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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2851607 times)

Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8100 on: November 05, 2011, 11:03:45 am »

Christ, I recently asked Steve for the dev password and he hasn't been on for a week. ::)

Well he is definetely back on as he just responded to a post on the forums an hour ago.
Yep, I just got a response.

My friends from the New Aberdeen Conciousness are apparently suffering a MASSIVE shortage of... Everything. I'm just going to roll in, stomp them flat (lower tech than me) then take all their stuff back to Earth. Now I must find them...
« Last Edit: November 05, 2011, 11:31:47 am by Jacob/Lee »
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8101 on: November 05, 2011, 07:44:06 pm »

That got me wondering about the viability of mass-boarding strategy: you don't build/research weapons on your own, you just build masses of fast combat transports and tons of battalions of marines, and spam board everything you run up against, using captured ships as your offensive fleet. Seems like a pretty fast route to failure, but it could be interesting...

I'm going to try that >:D Although with the high failure rate you'd expect of most ships, I'll probably end up sending them back to the homeworld for scrapping, using their resources to make new boarding ships, carriers, and troops.
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8102 on: November 06, 2011, 01:49:16 am »

Is it wierd to have a non-combat-drop-module-equipped commercial troop transport ship with over a dozen CIWS that each can shoot 8 shots, and can unload five battalions in 2 hours?  :P
« Last Edit: November 06, 2011, 02:13:31 am by Crustypeanut »
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8103 on: November 06, 2011, 01:58:08 am »

Not if you're... protecting, your nearby allied aliens.

(Don't forget the size 1 passive sensor, as these are commercial!)

Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8104 on: November 06, 2011, 02:12:49 am »

Protecting my nearby allied aliens as in protecting them from themselves when I conquer their planet? I agree!

Also, two questions -

#1: Do CIWS work in 1.0 Atmosphere for PDC's? I'm going to guess that they don't work... but confirmation would be nice.

#2: Do Engineer Brigades (Which I've heard are larger than normal Battalions) take up more space in a troop transport module?
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Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8105 on: November 06, 2011, 02:31:41 am »

#1: Do CIWS work in 1.0 Atmosphere for PDC's? I'm going to guess that they don't work... but confirmation would be nice.
Iirc they do, with the reasoning that they are firing at the missiles when they are inside the atmosphere (like current anti-missile systems).

#2: Do Engineer Brigades (Which I've heard are larger than normal Battalions) take up more space in a troop transport module?
Yes, they take 5 modules each.
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8106 on: November 06, 2011, 02:52:00 am »

#1: Do CIWS work in 1.0 Atmosphere for PDC's? I'm going to guess that they don't work... but confirmation would be nice.
Iirc they do, with the reasoning that they are firing at the missiles when they are inside the atmosphere (like current anti-missile systems).

#2: Do Engineer Brigades (Which I've heard are larger than normal Battalions) take up more space in a troop transport module?
Yes, they take 5 modules each.

Ah gotcha.  Since I'm making heavy use of CIWS, I'm going to add a few of those to PDC designs from now on.

I'm also glad I designed my troop transport big enough.. lol.

Spoiler (click to show/hide)

Its not meant for combat drop, but in case I do need a semi-fast drop, it has a large cargo handle multiplier, and it comes to 2 hours to unload all five battalions.  Fair amount of armor and a ton of anti-missile systems.  I just realized though its using the outdated CIWS that only fires 6 shots per 5.. oh well.  I *Hope* these don't see a lot of combat, but they're built around 'just in case'.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8107 on: November 06, 2011, 02:59:48 am »

Final Fire defense is very close range, and I believe that's what CIWS is made to be.  While your normal laser is firing from surface to orbit on the order of hundreds of miles (or hundred thousand km if it's a good laser) your CIWS is more like a mile range, when you can get a visual feed on the incoming missile and peg it at handheld weapon range.

And yes, engineering brigades are 5x the size (including use for PDC barracks) but they also add a considerable amount of construction power, allowing them to perform certain industry tasks, like assembling a PDC from prefab.  I design my main troop ships with 5 bays, enough to fit a brigade HQ and the 4 underling squads, or to carry a single engineer.  Larger warpath troopships get more like 15-20, enough to fit an entire division (11 slots) plus some replacement battalions and some marine companies/battalions.  Replacements rock as they basically give up part of their readiness to replenish another troop's readiness, adding new troops and equipment, extremely useful mid-fight and after-fight.  Dropping a whole brigade with an additional replacement will give you surprisingly impressive results.  As the enemy strikes you, you replenish just as fast, and you're still firing at full power while they're whittling down.  And your highly trained troops have a chance of surviving and retaining their training and/or commander bonus.

I've also heard of CIWS being used to absolutely shred enemies.  If you can get your ship in close enough, then you can rip into an enemy with your PD weapons.

Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8108 on: November 06, 2011, 03:11:11 am »

Final Fire defense is very close range, and I believe that's what CIWS is made to be.  While your normal laser is firing from surface to orbit on the order of hundreds of miles (or hundred thousand km if it's a good laser) your CIWS is more like a mile range, when you can get a visual feed on the incoming missile and peg it at handheld weapon range.

