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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815746 times)

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #960 on: January 29, 2010, 08:34:45 pm »

The earth was not on the list of bodies on the left...How do i move the grav surveyors to earth?


I have a similar problem with the ship building, i go to retool, then it gives me "change ship from" and then it gives me the first ship i made, then it has another drop down that just says "Ship", which is empty.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #961 on: January 29, 2010, 08:41:14 pm »

When you're in the task group window, go to the Task Group Orders tab. It should have Earth and all the other planets on the left, plus more things if you select the appropriate checkboxes. It should also have all colonies there. If Earth isn't there, your ship must not be in Sol :P

As far as refitting, it should be right under where it says "Shipyard Complex Activity," the "Task Type" dropdown. Select retool for selected class. Then to the right of that is a "Ship Class" dropdown. If your ship isn't in that list, the shipyard isn't eligible to build it.

Oh, and missiles make really good anti-missile weapons. My best beam tracking speed is 40,000 km/s, the missiles are going 80,000 km/s - which makes them quite hard to hit. I can still shoot them down, but if I didn't thin them out with anti-missiles first part of the volleys would get through. With those anti-missiles I can stop them in their tracks before they're even close to me. It's cheaper for me to spend 3.6 minerals per missile than it is for those missiles to destroy my ships worth a few thousand times as much.
« Last Edit: January 29, 2010, 08:45:22 pm by Paul »
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #962 on: January 29, 2010, 08:49:25 pm »

How do you make missiles only target other missiles?
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #963 on: January 29, 2010, 08:55:09 pm »

You just go into the combat assignments window or the individual ship's window and go to where you assign the fire controls to weapons. Get a fire control with 0 resolution so it can see the missiles, link it with your size 1 launcher, and set it to a point defense mode. If your missiles are having a tough time hitting theirs you can set it to use more than 1 per target. I've been setting mine to 1x per target since mine are very accurate in order to save ammunition - if they design a better missile I might set it to 2x in order to keep hitting them.

It's all automated with the right settings. It's pretty cool to see a huge wave of enemy missiles come onto the radar, my anti-missiles launch, and half a minute later 99% of their missiles are blown out of the sky (or space, rather).

Although, to be honest, the way the NPR has been sending missiles at me it's usually they *start* getting blown up half a minute into it, and continue as they approach - since they send more missiles at me than my anti-missile launchers can fire in one volley. But the have a 5 second reload, so they usually all blow up before they get to me :)
« Last Edit: January 29, 2010, 09:00:25 pm by Paul »
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #964 on: January 29, 2010, 08:59:13 pm »

Argh, these NPRs have been fighting for almost 2 weeks now! Are active sensors on by default?
Could be a bug behind it... usual Steve answer is to log into SM mode and check the Events via SM.  (If I remember right)

How do you make missiles only target other missiles?
You've ever been in a battle?

Actually... you can set point defense mode...  which determines how many anti-missiles per incoming-missile will be fired. 
(F8)   Its like setting point defense for laser weapons, but for missiles...
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #965 on: January 29, 2010, 09:18:41 pm »

Hmm, can missiles smaller than 1 MSP work as anti-missiles? I never really thought to try them before, but that WOULD make them extremely cheap.

Heres an example of a tiny anti-missile I just designed.

Code: [Select]
Missile Size: 0.2 MSP  (0.01 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 43
Speed: 81600 km/s    Endurance: 1 minutes   Range: 4.5m km
Cost Per Missile: 1.3471
Chance to Hit: 1k km/s 3508.8%   3k km/s 1161%   5k km/s 701.8%   10k km/s 350.9%
Materials Required:    0.25x Tritanium   0.1847x Gallicite   Fuel x1.25

Development Cost for Project: 135RP



Anyone had any experience in tiny missiles like that? Although with the 80km/s missiles I'm fighting it would only have a 43.9% hit rate so I'll keep my 99.2% accuracy of the 1 MSP one, but against slower ones it could theoretically let you carry five times as many in your magazines and cost a lot less. Is there a lower limit on the size of missiles?
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Idiom

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #966 on: January 29, 2010, 09:21:14 pm »

Aurora's wiki is rather sketchy, rambling, and difficult to use.
DF has a very nice wiki.

B12ers acquainted with aurora up to helping their wiki?
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #967 on: January 29, 2010, 09:28:00 pm »

I don't know, whats the damage equation for missiles? Do missiles need 1 point of damage to blow up? or less?
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #968 on: January 29, 2010, 09:43:41 pm »

I believe missiles also have 'hp'...  you need to damage them too.  Since there is armour to account for.  I hear armor makes a lot of difference in survivability... 
0 damage warheads probably would have little or no chance against a 1 armor missile...

And, you absolutely can make missiles less then size 1.... but...

http://aurora.pentarch.org/viewtopic.php?f=19&t=1394&p=19767#p19767
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #969 on: January 29, 2010, 09:51:34 pm »

I'm not sure if they're armored, but all the 1 warhead missiles I've sent in have one shotted the enemy missiles. I never design a 0 warhead missile, since that would logically do nothing (I assume it does nothing, I never tried). I don't think the missile armor works against anything but beams, but I may be wrong.

At least I know size below 1 missiles will be gone next version, so I won't bother creating them :) I value the 99% hit rate against the missiles I'm facing more than a few minerals and extra space to make it smaller, though - so I would be keeping the 1 MSP missiles anyway.
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #970 on: January 29, 2010, 09:56:32 pm »

OK, new Aurora player here.

