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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2819380 times)

Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8355 on: November 13, 2011, 07:36:23 pm »

when I add a second bridge (not a flagbridge) to my shipdesign,
does it function as a backup-bridge (eg has bridge an actual function, besides being mandatory)
or does it just double the chance of the bridge getting hit and thus officer-victims?
AFAIK the only data about the bridge is that it is required for ships over 1000t. I have never seen a bridge damaged in battle, and I don't believe it can be.
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I believe it can be destroyed, and sometimes officers will be killed by "a direct hit to the bridge". Most unfortunate.
I know, like LostCosmonaut writes sometimes officers can be killed by a direct hit. I think I've seen it happen.
So if, as suspected, a bridge has no function besides giving the exec a place to stand (and be killed), adding a back-up bridge would probably only be counter productive.
A logical consequence of bridge loss would be -loss of leader bonuses (rendering captain a passenger) and/or a fixed initiative penalty.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8356 on: November 13, 2011, 07:53:18 pm »

More engineer brigades increase your chance of exploiting the ruins, giving shitty returns.

I'm not sure I understand. The whole point of ruins is looting them, correct? Free fuel, structures, minerals, and research doesn't seem that bad to me.
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8357 on: November 13, 2011, 08:05:17 pm »

More engineer brigades increase your chance of exploiting the ruins, giving shitty returns.

I'm not sure I understand. The whole point of ruins is looting them, correct? Free fuel, structures, minerals, and research doesn't seem that bad to me.
I think the idea is that, as more people show up, more engineers loot stuff for their personal gain, rather than the good of your empire. Black market, basically.
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Osmosis Jones

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8358 on: November 13, 2011, 08:05:35 pm »

More engineer brigades increase your chance of exploiting the ruins, giving shitty returns.

I'm not sure I understand. The whole point of ruins is looting them, correct? Free fuel, structures, minerals, and research doesn't seem that bad to me.
I think the idea is that, as more people show up, more engineers loot stuff for their personal gain, rather than the good of your empire. Black market, basically.

I think he means like in the sense of geo teams, where every time period, you have a chance of completely exhausting all further deposits.
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Raddish

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8359 on: November 13, 2011, 08:05:46 pm »

I think you have a better chance of good stuff with a higher skilled engineer commander so having a lot of them is going to lower the value of most discoveries I figure.  I assume thats how it works for them anyway.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8360 on: November 13, 2011, 08:32:27 pm »

According to Steve's post, when your brigades uncover something they have a chance of making the ruins "exploited," which lowers your chances of getting installations intact and getting tech. More brigades means more times this chance is rolled.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8361 on: November 13, 2011, 08:41:12 pm »

According to Steve's post, when your brigades uncover something they have a chance of making the ruins "exploited," which lowers your chances of getting installations intact and getting tech. More brigades means more times this chance is rolled.

Pretty sure that is in relation to geo teams.

All more engineer brigades do is uncover ruins faster. You're uncovering the same number, regardless of how quickly it happens. For that matter, I have never seen ruins disappear as "fully exploited" until you've recovered every structure (you can see the number remaining in the planet summary screen). What you should do, however, is leave a few buildings untouched, as IIRC they produce the ancient artifact trade goods.

I also haven't seen a correlation between commander Xenology skill and the quality of the finds. I believe that it affects the chances of a brigade recovering a ruin within a given time period, not how good the loot is.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8362 on: November 13, 2011, 09:16:51 pm »

Nevermind, the exploited issue was related to teams working on the ruins according to Steve's old post (..2006).

My crazy brain, mixing things up...

Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8363 on: November 13, 2011, 09:30:18 pm »

I also haven't seen a correlation between commander Xenology skill and the quality of the finds. I believe that it affects the chances of a brigade recovering a ruin within a given time period, not how good the loot is.
Makes sense. No matter how smart Indiana Jones is, he's not going to find a gatling gun in lost Amazon village.

