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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2853780 times)

Kanil

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6315 on: August 27, 2011, 03:27:29 am »

Reduced size lasers seem most appropriate for lasers that already recharge quickly as-is, like the small 10cm ones.

Presumably a reduced sized laser could be useful to drop the size of point defense turrets, or on a laser armed fighter?
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6316 on: August 27, 2011, 04:49:26 am »

Quote
Kunai class Fighter    455 tons     15 Crew     163.9 BP      TCS 9.1  TH 57.5  EM 0
12637 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 91%    IFR 1.3%    1YR 30    5YR 453    Max Repair 44 MSP

FTR Inertial Confinement Fusion Drive E280 (1)    Power 115.2    Fuel Use 2800%    Signature 57.6    Armour 0    Exp 80%
Fuel Capacity 10,000 Litres    Range 1.4 billion km   (31 hours at full power)

15cm C1 Soft X-ray Laser (FTR) (2)    Range 64,000km     TS: 12637 km/s     Power 6-1     RM 6    ROF 30        6 6 6 6 6 6 0 0 0 0
Fire Control S01.5 32-6000 H70 (FTR) (1)    Max Range: 64,000 km   TS: 24000 km/s     84 69 53 37 22 6 0 0 0 0

This design is classed as a Fighter for production, combat and maintenance purposes





Currently lacking a power plant, as despite the screen claiming it's only 50 tonnes and 5 crew, adding it increases weight by 100 and crew by 40...

Reduce the weapons to 1 10cm laser, and I think the fire control can be the slowest speed possible, as it will take the fighter's speed for tracking. Unless you're planning to try to use them for anti-missile work, that'll do fine for anything else.

Here's a design I knocked together while trying to figure out your tech level. Your engine tech seems to be way ahead of your sensor technology from what I can tell.

Code: [Select]
Tribal class Fighter    485 tons     16 Crew     225.1 BP      TCS 9.7  TH 57.5  EM 0
11855 km/s     Armour 5-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 2.11 Years     MSP 29    AFR 18%    IFR 0.3%    1YR 9    5YR 131    Max Repair 88 MSP

FTR Inertial Confinement Fusion Drive E280 (1)    Power 115.2    Fuel Use 2800%    Signature 57.6    Armour 0    Exp 80%
Fuel Capacity 10,000 Litres    Range 1.3 billion km   (31 hours at full power)

15cm C6 Soft X-ray Laser (1)    Range 120,000km     TS: 11855 km/s     Power 6-6     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Fire Control S01.5 60-6250 (FTR) (1)    Max Range: 120,000 km   TS: 25000 km/s     92 83 75 67 58 50 42 33 25 17
Inertial Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

This one's right up against the upper edge of figher sizes, but can actually take some shots due to having a large (for a fighter) armor belt.

Here's a smaller variant:

Code: [Select]
Tribal class Fighter    340 tons     13 Crew     139.9 BP      TCS 6.8  TH 57.5  EM 0
16911 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 4.31 Years     MSP 26    AFR 9%    IFR 0.1%    1YR 2    5YR 34    Max Repair 56 MSP

FTR Inertial Confinement Fusion Drive E280 (1)    Power 115.2    Fuel Use 2800%    Signature 57.6    Armour 0    Exp 80%
Fuel Capacity 10,000 Litres    Range 1.9 billion km   (31 hours at full power)

10cm C3 Soft X-ray Laser (1)    Range 120,000km     TS: 16911 km/s     Power 3-3     RM 6    ROF 5        3 3 3 3 3 3 2 2 2 1
Fire Control S01.5 60-6250 (FTR) (1)    Max Range: 120,000 km   TS: 25000 km/s     92 83 75 67 58 50 42 33 25 17
Inertial Confinement Fusion Reactor Technology PB-1.25 (1)     Total Power Output 3    Armour 0    Exp 20%

This design is classed as a Fighter for production, combat and maintenance purposes

Smaller laser and armor belt, but faster and you can pack more into the same space.
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Chattox

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6317 on: August 27, 2011, 05:29:23 am »

Where can I find exactly how many of each installation I have on a planet?
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LuckyNinja

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6318 on: August 27, 2011, 05:35:07 am »

Where can I find exactly how many of each installation I have on a planet?


Summary tab in the economics screen.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6319 on: August 27, 2011, 09:11:07 am »

I mean you have thermal and EM and grav and planetary and I don't know what each one is used for and how they affect stuff.

Also, how in the blue blazes do you unlock absorption shields?


Edit: Also, is there a way to save your galactic map once you've moved everything around? It's a bit annoying and time-consuming having to move it all around again, especially when you have a system with 10 freakin' jump points total.
Thermal sensors pick up the heat generated by engines, the more engines the more heat and the easier it is to pick up the target. EM sensors pick up things like shields, beyond that I'm not sure. Grav sensors are used to do grav surveys to find jump points if we're talking about the same thing, that or that's another name for active sensors, whatever. Planetary sensors are just planet-based active sensors.

Absorption shields are only unlocked by tearing apart the shield units from
Spoiler (click to show/hide)
.

Edit: Oh god, oh man, oh god, oh shit!
There is a
Spoiler (click to show/hide)
1 jump away from Sol 10 years in!
« Last Edit: August 27, 2011, 09:21:09 am by Jacob/Lee »
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Felius

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6320 on: August 27, 2011, 09:32:37 am »

I mean you have thermal and EM and grav and planetary and I don't know what each one is used for and how they affect stuff.

Also, how in the blue blazes do you unlock absorption shields?


