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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2853369 times)

MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1020 on: January 30, 2010, 05:35:56 pm »

You also lack a beam target comm, and a resolution zero active scanner for incoming missiles.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1021 on: January 30, 2010, 05:36:52 pm »

Micro: I see a few issues with your design.

1. You need a beam fire control for the two laser turrets.

2. Your missile range is almost double that of the fire control range. You could cut the fuel down to around 24 or 25m km and increase the speed a little bit to get the TH chances up a bit. Heres an example missile using starting tech with your range:
Code: [Select]
Missile Size: 2 MSP  (0.1 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 11
Speed: 8500 km/s    Endurance: 48 minutes   Range: 24.6m km
Cost Per Missile: 0.8075
Chance to Hit: 1k km/s 93.5%   3k km/s 22%   5k km/s 18.7%   10k km/s 9.3%
Materials Required:    0.5x Tritanium   0.0575x Gallicite   Fuel x680

Development Cost for Project: 81RP
Stats to make this missile are:
Warhead: 1.0
Engine Power: 0.6779
Fuel Capacity: 0.2720
Agility: 0.0501

-edit- I just noticed your edit. That isn't an alien ruin, it's a civilian mining operation. You can either let the minerals go to the civilian sector and collect taxes on it, or buy the minerals and have them sent to earth using the civilian's mass driver (you need a mass driver on earth and then set it to send to earth from the mining colony's mineral window).

It locked probably because you were getting ready to build it - thats there to prevent people from building ships then accidentally changing them after the fact and having it affect all the ones already built. You can either go into SM mode and unlock it or use a little trick (it might be a bug?) where you hit the "New Armor" button and it lets you unlock it.
« Last Edit: January 30, 2010, 05:47:26 pm by Paul »
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1022 on: January 30, 2010, 05:48:04 pm »

So I don't need to build jump gates to jump? And If i have a jump gate i dont need ships with jump drives?

No, you don't need gates in order to be able to jump but without them there are limits on the size of ships that can jump. Also note gates are one way, you will need to build a return gate on the other side.

The max size for a ship with military engines and jump drive with maxed out jump technology is 1.25 million tons. A ship with civilian engines/jump drive has a much higher limit but the engines/jump drive take up a much larger proportion of the design. You can't mix civilian jumpdrives with military engines or vice-versa although a ship can be a military design while still using civilian equipment.

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?

Fighters work much the same as any other ships. While you don't need a ship to carry them they will typically have a very short range and typically very limited maintenance supplies so a carrier is a good idea for any long trips. They can also operate well from colonies.

Quote from: Micro102
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
Good amount of maintenance, average 4 years to depletion is a decent time for low tech ships.
Personally I'd add a little more fuel capacity unless you are going to be willing to keep your tankers close to the frontline.
I'm not seeing a fire control for your turrets.

Your missiles really seem to have too much space towards fuel as they severely out-range your fire control. either adjust the missiles with the extra towards engines, or design a longer range fire control. I'd go with increasing the speed of the missiles so as to improve their to hit values.
I'm not seeing any anti-missile search sensor. You will want to design one with resolution 0 and a range slightly exceeding that of your turrets.

Quote from: Micro102
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?!?!?!?
Sounds like a civilian mining company. on the F2 page you should see an option to show/hide CMC's see if titan dissapears from the list when you toggle that.

Quote from: Micro102
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.

Classes are automatically locked when they are first queued for building. In order to unlock it close the design screen, from the main toolbar select spacemaster->spacemaster on, open up the design window and click the unlock button. Remember to turn spacemaster mode off again afterwards.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1023 on: January 30, 2010, 05:53:12 pm »

thank you
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1024 on: January 30, 2010, 05:59:44 pm »

MrWiggles - your reactor is way bigger than it needs to be.

Reactors are rated on energy production per 5 seconds, so your reactor produces 24 energy every 5 seconds. Your guns are only using 8 energy every 5 seconds - they can only use as much energy as their recharge rate. They take 20 energy to fire, but that's over a period of 15 seconds.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1025 on: January 30, 2010, 06:12:35 pm »

Where can i see how many automated mines i have on my planet?

How many materials could 10 mass drivers move?

How do i trash 500 unused missiles?


OK, how about this? (ignore the missiles, i need to build the better ones, the new missiles range is 25.1 million km with a starting accuracy of 30

Code: [Select]
North Carolina class Destroyer    10300 tons     830 Crew     1009.1 BP      TCS 206  TH 400  EM 0
1941 km/s     Armour 4-42     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 10     PPV 22
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 612 MSP    Max Repair 75 MSP    Est Time: 3.9 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 17.5 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 (4)     Total Power Output 12    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 S10-R1 (1)     GPS 10     Range 100k km    Resolution 1
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
« Last Edit: January 30, 2010, 06:20:58 pm by Micro102 »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1026 on: January 30, 2010, 06:22:12 pm »

MrWiggles - your reactor is way bigger than it needs to be.