...Ok, that's a horrible example. All I'm saying is you can't find something that isn't there.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8364 on: November 13, 2011, 09:46:52 pm »

Welp, my fleet I sent to deal with some aliens guarding wrecks were just crushed. My AMM escorts couldn't stop the missiles worth shit, I need you guys to help me with the design...
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Archimedes class Escort Cruiser    5,200 tons     332 Crew     942 BP      TCS 104  TH 250  EM 0
2403 km/s     Armour 10-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 10
Maint Life 10.07 Years     MSP 793    AFR 30%    IFR 0.4%    1YR 14    5YR 213    Max Repair 62 MSP
Magazine 930   

Magnetic Confinement Fusion Drive E5 (2)    Power 125    Fuel Use 50%    Signature 125    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 138.4 billion km   (666 days at full power)

Size 2 Missile Launcher (5)    Missile Size 2    Rate of Fire 10
Missile Fire Control FC11-R1 - AMM Escort (1)     Range 11.9m km    Resolution 1
Vanguard Class Size 2 AMM Mark II - Agility (376)  Speed: 31,200 km/s   End: 48m    Range: 89.9m km   WH: 8    Size: 2    TH: 249 / 149 / 74

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
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Missile Size: 2 MSP  (0.1 HS)     Warhead: 10    Armour: 0     Manoeuvre Rating: 24
Speed: 31200 km/s    Endurance: 60 minutes   Range: 112.3m km
Thermal Sensor Strength: 0.207    Detect Sig Strength 1000:  207,000 km
Cost Per Missile: 4.0987
Chance to Hit: 1k km/s 748.8%   3k km/s 240%   5k km/s 149.8%   10k km/s 74.9%
Materials Required:    2.5x Tritanium   0.207x Uridium   1.4667x Gallicite   Fuel x1250

Repulsion

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8365 on: November 13, 2011, 10:01:16 pm »

Most of your problems lie in your missile setup, no doubt.

Well, I am not personally a missile expert, but the first thing I notice is that your AMM size is 2, while they should be size-1, mostly. The warhead is MUCH bigger that it needs to be. You don't need a city-destroying explosive for blowing up a missile. AMM's should have a warhead size of 1, which should be good enough for most missiles. Other than that, from what my inexperienced eyes can see, not much else is wrong. Alter the missile design and get a lot more engine and agility, to help go fast and hit missiles.

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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8366 on: November 13, 2011, 10:06:50 pm »

I have antimatter warheads. There's half a MSP in there.

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8367 on: November 13, 2011, 10:12:05 pm »

...Oh. Huh. Well, no idea. You seem to be pretty damn advanced, so no idea why you are getting blown up. Either the enemy is much more advanced... or something I have no idea of.

But now that I think about it, my point still stands. Even with .1 MSP for warhead, you probably have enough to blow the hell out of any missile, which leaves more room for agility and engine and etcetera, and it's size of 2 is still a problem/thing of note, as well.
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Raddish

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8368 on: November 13, 2011, 10:19:22 pm »

I have antimatter warheads. There's half a MSP in there.

You can generally reduce the warhead to a strength of 1 on an AMM.  Also with that you can reduce the amount spent in the rest of the missile to reduce it to size 1.

I would also say that you need more missile launchers but that might be a more personal things.  When I try to take out missiles I do so with a lot of counter fire.
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LostCosmonaut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8369 on: November 13, 2011, 10:37:47 pm »

Also, your AMMs have a lot of excess range, and are too slow. Your missiles can go out to 89 million km, but you can only target size one targets at 11 million km out (probably only about 5 million km for missiles). Drop your size, and shift a lot of MSP from fuel to engines. 

Additionally, your ship is much slower than I like to have for magnetic confinement drives. At that tech level, I usually try to aim for at least 8-9000 km/s.
« Last Edit: November 13, 2011, 10:39:23 pm by LostCosmonaut »
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