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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2852916 times)

Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6210 on: August 25, 2011, 08:05:45 pm »

So do ships run by civilian shipping lines use your fuel or sorium?
I don't think so, non-player ships seem to not use fuel at all. They don't seem to fail either.
Commercial ships in general do not fail, though commercial ships owned by you still require fuel.
I mean NPR military ships. Commercial engines use what, 1/10th the fuel?
Yep. A military engine with no efficiency techs would be E10, while the same commercial engine would be E1. First fuel level is E9 and E0.9, etc.
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USEC_OFFICER

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6211 on: August 25, 2011, 08:15:21 pm »

How worried should I be if the hostile vessel has a thermal signature of 2140?

Thermal signature is based just on its engines (I'm 99% sure), so you shouldn't be that worried. Worry more about its EM signature.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6212 on: August 25, 2011, 08:50:41 pm »

Too bad I didn't have EM sensors on that boat.

I don't suppose there's a way to "give" myself ships? I know there's the FOO thing, but I'm already into negative points with it. I've no idea if that's bad and I should stop or if it's saying "You probably shouldn't do that so we'll threaten you with big antinumbers."

Also, on thermal signatures: Mine are like a tenth of that ship's at the most and that thing wasn't even going full speed. Well, it was almost full speed: 832/833 as restricted by the nebula.

The nebula has another seven jump points for me to look into, so I should be able to steer clear of the mystery ship and continue expanding without much issue.

The number basically represents the suggested total value of ships you should give yourself to start off, so essentially a few survey ships, colony ships, freighters and maybe a destroyer or two.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6213 on: August 25, 2011, 09:06:10 pm »

Again, is there a waay to wipe civs off the face of the galaxy with SM/Designer mode? Setting the NPR spawn chance to 90 is not a good idea. 20 races later I think I went overboard.

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6214 on: August 25, 2011, 09:33:57 pm »

After some science-ing, I believe I have found the maxium attainable velocity ingame. I place it at or around 99999km/s. I created a ship design, removed all components, and then began adding Photonic Drive E1s until I reached the point where every addition generated an overflow error and it took roughly 500-600 new engines to increase maximum velocity by 1km/s. The point where I stopped was at 16000 PDE1s, which generated a total Vmax of 99937km/s. Going beyond that point would likely have been carpal-tunnel-syndrome enducing.
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Akigagak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6215 on: August 25, 2011, 09:34:42 pm »

*Jump into a system*
*See two wrecks around the nearest star*
*Scout explodes while moving slowly towards to survey*
*System is one jump from Sol*
*I have no military*

D:
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But then, life was also easier when I was running around here pretending to be a man, so I guess I should just "man up" and get back to work.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6216 on: August 25, 2011, 09:38:01 pm »

*Jump into a system*
*See two wrecks around the nearest star*
*Scout explodes while moving slowly towards to survey*
*System is one jump from Sol*
*I have no military*

D:

At least it isn't a wormhole full of spoilers dropped into your home system...  :P

Any idea of what type of opponent? If there are habitable planets, there is a decent chance of it being a NPR, which will be a more long-term problem and warrants fast military buildup. If you think it was precursors (if they were extremely fast/strong), then you can just build up enough ships to wipe them and then salvage them for those juicy tech boosts.

Also, if there isn't a warp gate, you have much less reason for concern.
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Akigagak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6217 on: August 25, 2011, 09:41:17 pm »

*Jump into a system*
*See two wrecks around the nearest star*
*Scout explodes while moving slowly towards to survey*
*System is one jump from Sol*
*I have no military*

D:

At least it isn't a wormhole full of spoilers dropped into your home system...  :P

Any idea of what type of opponent? If there are habitable planets, there is a decent chance of it being a NPR, which will be a more long-term problem and warrants fast military buildup. If you think it was precursors (if they were extremely fast/strong), then you can just build up enough ships to wipe them and then salvage them for those juicy tech boosts.

Also, if there isn't a warp gate, you have much less reason for concern.

No idea. Just jumped in, saw that there were two wrecks around the nearest of the two stars. About 4 hours later, kabloom.

Also, I found a system that is literally empty of everything but the star. This is a first for me, and it freaked me out a bit. At least it'll be safe enough for searching for more jump points within it, and it's the closest point to Earth.
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But then, life was also easier when I was running around here pretending to be a man, so I guess I should just "man up" and get back to work.
This is mz poetrz, it is mz puyyle.

Thexor

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6218 on: August 25, 2011, 10:19:05 pm »

After some science-ing, I believe I have found the maxium attainable velocity ingame. I place it at or around 99999km/s. I created a ship design, removed all components, and then began adding Photonic Drive E1s until I reached the point where every addition generated an overflow error and it took roughly 500-600 new engines to increase maximum velocity by 1km/s. The point where I stopped was at 16000 PDE1s, which generated a total Vmax of 99937km/s. Going beyond that point would likely have been carpal-tunnel-syndrome enducing.

Not that my memory's the greatest, but I vaguely remember reading about a nearly-successful attempt to break the light-speed barrier with a totally stripped-down fighter. Since the speed of light is roughly 3x what you obtained, it might be interesting to test, though this was a fair while ago. I'm assuming you used a normal ship (in so much as a ship consisting of 16,000 engines could be considered normal   ;)), so what could you achieve with a fighter?
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6219 on: August 25, 2011, 10:40:06 pm »

16,000 engines? You would need over a million liters of fuel to run that thing for an hour...

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6220 on: August 25, 2011, 11:06:44 pm »

Well, I don't really know how far I could have taken it, but I was getting an overflow error message for every hundred engines I added, and it was following a rough cycle of "Add 100 engines: Vmax remains constant. Add 100 engines: Vmax goes down 1km/s. Add 100 engines. Vmax goes up 2km/s. Add 100 engines: Vmax remains constant...", so I pretty much ran out of patience.

I might have to go back and test it with fighter engines...
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6221 on: August 25, 2011, 11:08:34 pm »

But I thought that you could only have one fighter engine. I doubt any single engine could break the lightspeed barrier.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6222 on: August 25, 2011, 11:10:02 pm »

All that adding more than one FAC or fighter engine does is bring up an error and prevent you from building the ship. This (obviously) isn't about actual ship design, so that doesn't affect anything.
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6223 on: August 25, 2011, 11:12:23 pm »

I see  :P
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6224 on: August 25, 2011, 11:15:19 pm »

Although actually building a ship that could make 0.33 of lightspeed could be... interesting. And I'm all for impractical ship design. Although it would probably be impossible because of the ever-rising mass of the crew quarters for the millions of people you'd need to run the darn thing, which would lower Vmax, which would make you add more engines, which would need more crew...
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