of armour repair points equal to one HS of whatever armour is on the ship. Those repair points will be applied one layer at a time with priority given to the deepest penetration if there are insufficient points for an entire layer. For example, assume a ship has composite armour and damage to six armour columns of 1/2/4/5/3/1. Successful repair will create eight armour repair points. For the first layer every column will be repaired, using six points in total. The damage will now be 0/1/3/4/2/0. For the second layer only two points are available so they will be applied to the 3 and the 4, leaving the armour damage as 0/1/2/3/2/0.

As with normal damage control, the repair chance will be based on cost and the damage control rating of the parasite or the mothership (whichever is higher). The maintenance supplies will be drawn from the mothership if the parasite has insufficient supplies of its own. As well as being used for fighters and FAC, this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship out on the frontier. I'll add a flag to disable automated armour repair of parasites for those situations where maintenance supplies are scarce.

Steve
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3749 on: March 04, 2011, 04:54:30 pm »

Sounds awesome. Any indication as to when 5.30 will be done yet?
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