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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2811824 times)

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4215 on: April 09, 2011, 05:10:47 am »

From what I understood, it is mostly for equilibrium reasons, to prevent you from killing a population without making the world a radioactive hell.
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4216 on: April 09, 2011, 07:14:02 am »

Or just use missiles with 0 endurance (bombs) and pretend they're rocks. :P

Is it possible to have armored missles that do their damage by ramming?


I'd imagine a nice, straight line going though the enemy ships armor, yes?
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4217 on: April 09, 2011, 07:26:29 am »

For that, you may develop laser missiles.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4218 on: April 09, 2011, 10:06:09 am »

I don't know if laser warheads work at all. Steve said he came up with them but then forgot about it.

As for orbital bombardment, you'd use missiles to exterminate population, but kinetic weapons for precise strikes*. You could use the latter against populations, but it'd take far longer. And I do recall at least kinetic hits on a planet raise a measure of dust into the atmosphere, so using them for days against civilians would have a similar detrimental result as glassing through nukes.

*Like to destroy PDCs, a specific group of facilities or, to more limited effect, ground units. For the latter, perhaps, you could add a more complex mechanic: being under orbital fire would slowly reduce the readiness of the target ground forces, but more importantly it would impose a significant combat penalty on them as long as they're being fired upon, leaving the enemy quite more exposed to attacks from your own troops. This would simulate support fire from your warships in orbit.
« Last Edit: April 09, 2011, 10:25:11 am by Greenbane »
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quintin522

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4219 on: April 09, 2011, 02:06:45 pm »

A quick question. How do assign a task group to a task force?
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4220 on: April 09, 2011, 03:27:35 pm »

As far as I can tell, you make a new one by going ctrl+F4, new TG(at the bottom of the screen) and then assign ships to it through task groups(F12) and then rooting around in the naval organisation tab. I'm not fully sure how it works, but that's as far as I can get after a couple of minutes looking around.
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quintin522

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4221 on: April 09, 2011, 03:38:51 pm »

I've tried the naval orginization tab, nada.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4222 on: April 09, 2011, 03:56:03 pm »

On the naval organisation screen;
Click the task force you want to add the task group to. Click 'Add' under 'Modify Organisation Branches' and enter whatever name you want for it. You'll need to add this branch as you cannot add task groups to the top level of a task force for some reason. Then click on the branch you just added and click 'Add TG', with the wanted task group selected.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4223 on: April 09, 2011, 03:56:49 pm »

Well this is interesting, the other race (who I am neutral with) has built at least 6 geo survey ships.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4224 on: April 09, 2011, 04:16:38 pm »

......And they keep disappearing. Wth. My ship is faster then theirs is, but they just disappear.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4225 on: April 09, 2011, 04:22:31 pm »

Are they jumping?
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4226 on: April 09, 2011, 04:57:32 pm »

no, no jump points nearby
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Neonivek

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4227 on: April 09, 2011, 04:58:31 pm »

Are they cloaking?
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USEC_OFFICER

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4228 on: April 09, 2011, 05:14:38 pm »

Are the ships stopping, reducing its thermal output to a point where your sensors can't detect it?
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beorn080

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4229 on: April 09, 2011, 10:00:13 pm »

For kinetic bombardments, I believe a 1 ton rock wrapped in steel will produce a yield of about 20 kilotons of TNT when impacting at terminal velocity. If your going that route, best to save your ammo and use whatever is lying around in the system. Asteroids, parts of other planets, moons. If you were truly serious about it, I see a ship, maybe a mile or two long, with a massive magnetic launch tube running down it, and at the loading end basically a fold out stripmining operation. Land it on an airless planet in system, launch a couple hundred 1 ton slugs at the planet of choice, and move on. Come back in a few months, dust has settled, everyone's dead.
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