And yes, engineering brigades are 5x the size (including use for PDC barracks) but they also add a considerable amount of construction power, allowing them to perform certain industry tasks, like assembling a PDC from prefab.  I design my main troop ships with 5 bays, enough to fit a brigade HQ and the 4 underling squads, or to carry a single engineer.  Larger warpath troopships get more like 15-20, enough to fit an entire division (11 slots) plus some replacement battalions and some marine companies/battalions.  Replacements rock as they basically give up part of their readiness to replenish another troop's readiness, adding new troops and equipment, extremely useful mid-fight and after-fight.  Dropping a whole brigade with an additional replacement will give you surprisingly impressive results.  As the enemy strikes you, you replenish just as fast, and you're still firing at full power while they're whittling down.  And your highly trained troops have a chance of surviving and retaining their training and/or commander bonus.

I've also heard of CIWS being used to absolutely shred enemies.  If you can get your ship in close enough, then you can rip into an enemy with your PD weapons.

The wiki states that CIWS is purely defensive.. so I'm not sure thats accurate.  Although OTHER PD weapons (like my gauss cannons), I can certainly see ripping enemies to shreds with. 

I knew thats what engineers and replacement battalions did, I just wasn't sure how large the former was.  However, I never thought of using replacement battalions during combat.. I really like that idea, and I shall be using that from now own.  :P


Currently, I'm designing my initial fleet around four Destroyer-sized (3000 ton) ship classes.  This is just the initial fleet though, and I honestly have no idea how well it'll fare.


One ship is the main assault ship and it bears one full sized gauss cannon and three smaller 33% accuracy ones all using the same FC, along with two CIWS's and a small resolution active sensor.
Edit: Modified this ship and scrapped the three smaller 33% accuracy gauss cannons in place of another full sized one.  Same dps when taking into consideration accuracy and number of shots.

Second ship is the dedicated escort, which uses one CIWS, six 33% accuracy single gauss turrets with two fire controls and the same anti-missile active sensor.

Third ship is the 'Leader', and it has 2 CIWS, twice as much armor, a larger active sensor, and thermal / em sensors.

Fourth ship (I'm still designing it) will be a small combat troop transport. 
Fourth ship, the transport, can hold four marine companies to be combat dropped into ships or onto the planet.  Has 1 CIWS, 5 layers of armor, and can move up to 5000 km/s. 

All four of these ships are 3000 tons and move at 3000 km/s and are jump capable. (Forgot to put the jump engines on the ships.  Designing a dedicated jump destroyer to make up for it.  DURP) The combat troop transport might be faster so I can have better accuracy with boarding, though.  None of these ships are extremely long ranged, generally prefering to stay within one-two systems of a maintenance/refueling facility.  All CIWS's shoot 8 shots per 5 seconds, and all gauss cannons shoot at 4 shots per 5 with a 30km range.

I don't plan on EVER using missiles.. gonna rely entirely on close range and boarding.
« Last Edit: November 06, 2011, 04:33:06 am by Crustypeanut »
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Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8109 on: November 06, 2011, 04:37:47 am »

I've also heard of CIWS being used to absolutely shred enemies.  If you can get your ship in close enough, then you can rip into an enemy with your PD weapons.
Whoever you heard that from was either saying something else (probably about using their other PD weapons, not CIWS) or lying.
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8110 on: November 06, 2011, 06:29:59 am »

I just found a planet with 2x colony cost that has a moon with a 2x colony cost.. I bet they're inhabited already O.o 


Edit: Wait, no, both are actually moons of the same gas giant..

Edit 2: Well, I didn't detect any EM or Thermal signatures on my way to the moons, so there are at least no --living-- inhabitants.  However, I did spot two ships on active sensors, so I'm guessing they're Precursors..

I've dubbed the system Ásgarðr, the larger of the two moons Asgard, and the smaller one Valhalla. 
« Last Edit: November 06, 2011, 06:59:39 am by Crustypeanut »
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8111 on: November 06, 2011, 10:11:28 am »

Today, Precursors were fighting the Swarm Queen, they were doing pretty well, actually. They could've killed it by themselves.

Then the Soldiers showed up...

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8112 on: November 06, 2011, 11:08:46 am »

ran into poor precursers in 2075, poor bastards stood no chance against my research oriented empire... but they did have some tech i didnt :)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8113 on: November 06, 2011, 11:20:29 am »

I've also heard of CIWS being used to absolutely shred enemies.  If you can get your ship in close enough, then you can rip into an enemy with your PD weapons.
Whoever you heard that from was either saying something else (probably about using their other PD weapons, not CIWS) or lying.

Probably confused about the difference between CIWS and Gauss cannons.



And dammit, I finish research into Mg-P drives right as the salvage fleet loaded with Precursor scrap arrives.  ::)
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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

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8114 on: November 06, 2011, 05:44:14 pm »

I'd suggest a smaller troop deployment ship.  Just fit 1 drop module and ramp up the speed.  Remember, you need to be 20x the speed of your target to suffer no losses.  Most ships aren't going to have enough crew to resist your marines, but the bigger, slower ships might take multiple drops to overtake the whole crew.
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