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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815675 times)

umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1005 on: January 30, 2010, 01:51:55 pm »

Is there a way to freeze the officer production? I have several hundred right now and only one planet and 7 ships.

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1006 on: January 30, 2010, 02:03:40 pm »

Beam weapons need: The weapon itself (on a turret or hull mounted), an active sensor to identify the target, a beam fire control (it's separate from missile FC) to lock on and fire at the target, and power from a power plant equal to the power requirement you designed it with. You have to design all these parts separately.

Missiles need: The launcher, an active sensor to identify a target, a fire control to lock on and guide the missiles, and a magazine of missiles to fire. As well as, obviously, the missiles loaded into the magazine. Oh, and I would recommend the ejection chance tech for magazines. If your magazine goes off your ship is in big trouble, I believe it takes 20% damage of all the warheads in the magazine - which could add up to quite a crippling blow (possibly fatal) depending on how powerful the missiles are and how many are left in the magazine when it's hit. I encountered a meson wielding ship in one system that went through my armor and got a lucky hit on one of my magazines for anti-ship missiles - even though the magazine only held 9 missiles, each had 24 point warheads - so a total of 43.2 additional internal damage from a lucky one point damage hit.

The resolution matters for the missile fire control too - if you want anti-missiles make it 0 to target them, if anti-ship you want it tuned to about the size of the ships you expect to target to get the best range.

Range of missiles will depend on your technology. Try to pair up missile range with your fire control and active sensor capabilities - active sensors need to be 3x the size to achieve the same distance as missile launchers, so that's usually the limiting factor. However, you can make a large active sensor on a scout ship to highlight targets for your other ships with fire control 1/3 the size to target.

For instance, I have active sensors size 10 on a scout for long range detection, accompanied by missile destroyers with size 3 fire controls set to the same resolution. The scout lights up the targets for the missile ships to shoot at. The ships don't have to be close to relay target information - I often keep my less well defended missile ships in the back to provide missile support while my other beam armed ships close in. The missile ships only have size 1 actives, just as an emergency fire solution if they find themselves without the scout or if the scout has its sensor knocked out.
« Last Edit: January 30, 2010, 02:06:44 pm by Paul »
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Aldaris

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1007 on: January 30, 2010, 02:32:21 pm »

Okay, I started a game (4.8) with a non-human nation, (Really low grav people, with low pressure atmosphere tolerances, but otherwise humanoid) in a non-sol system. I have my homeworld, one small world with barely any resources and a colony cost of 7, and one with HW resources with a colony cost of just under 9 and alien ruins. I SMed two shipping lines, and they are both continiously building ships at about two freighters to each CS, constantly shipping infrastructure to the CC9 world, everything is running smoothly. However, some of the modules seem to be incredibly huge compared to what they were in my previous game (4.7something), especially terraformers and JG builders, anyone know whtether that's an actual change, affected by my low-grav species, or just me not having the kickstart of the hueg shipyards the 4.7something default game comes with?
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1008 on: January 30, 2010, 02:55:50 pm »

Is there a way to freeze the officer production? I have several hundred right now and only one planet and 7 ships.
No. aside from deconstructing the academies...which would require abandoning the colony, I think.
Officers that are unemployed for 6+years are automatically phased out, so don't worry too much about it. They don't draw a salary as far as I can tell. 

Assign your most useful recruits (and highrankers too) a random position or put them in a team for a while. For example officers good at terraforming but little else, post them in a freighter untill you can build terraformers.
And that 30%mining civil, put him in a make-work office for a random systembody, until there is a viable mining outpost for him to run.

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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1009 on: January 30, 2010, 03:25:47 pm »

No, i mean right now i can only hold 2 missiles, with my 2 launchers....how do i build magazines?
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1010 on: January 30, 2010, 03:39:02 pm »

No, i mean right now i can only hold 2 missiles, with my 2 launchers....how do i build magazines?


Like most ship components, you have to design and research them first.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1011 on: January 30, 2010, 03:44:21 pm »

..................How the heck did i miss the MAGAZINE section...i looked through that twice.  :-[


OK, since i need a missile fire control and active sensor, and they use pretty much the same settings, do i just make the antenna big enough to match the missile fire control's range?