Edit: Also, is there a way to save your galactic map once you've moved everything around? It's a bit annoying and time-consuming having to move it all around again, especially when you have a system with 10 freakin' jump points total.
Thermal sensors pick up the heat generated by engines, the more engines the more heat and the easier it is to pick up the target. EM sensors pick up things like shields, beyond that I'm not sure. Grav sensors are used to do grav surveys to find jump points if we're talking about the same thing, that or that's another name for active sensors, whatever. Planetary sensors are just planet-based active sensors.

Absorption shields are only unlocked by tearing apart the shield units from
Spoiler (click to show/hide)
.

Edit: Oh god, oh man, oh god, oh shit!
There is a
Spoiler (click to show/hide)
1 jump away from Sol 10 years in!
Good luck. You're gonna need it.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6321 on: August 27, 2011, 09:55:35 am »

Uh, what the hell? Some random aliens came out of nowhere in Sol?

Atleast they're neutral.
EDIT: Oh, oh, they just tried to ram my scout!

These bastards are going down.

EDIT2: I don't feel safe anymore. Taking a peek at events from the Invader's and the Random Sol Alien's shows there are Invader survey ships and dangerous NPR ships all over Sol. I don't see a single one.
« Last Edit: August 27, 2011, 10:36:27 am by Jacob/Lee »
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6322 on: August 27, 2011, 12:20:13 pm »

The 8000km/s 15k ton contact showed up again, but this time I had a newly built task group ready for it. I approached it at 1/5 speed (1250) which cut my thermal to 187. At 65m km I turned on active sensors and fired a volley of 40 size 4 WH12 missiles. Figuring that would destroy it, I had my ships hold their fire. A few minutes later the ship's PD shot down 2, and the other 38 hit the target. The ship had at least a level 3 armor rating, so my WH12 missiles didn't penetrate on the first hit (although they open up a nice 2 wide hole in level 3 armor, I need a 16 WH to get damage through it). Most of the missiles don't seem to do anything, but the last set of 5 (was 8 sets of 5 from 4 ships with 2 fire controls each) managed to blow an engine and cause a secondary explosion.

The 456 damage worth of missiles slowed the ship to just under 4000 km/s, so I didn't have to worry about keeping up with it. I had one of the ships fire another volley of 10 missiles, figuring it had to be near death by now. This time the PD only managed to kill one, and the other 9 finished off the ship. Costed me 50 size 4 missiles, but now I don't have to get constantly interrupted by detecting the thermal contact.

The ship never did stream atmosphere or release life pods, so I'm thinking it was a precursor robot ship. My salvage ship managed to pull 4 Magnetic Confinement Fusion Drive E5 off of it, but since I just finished researching that drive it won't help my research efforts. Shame I didn't pull the sensors off it, it must have had a really nice thermal and my sensor tech is lagging due to not having any good sensor scientists.


-edit- Heh, my magazines are internal armor instead of being an explosion risk. I'm using size 1 capacity 16 magazines with 5 HTK and only a 3% explosion chance. Seems like they scale upward badly, size 1 can hold 16 with 5 htk, but making a size 2 with 10 HTK (comparable to two size 1s) only holds 28. Seems weird to have magazines with only 4 missiles in each, but unless theres something I'm not seeing it seems to be the best design philosophy in Aurora. Just the magazines in my warship makes up 65% of the internal HTK. 250 HTK from the 50 magazines, 130 from the rest of the components.
« Last Edit: August 27, 2011, 01:29:27 pm by Paul »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6323 on: August 27, 2011, 01:54:18 pm »

Uh, what the hell? Some random aliens came out of nowhere in Sol?

Atleast they're neutral.
EDIT: Oh, oh, they just tried to ram my scout!

These bastards are going down.

EDIT2: I don't feel safe anymore. Taking a peek at events from the Invader's and the Random Sol Alien's shows there are Invader survey ships and dangerous NPR ships all over Sol. I don't see a single one.

Oh, the ramming bastards.

I got the
Spoiler (click to show/hide)
spoiled by reading Steve's AARs, so I know what to expect... Not that it'll help me.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6324 on: August 27, 2011, 02:03:41 pm »

All of my current ships have only missiles... My one non-missile ship has Particle Beams. I should probably build a dedicated PD ship... Now sure how, though.

I'm guessing short-range 10 cm laser turrets? I've got everything in the game down to second nature, except for ship design, sadly.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6325 on: August 27, 2011, 02:05:29 pm »

I would use 5 cm lasers, but then you might be fucked if the NPRs know how to use armor on their missiles.

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6326 on: August 27, 2011, 02:34:30 pm »

It's funny that the RNG would name the first nebula system I found Los Angeles (one of the most polluted cities in the US). Thats using the United States naming theme. My other systems are also named after cities.
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6327 on: August 27, 2011, 02:42:47 pm »

Well I found a black hole. My scout ships are fine since they are fast, but I almost jumped my gate constructor in, which is not fast enough and would have been sucked up. I guess the scouts get to play with the black hole for a year while the constructor is refit with more engines.

I have to admit It's disappointing that for all the attention to detail payed to the rest of the game, Steve went with the frustratingly incorrect 'black holes suck things in!!!!!' model.
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The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6328 on: August 27, 2011, 02:45:19 pm »

Well, it's better then jumping in and having your ships destroyed by dust flying around and radiation. Plus, it's Sci-fi, it's supposed to have a couple of quirky things.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6329 on: August 27, 2011, 02:50:57 pm »

And given that the rest of the in-game technology and physics are based on rather soft science fiction, it isn't really that surprising. Besides, this way you get to make jokes about black holes sucking.

Also,  has anyone tried to lure a *SPOILER*Hive Queen*SPOILER* into a wormhole system? Seems like it'd be a pretty efficient way to deal with the *SPOILER*Swarm*SPOILER*, if a bit micro-y.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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