I REALLY want to be able to play this game, but I'm stuck on a few things:
-How soon should I have a ship up and exploring?

Eventually. This game is different from other x4, where you're first few turns do not determine the end game.

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-I think I've properly designed a ship, with working engines and all... but I can't figure out how to get the shipyard to start building them. Do I need to finalize a ship design somehow before it can be selected? I set the shipyard to build and then go to select a ship class from the drop down... but there's nothing. I don't get it. Ship designer says there's no errors or anything.

The ship yard need to be at a greater or equal tonnage to the ship, then it needs to be retooled for the ship. Military ships may only be built at naval yards (denoted with an N), and civvie at civvie yards (denoted with a C). The Civvie will randomly build your civvie design ships that is dependent on various unknown factors to me.   You can also build civvie ships for your own personal use.
navalshipyards CAN build civvies, but they are much more expensive to retool and expand, so this is usually a waste of resources.
so: check SY size.
design ship within sizelimit. lock the design, if it has a big design flaw it will not lock.
retool the yard to the design.
build ship.
your first retool is free btw.

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-If I designate a design as "commercial" (I just need to make the engine "commercial" to do that right?) then civilians will build them right?
-What's a good annual failure rate? 3%? 6%? 10% too much?

Well no, a civvie design contain no military parts. So if you give a ship civvie engines, but a military component it'll be consider a military ship.
there is a checkbox on the design page to hide all military parts.

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-Why can I manufacture some (and only some) ship components on the industry page separate from the shipyard page? These for PDCs, or do I need the parts sitting around before I can build it in a shipyard?

The shipyard will supply all the needed components. I dont know why you can construct ship components.
When needed components are available when the buildorder is laid down, the parts are used to decrease the time needed to construct the vessel.

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-Something about shooting supplies between planets with a giant gauss cannon? This is good for getting minerals back to your manufacturing centers right?

The mass drivers are only good for mineral shipment within the same system. There are various uses for them. I tend to make a depot and have mass driver shoot mineral to it from across the system or to provide a colony with all eleven minerals.

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-I'm guessing every nook and cranny of weapon research is useful? Or can I play this like GalCiv2 where I can get away with focusing on one branch of weapons?

Every weapon is indeed useful, Microwave, Meson, Gauss, and Rail gun have terrible range. Laser have not as terrible range. Missiles have nigh infinite range.

Microwave weaponry will disable ships. Blind sensors and what not. Meson attack internal component directly, and ignore shields and armor. The player base seems to favor this for anti missile turret work. I don't really know the difference between gauss and rail guns they get used as a last tier or second to last tier missile defense.

Its up to play style really and role playing in the universe. I plan to build fast light laser ships with anti missile escorts.
gauss can be mounted in turrets and are used in CIWS, Rails can fire further IIRC and do more damage.
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-Planetary bombardment?
-Interplanetary bombardment?

Its fun, but can make planet uninhabitable and unfixable with terraforming. You can bombard planets with mineral packets if you don't have a mass driver receiving the goods. And possible you may be able to push asteroids into planets.

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-Why would I ever want to do a ground invasion when I can just bombard them into submission?

Because if you glass a planet into a nuclear inferno no one can use it, including you.

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-Is it more efficient to focus industry and research power housing one project at a time or spreading it all out? I'm used to Civilization based games with one research project and major industry project per-planet at a time.

Not really. Your home planet will be doing various research, building various ships, ground units  and you can split your construction factory work force by percentage to work on various projects. As well as building missiles, and fighter in concert. You can specialized planets, which may may logistic easier.

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-Is camping jump points with ships specialized for super-CIWs a good idea?

This is a play style question. If you like building them, then go for it. CIWs are ship only weapon defense. As in they will act as PD for only the ship or PDC they are placed on.

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-Can I build immobile stations not in orbit of a planet? IE a gas station?
Sure, just don't put any engines on it, and get a tug to place it where ever. The cavate is that they'll need to be tugged back every half a decade for an overhaul.
Adding a maintenance bay, plenty of maintenance rooms and other selfrepair systems should increase longevity, but I don't think will remove the need for eventual overhauls. breakdowns will become more frequent when a ship gets older.
Maintenance modules require a population to function though, so a cloudcity remains pretty high maintenance.
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KaelGotDwarves

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #971 on: January 29, 2010, 09:57:20 pm »

@Paul: missile designs can be decimals/floats

Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #972 on: January 29, 2010, 10:39:39 pm »

I usually like customizing stuff to the tinyist little details, but for some reason I just can't get into it with missiles in this game.  All my missile designs except my anti missiles are just warhead size fuel, agility and engine strength 1/4th the total size of the missile. 
Spoiler (click to show/hide)

They seem to do their job just fine despite the quick not-so-thought-out design.  But I suppose it would be easy to eek a few more points of agility or speed out of it by reducing the warhead size to the exact point where it changes from 5 to 4.

I saw a Freespace 2 Video recently that sparked my memory and gave me an idea.  How does about 20 of these sitting parked around a hostile jump point sound for defense?
Spoiler (click to show/hide)
« Last Edit: January 29, 2010, 10:41:56 pm by Greiger »
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #973 on: January 29, 2010, 10:51:14 pm »

I need to learn this game so i can abandon my planet and see how long i can survive on a ship holding my entire population...
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #974 on: January 29, 2010, 11:00:34 pm »

I need to learn this game so i can abandon my planet and see how long i can survive on a ship holding my entire population...

Were you the one asking about wondering empire on the aurora forum?
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