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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818612 times)

RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9000 on: December 06, 2011, 10:13:18 am »

Fuel range won't effect them. Civilians and NPR's ignore it. It is slightly odd that they are ignoring your contracts in order to move trade goods, in all of my games they always take on contracts, once they finish their current shipment, over standard trade goods.

A possible cause would be if you are making a single big supply contract. IIRC if you have a contract for moving say 10 factories and you have a freighter enroute to start loading one of them, in the mean time other freighters won't see rest of the factories as available until the current freighter has loaded itself. If there are multiple freighters looking for a task at the exact same time while the contract is open, then they could all be assigned to it at once due to the way orders get assigned.

Ahhhhhhh....didn't realize that's how it processed them. Yeah, I usually make one big order, like "Supply x400 Mines" on Earth and then "Demand x100 Mines" on four different colonies. Derp. So I need to be doing say, 40 Supply Orders of 10x each and 10 demand orders of 10x each on each colony. Wow, what a PITA.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9001 on: December 06, 2011, 02:24:52 pm »

Might I suggest using Autohotkey or similar hotkey scripts?  Just set it up to click and hit "1" and "0" at the push of a button.

Xeron

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9002 on: December 06, 2011, 03:31:17 pm »


Then you're never going to be playing it, as he has already outright stated that he doesn't care if people can't or won't play it for one reason or another.

We already know that no further adjustments are going to be added by Steve, so frankly people either need to stop bitching about someone not wanting to change a game which has been explicitly described as a project intended for personal entertainment and leave
If its only for his personal entertainment why should anyone else play it ?Let him run his own imaginary world.Why would you release a game if you don't care about the playerbase ?
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9003 on: December 06, 2011, 04:14:27 pm »

I think it's more along the lines of "Steve's not going to tinker with balancing issues" because his attitude is that if you think something is unbalanced, don't use it.

He does make some UI improvements (including the reduced height windows after ages of saying that wasn't going to be fixed) and adds new elements to it, but since this isn't his day job, he's not particularly concerned if players have a "satisfying" experience or not. I think it's one of the reasons Toady doesn't charge for DF -- it's a lot harder to get angry when zombie whales come ROFLstomp your precious fort when you're not paying for the experience. Aurora bugs are annoying but livable. Those same bugs would be rage-inducing if people paid $20-30 bucks for it.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9004 on: December 06, 2011, 04:16:43 pm »

You get what you pay for~

Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9005 on: December 06, 2011, 04:28:18 pm »

You get what you pay for~
Which is a pretty damn good deal for what you get despite all its problems.
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Canalan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9006 on: December 06, 2011, 04:41:41 pm »

Thanks for helping me with my problem.  After a bit, my sensors started picking up contacts like they should.  How long on average does sensor blindness last?

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9007 on: December 06, 2011, 04:54:29 pm »

I think 30 seconds?  Never paid much attention.  Researching jump range will help, as it puts your ships farther from the JP and thus further away from enemy fire.

Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9008 on: December 06, 2011, 04:57:41 pm »

I think it lasts about a minute. Said minute is usually long enough to get smoked by missile ships, so stay on your toes and have disposable escorts.

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9009 on: December 06, 2011, 04:59:30 pm »

Carronades can also do some massive damage at JP defense, as they can get close range and use their massive firepower more easily.

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9010 on: December 06, 2011, 05:05:42 pm »

It's either 2 or 3 minutes as the base. That then gets reduced by a factor dependant on crew grade. Task force training percentage may effect it as well, not entirely sure as I've never tried combat jumping any task group that was less than fully trained.

A fully trained(crew grade 2000) taskgroup typically regains sensors in about 30 seconds.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9011 on: December 06, 2011, 05:08:42 pm »

You get what you pay for~
Which is a pretty damn good deal for what you get despite all its problems.

+1. He made it for himself and released it because he knew that there would be people who were interested in it. He doesn't care about the playerbase because he has no reason to. This is essentially the equivalent to someone writing a story that they want to read and posting it online, where it accumulates a modest fanbase. The author has no obligation to anyone, as they did it for their own pleasure, released it for free, and don't particularly care if anyone reads it. Complaints might be reasonable if he charged people for the game, or if he was actually creating it for other people, but neither of those things are true.


Then you're never going to be playing it, as he has already outright stated that he doesn't care if people can't or won't play it for one reason or another.

We already know that no further adjustments are going to be added by Steve, so frankly people either need to stop bitching about someone not wanting to change a game which has been explicitly described as a project intended for personal entertainment and leave
If its only for his personal entertainment why should anyone else play it ?Let him run his own imaginary world.Why would you release a game if you don't care about the playerbase ?

We play it because we enjoy it as it is, despite (or occasionally because of) the flaws. In essence, Aurora is his own imaginary world, which some other people happened to take interest in. See the above example I provided. I don't see why it is so difficult to understand the concept of an individual creating for their own enjoyment, rather than the enjoyment of others.


Regarding population on new colonies: That is why my terraforming fleets full fix up worlds before I colonize them, as it allows me to just dump a few loads of colonists and ignore them unless they have ruins or resources. Actually, I tend to set up a 'useless' population world very early on, as a source of future colonists, so I can avoid drawing them from my industrial workforce on Earth.

Also, new game, just jumped into Alpha Centauri in a new game, to find this:

+ 0.39 cost (needs a tiny bit of CO2 removed)
+ 0.64 cost (same as above)
+ 2.00 cost (needs 0.1atm of O2)
+ 3.98 cost (needs 0.09atm of O2, enough GHG to raise the temp by around 87.6 degrees C [no ice means no boost from melting])
+ 4.07 cost (long term; needs 0.1atm of O2 and more than 100 degrees worth of AGHG. Thankfully, just 0.02g  above the lower limit)
+ 7.35 cost (long term, suck out methane and replace with O2 + a crapload of GHG to raise the temp; also, a moon, for more cool factor)
+ 7.58 cost (long term, same as above, except with helium instead of methane)

So yeah, pretty damn nice, assuming I get a decent load of minerals. Here's hoping there aren't any NPRs or Precursors. Actually, Tau Ceti's A component also had a 0.94 cost world that just needed a bit of AGHG.  :D


Carronades can also do some massive damage at JP defense, as they can get close range and use their massive firepower more easily.

It seems like ships with a larger jump radius would screw this over, as carronades are very short ranged and IIRC jump sickness doesn't affect engines. Assuming NPRs actually bother increasing jump radius. Jump gates, on the other hand, would be absolutely brutal to attackers who ran into something like this.
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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

Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9012 on: December 06, 2011, 05:13:32 pm »

Layered defense. Carronade-armed heavy battleships to deal with anything unlucky enough to come out in range. Missile-armed pickets for everything else, or as backup if the battleships get overwhelmed.
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mikefictiti0us

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9013 on: December 06, 2011, 05:16:19 pm »

A newbish question, if I may. I'm in my first game out of the tutorial and I've just researched the asteroid mining tech. I want to create vessels that can extract, store and transport minerals from asteroids without the use of freighters or immobile mining bases. I created a new ship and added a few asteroid mining modules, the basic components required for space flight as well as a cargo hold and handling system for the minerals. I don't know how to begin the process of mining though or even if this design can work as intended.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9014 on: December 06, 2011, 05:19:48 pm »

You just need to have the ship be at an asteroid colony. They automatically count as part of that colony, even if there's no actual population there.

Generally asteroid miners are separated from the freighters, since mass drivers are far more efficient than freighters at least within the system.
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