EDIT: i seem to have missed something, i have 5 terraforming installations on mars, but the annual atm increase is 0. Do i need to fill them wit oxygen or something? or is it just SO SLOW that i wont be able to do this anytime soon?

EDITEDIT: I thought that the first retooling for a shipyard was free??? scratch that, i just had to go ahead in time.
« Last Edit: January 30, 2010, 04:10:18 pm by Micro102 »
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Virex

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1012 on: January 30, 2010, 04:13:06 pm »

EDIT: i seem to have missed something, i have 5 terraforming installations on mars, but the annual atm increase is 0. Do i need to fill them wit oxygen or something? or is it just SO SLOW that i wont be able to do this anytime soon?

Terraforming instalations require workers. So you'll need to ship infrastructure and colonists over. Or you could build ships with terraforming modules, that works too
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1013 on: January 30, 2010, 04:13:29 pm »

Yea, you can just match up the missile fire control and active sensors and put them both on a ship. Or, like I mentioned, you could use a separate ship with a big active sensor to light up targets for a group of missile ships - they just need fire control in that case.

Terraforming installations require workers. If you want to terraform something without having a colony there first you need to use terraforming modules on ships.

The first retooling is free, as in the first time you assign a ship type. Retooling it from the first ship you assigned to another one costs resources like normal.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1014 on: January 30, 2010, 04:21:27 pm »

The annual increase is set at zero, just like the small font says that it has no maximum. Above that, it should say its annual atm.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1015 on: January 30, 2010, 04:27:28 pm »

ok, so how do fighters work, do i need a ship to carry them, can i order them to escort fleets, how? Are they worth building?

also, how does this look?

North Carolina class Destroyer    10150 tons     815 Crew     979.6 BP      TCS 203  TH 400  EM 0
1970 km/s     Armour 4-41     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 10     PPV 22
Annual Failure Rate: 82%    IFR: 1.1%    Maint Capacity 603 MSP    Max Repair 75 MSP    Est Time: 3.94 Years
Magazine 524   

Nuclear Thermal Engine E10 (16)    Power 25    Fuel Use 100%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 17.7 billion km   (104 days at full power)

Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 0km     TS: 15000 km/s     Power 6-6     RM 3    ROF 5        0 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (2)     Total Power Output 6    Armour 0    Exp 5%
Size 2 Missile Launcher (2)    Missile Size 2    Rate of Fire 60
Missile Fire Control FC20-R40 (70%) (1)     Range 24.0m km    Resolution 40
Size 2 Anti-ship Missile (262)  Speed: 6,200 km/s   End: 120m    Range: 44.6m km   WH: 2    Size: 2    TH: 20 / 12 / 6

Active Search Sensor S60-R40 (70%) (1)     GPS 2400     Range 24.0m km    Resolution 40
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

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



EDIT: OK somehow a colony mine appeared on titan, I didn't build it and there is no population on it, it says the species is human and there is thermal signature of 5.....IS THIS AN ALIEN RUIN?!?!?!?

Also apparently my North Carolina class (above) is locked and i want to fix the design, I need to add another fire control for the turret, but i can't unlock it. I ended the building processes in my shipyard and sped up time but still nothing. None of my other ships are locked like this.
« Last Edit: January 30, 2010, 05:07:51 pm by Micro102 »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1016 on: January 30, 2010, 05:24:40 pm »

ok, so how do fighters work, do i need a ship to carry them, can i order them to escort fleets, how? Are they worth building?

also, how does this look?

Code: [Select]
North Carolina class Destroyer    10150 tons     815 Crew     979.6 BP      TCS 203  TH 400  EM 0
1970 km/s     Armour 4-41     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 10     PPV 22
Annual Failure Rate: 82%    IFR: 1.1%    Maint Capacity 603 MSP    Max Repair 75 MSP    Est Time: 3.94 Years
Magazine 524   

Nuclear Thermal Engine E10 (16)    Power 25    Fuel Use 100%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 17.7 billion km   (104 days at full power)

Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 0km     TS: 15000 km/s     Power 6-6     RM 3    ROF 5        0 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (2)     Total Power Output 6    Armour 0    Exp 5%
Size 2 Missile Launcher (2)    Missile Size 2    Rate of Fire 60
Missile Fire Control FC20-R40 (70%) (1)     Range 24.0m km    Resolution 40
Size 2 Anti-ship Missile (262)  Speed: 6,200 km/s   End: 120m    Range: 44.6m km   WH: 2    Size: 2    TH: 20 / 12 / 6

Active Search Sensor S60-R40 (70%) (1)     GPS 2400     Range 24.0m km    Resolution 40
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

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



EDIT: OK somehow a colony mine appeared on titan, I didn't build it and there is no population on it, it says the species is human and there is thermal signature of 5.....IS THIS AN ALIEN RUIN?!?!?!?

Also apparently my North Carolina class (above) is locked and i want to fix the design, I need to add another fire control for the turret, but i can't unlock it. I ended the building processes in my shipyard and sped up time but still nothing. None of my other ships are locked like this.

For its weight, its not heavily armored, the reactor is half as strong as it needs to be. You have two laser requiring 6 power each, a total of and your reactor only has six total power. The expected ROF is going to be shot to hell.

The missiles seem okay.

I would drop one of the offensive weapon, and make two ships, so you can add more armor or crank out some more speed.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1017 on: January 30, 2010, 05:25:47 pm »

Code: [Select]
Baltimore class Cruiser    3550 tons     362 Crew     681 BP      TCS 71  TH 252  EM 0
3549 km/s    JR 1-50     Armour 3-20     Shields 0-0     Sensors 24/1/0/0     Damage Control Rating 2     PPV 12
Annual Failure Rate: 50%    IFR: 0.7%    Maint Capacity 1240 MSP    Max Repair 120 MSP    Est Time: 5.92 Years

J3600(1-50) Military Jump Drive     Max Ship Size 3600 tons    Distance 50k km     Squadron Size 1
Magneto-plasma Drive E7.7 (3)    Power 84    Fuel Use 77%    Signature 84    Armour 0    Exp 7%
Fuel Capacity 200,000 Litres    Range 131.7 billion km   (429 days at full power)

20cm C4 Ultraviolet Laser (2)    Range 320,000km     TS: 4000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S04 160-4000 H70 (1)    Max Range: 320,000 km   TS: 4000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 24    Armour 0    Exp 5%

Combat Active Search Sensor S16-R100 (70%) (1)     GPS 1600     Range 16.0m km    Resolution 100
Thermal Sensor TH3-24 (70%) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

This design is classed as a military vessel for maintenance purposes
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1018 on: January 30, 2010, 05:29:38 pm »

Code: [Select]
Baltimore class Cruiser    3550 tons     362 Crew     681 BP      TCS 71  TH 252  EM 0
3549 km/s    JR 1-50     Armour 3-20     Shields 0-0     Sensors 24/1/0/0     Damage Control Rating 2     PPV 12
Annual Failure Rate: 50%    IFR: 0.7%    Maint Capacity 1240 MSP    Max Repair 120 MSP    Est Time: 5.92 Years

J3600(1-50) Military Jump Drive     Max Ship Size 3600 tons    Distance 50k km     Squadron Size 1
Magneto-plasma Drive E7.7 (3)    Power 84    Fuel Use 77%    Signature 84    Armour 0    Exp 7%
Fuel Capacity 200,000 Litres    Range 131.7 billion km   (429 days at full power)

20cm C4 Ultraviolet Laser (2)    Range 320,000km     TS: 4000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S04 160-4000 H70 (1)    Max Range: 320,000 km   TS: 4000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 24    Armour 0    Exp 5%

Combat Active Search Sensor S16-R100 (70%) (1)     GPS 1600     Range 16.0m km    Resolution 100
Thermal Sensor TH3-24 (70%) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

This design is classed as a military vessel for maintenance purposes

The main issue with my laser battle ship is its active search sensor. 8/
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1019 on: January 30, 2010, 05:30:53 pm »

The offense weapons are the missiles, the turrets are defensive, anti missile or close combat. I thought the 6 was for bother weapons combined. But i cant change anything right now because it is locked.

I could really use some answers to my questions.

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