Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 567 568 [569] 570 571 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2819199 times)

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8520 on: November 18, 2011, 04:05:22 pm »

Spoiler (click to show/hide)

Well that last JP exploration just complicated things. Just what I needed: another route into the Timor junction. At least it didn't affect my long term defensive strategy; Shaka was already a good chokepoint, and I couldn't leave a cluster of JPs the size of Timor undefended. Been seeing some NPR survey ships as well, maybe I need to add to my military in ways other than churning out dozens of FACs.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8521 on: November 18, 2011, 04:46:24 pm »

Pffff, you think 7 Jump Points are bad? I've got 11 for a system I've renamed Trightion (previously Gliese 674). So stop crying about 7. :P
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8522 on: November 18, 2011, 05:15:25 pm »

I think the max I ever had was 9. I got the hell out of there and posted guards at the jump point into that system.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8523 on: November 18, 2011, 05:45:55 pm »

I'm actually not complaining, as I prefer having a crapton of points to a bunch of dead ends. And the setup for that is very nice, as it will let me move defenders between the two chains without having to backtrack through core systems.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

The Scout

  • Bay Watcher
  • ?????
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8524 on: November 18, 2011, 06:52:12 pm »

Can you rename planets?
Logged
Whatever you do, don't agree to stop looking at pornography or getting help from Jesus.
"mind if I sig this"
 - Person who isn't actually going to put that in their sig

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8525 on: November 18, 2011, 07:23:04 pm »

Can you rename planets?

Yes, from the system information (F9) screen. Select the planet and use the rename body button.
Logged
In the beginning was the word, and the word was "Oops!"

Detonate

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8526 on: November 18, 2011, 10:37:36 pm »

My commercial sector is absolutely mushrooming, and it's causing massive lag. I know you "requisition" civilian ships with a ship with a tractor beam, but how do you specifically do it?
Logged
Looks like that poison wasn`t good for their eyes at all.
I never thought I'd say this, but Nietzsche is just adorable.

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8527 on: November 18, 2011, 10:44:29 pm »

My commercial sector is absolutely mushrooming, and it's causing massive lag. I know you "requisition" civilian ships with a ship with a tractor beam, but how do you specifically do it?

not sure if it was you who asked the smae question over on the aurora boards today but here is the same answer I gave earlier over there.

Quote
Make sure you are in the same location as the civilian ship. This is normally easies to accomplish by having your tug wait at the colony that the civ ship is headed for and waiting until they get there and start loading/unloading, using small time increments as neccessary.

Go to the individual ships screen, select the tug, go to the Miscellaneous tab, in the tractor link box you can select the civ ship.

If you are doing this to get rid of ancient slow designs, give the civ line some funding to cover the cost of the ship you have requistioned.
Logged
In the beginning was the word, and the word was "Oops!"

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8528 on: November 18, 2011, 11:10:04 pm »

So I found the home system of my new "friends." They had a huge stack of units over the point I came in and hundreds of wrecks all over the system. I sent in the salvage fleet to go after the wrecks... The ships on the point shot at them. Blown to bits in one round of combat.

Looks like I'm stuck in ANOTHER war. Anyway, I need some help with my ASM ship design, working out the bugs...
Quote
Attacker class Missile Frigate    11,200 tons     691 Crew     2493.4 BP      TCS 224  TH 625  EM 0
2790 km/s     Armour 10-44     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 11     PPV 12
Maint Life 4.78 Years     MSP 1531    AFR 91%    IFR 1.3%    1YR 110    5YR 1650    Max Repair 720 MSP
Magazine 2036   

Magnetic Confinement Fusion Drive E5 (5)    Power 125    Fuel Use 50%    Signature 125    Armour 0    Exp 5%
Fuel Capacity 850,000 Litres    Range 273.2 billion km   (1133 days at full power)

Size 6 Missile Launcher (2)    Missile Size 6    Rate of Fire 25
Missile Fire Control FC2811-R140 (1)     Range 2,811.3m km    Resolution 140
Hunter Class Size 6 ASM (339)  Speed: 20,800 km/s   End: 96m    Range: 119.8m km   WH: 24    Size: 6    TH: 242 / 145 / 72

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
Missile:
Quote
Missile Size: 6 MSP  (0.3 HS)     Warhead: 30    Armour: 0     Manoeuvre Rating: 42
Speed: 26700 km/s    Endurance: 94 minutes   Range: 150.2m km
Cost Per Missile: 10.9667
Chance to Hit: 1k km/s 1121.4%   3k km/s 336%   5k km/s 224.3%   10k km/s 112.1%
Materials Required:    7.5x Tritanium   7.2167x Gallicite   Fuel x5000

Development Cost for Project: 1097RP

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8529 on: November 18, 2011, 11:13:53 pm »

You only have 2 launchers per ship? If the enemies have any weapons at all, you aren't going to get very many shots through. That, and the FC is absurdly overranged. Your missiles apparently have around 120-150km range, and your fire control is good out to 2.81 BILLION km. Even accounting for overengineering to deal with ECM, that is incredibly excessive. It probably took a lot of space that could have been used for more tubes.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8530 on: November 18, 2011, 11:24:37 pm »

Also, I don't see any sensors onboard.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8531 on: November 18, 2011, 11:25:07 pm »

Also, I don't see any sensors onboard.
I use dedicated sensor ships.

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8532 on: November 18, 2011, 11:27:26 pm »

Ah, then it's okay then.

Just a suggestion though: Put some small redundant sensors on those missile ships. Otherwise, all those ships will become completely useless in combat the moment the sensor ships are downed.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8533 on: November 18, 2011, 11:41:24 pm »

Alright, I made some modifications. I reduced the sensor size by a metric shitload and added 4 more tubes.
Quote
Attacker class Missile Frigate    11,500 tons     840 Crew     2097.6 BP      TCS 230  TH 625  EM 0
2717 km/s     Armour 10-45     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 11     PPV 36
Maint Life 6.06 Years     MSP 1254    AFR 96%    IFR 1.3%    1YR 59    5YR 878    Max Repair 66 MSP
Magazine 2060   

Magnetic Confinement Fusion Drive E5 (5)    Power 125    Fuel Use 50%    Signature 125    Armour 0    Exp 5%
Fuel Capacity 850,000 Litres    Range 266.0 billion km   (1133 days at full power)

Size 6 Missile Launcher (6)    Missile Size 6    Rate of Fire 25
Missile Fire Control FC149-R140 (1)     Range 149.9m km    Resolution 140
Hunter Class Size 6 ASM (339)  Speed: 20,800 km/s   End: 96m    Range: 119.8m km   WH: 24    Size: 6    TH: 242 / 145 / 72

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

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8534 on: November 18, 2011, 11:53:46 pm »

At that range you might want to put a tiny active sensor on the missile, as this will allow them to re-target nearby ships if their target is lost.  In other words, you can fire a full salvo to open the battle, all aimed at one ship.  If you launcher 40 missiles and only 5 hit the ship and destroy it, the other 35 self-destruct, UNLESS they have a sensor onboard, and will then re-target nearby ships in range.  Overkill has now become surgically precise.  Especially fighting star swarms or other large-number enemies, it can help a lot to fire full salvos and let the missiles retarget, and then mop up any that were damaged and slowed.
Pages: 1 ... 567 568 [569] 570 571 ... 1347