Reactors are rated on energy production per 5 seconds, so your reactor produces 24 energy every 5 seconds. Your guns are only using 8 energy every 5 seconds - they can only use as much energy as their recharge rate. They take 20 energy to fire, but that's over a period of 15 seconds.

The laser are 10-4, 10 being the power needed and the four being the capacitor can handle every five seconds, isn't? I need fifteen seconds to recharge the weapon because of the capacitor get rounded up to five seconds. So instead of being the 12 seconds it really needs, it gets buffed up to fifteen.

The reactor is its total power out put. I need 20 power for my two 10 power lasers.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1027 on: January 30, 2010, 06:26:51 pm »

hehe 10 is the amount you need before it shoots, 4 is how much energy it gathers every 5 seconds and the reactors energy is how much it gives off every 5 seconds, so the optimal thing would be to have it 10 - 5, and your reactor gives out 10 energy every 5 seconds, 5 energy for each laser.

Also, this is a civilian ship right?

TP: Wiginton Lexington 001 [civ] Thermal 372

what does the TP mean?
« Last Edit: January 30, 2010, 06:29:23 pm by Micro102 »
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1028 on: January 30, 2010, 06:28:34 pm »

1) It would be under the summary tab of the economics screen.

2) IIRC mass drivers can fire 5,000 units per year, 10 would be 50,000. One mass driver can handle an unlimited amount of incoming though.

3)From the industry screen push the stockpiles button.  A screen will come up listing the amount you have of various things.  Missiles are listed.  Just click the missiles and push the scrap button underneath.

As to your ship it still looks like it needs a beam fire control.  Beam fire controls are designed separate from missile fire controls, if I recall they should be right below active sensor designing on the list.

Yea the [civ] designates it as a civilian ship.  I think the TP says that it is a Transponder contact which is diffrent from a thermal em or active.  Civilian ships boadcast transponder information all the time unless you tell them to not use them in a system.  The transponder gives all ship info to anybody close enough to notice them.  Without the transponders the civilian ships would show up as unknown contacts instead of civvies.
« Last Edit: January 30, 2010, 06:38:55 pm by Greiger »
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1029 on: January 30, 2010, 06:34:38 pm »

Other than the things already mentioned (beam fire control missing, fuel capacity being a bit low, and the missile range being higher than your fire control) it looks like a pretty good low tech ship.

A few tech levels would significantly improve things though. The first few tech levels only cost a couple thousand points and can really boost things. Even fuel efficiency is helpful - 7000 RPs in fuel efficiency brings you down to .7 fuel usage, which would adjust your range to 25b km without even adding any more fuel tanks. It also helps the missiles, effectively making you require only .7 the space for fuel (thus adding the rest to engine and such for extra hit chance).
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1030 on: January 30, 2010, 06:47:55 pm »

well i said ignore the missile range, i have new ones, but thanks for pointing out the fire control for the turret.

Now, do i need infra structure on earth? Because i built some but don't remember how much and i have 480 on earth, and want to move some to mars, how much do you start out with? or where can i find how many i built?

And how do i use the mass drivers?

EDIT: o and tot he guy who had the 100's of officers he didn't know what to do with, once they have not been given an order for 6.1 years they will be fired.
« Last Edit: January 30, 2010, 06:55:53 pm by Micro102 »
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1031 on: January 30, 2010, 06:55:11 pm »

Ah, I didn't notice your edit about ignoring the missiles.

You only need infrastructure on colonies with a colony cost greater than 0. Earth is 0, so none needed there. You don't start with any.

To use mass drivers you have at least 1 on the target planet and one on the sending planet, then go into the mining/maintenance tab up in the upper right where it says mass driver destination. Just set it to where you want it to go and it will start being sent. Make sure you don't get rid of the mass driver on the target location after you do this, or the minerals will start bombarding the planet.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1032 on: January 30, 2010, 06:57:49 pm »

do i have to buy the minerals first? if so how?
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1033 on: January 30, 2010, 06:59:54 pm »

well i said ignore the missile range, i have new ones, but thanks for pointing out the fire control for the turret.

Now, do i need infra structure on earth? Because i built some but don't remember how much and i have 480 on earth, and want to move some to mars, how much do you start out with? or where can i find how many i built?

And how do i use the mass drivers?

You don't need infrastructure on earth. They are built at the factories, like a good majority of everything. You set the amount when you build them. You can see the amount of infrastructure you have in the summary tab of the planet. You need as much as you want. The higher the colony cost the more you will need. The more you have will allow a larger population.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1034 on: January 30, 2010, 07:02:27 pm »

do i have to buy the minerals first? if so how?

Do you buy the minerals on earth from your own mines?

On the mining tab there will be a new drop down menu that has the destination for mass drivers.

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