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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815630 times)

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1035 on: January 30, 2010, 07:07:24 pm »

If you mean the civilian mining area, you have to select to buy the minerals by going on the civilian/ind status tab of the mining colony and selecting "Purchase Mineral Output" at the bottom left.
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Beacon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1036 on: January 30, 2010, 07:15:17 pm »

Hey guys, I'm really in need of someone to answer quite a lot of questions and help me out with some stuff.
I'd ask here or in the official forums, but I have a LOT of questions and find it'll be much easier if there's someone I can chat with instantly rather than going back and forth over a forum.
If you have patience (Though, I am a very quick learner) and some spare time, add me on Steam and we can have a chat!
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1037 on: January 30, 2010, 07:24:03 pm »

You wouldn't believe the system I just found...

There was a little jump point way out in Sol that I had previously ignored (#6, I had explored the other 5 and a bunch of other jumps out past them) and I decided to send my new exploration vessel through it. Wow...

Two stars, star B only orbiting 15.9b KM from the main one. The B star is relatively cruddy, with no mineral content - but it does have 3 worlds with decent gravity and enough temperature to eventually terraform to 0.

The A star, on the other hand, is just amazing. It's orbited by a bunch of massive worlds. The first one has about 50 million minerals distributed between 9 types, all of which are above 0.5 accessibility (three are .9), it's too hot but I think I can get it to 0 cost with anti GHG like I did mercury. The second world is immense with way too much gravity, but it has 153 million minerals in 7 types with fair accessibility (couple .1s, others are .7, .8, .9). Third world is a huuuuge gas giant with 10 million Sorium at 0.4 orbited by a bunch of moons, 2 of which are about 1 gravity with atmospheres at 0 and 0.01 colony cost. Both of them have massive mineral content - 105 million on one, 175 million on the other. The larger one has alien ruins. Between the worlds orbiting this star I have access to every mineral at 0.9 accessibility with tonnage in the tens of millions.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1038 on: January 30, 2010, 07:31:57 pm »

*Hacks Paul's computer and steals save game*

I can't even get through one jump point. I'm sure I researched the tech but the only modules ican find are for constructing jump gates.

And where do i find the fighter only engines? I researched the but they aren't under engines in the design class window.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1039 on: January 30, 2010, 07:36:39 pm »

I built 16 of these things, to take on asshole aliens in a nebula.  With that in mind, the armor was low, but the absorbed speed was 626, so I would have had a speed advantage. I gave it better sensor suit.

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 purposesBaltimore 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
« Last Edit: January 30, 2010, 08:03:07 pm by MrWiggles »
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1040 on: January 30, 2010, 07:46:44 pm »

Fighter engines are made under the engine design, it's the same option where you can select between commercial and military engines.

They are real fuel suckers though. 100x fuel usage.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1041 on: January 30, 2010, 07:56:31 pm »

I built 16 of these things, to take on asshole aliens in a nebula.  With that in mind, the armor was low, but the absorbed speed was 626, so I would have had a speed advantage. I gave it better sensor suit.

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

Not bad, although I'd give it another active sensor with a smaller resolution. It's going to have some trouble picking up anything it's own size let alone fighters/fast attack craft.

Your reactors are massively overpowered. Each of your lasers eats 4 power per 5 seconds so a total of 8, but your producing 24 every 5 sec. The idea with reactors is to match their output to the amount used in a 5 sec time period rather than the total power the weapon needs.

Personally I wouldn't put jump engines on each craft but instead make a jump tender with the jump drive + fuel and maintenance supplies. You can then use the saved space for more weapons/armour.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1042 on: January 30, 2010, 08:06:49 pm »


The baltimore mk2 has double the armor, slightly faster, triple the sensor range, more fuel efficient engines, shields and two CIWS.

I dont want to deal with the head ache of jump tenders. Play style choice. The major draw of this design, is its range, and possible its shields arent thick enough to do a lot of good. I'm not sure on that. First time using shields. 

Code: [Select]
Baltimore Mk2 class Cruiser    5800 tons     472 Crew     1039.8 BP      TCS 116  TH 420  EM 60
3620 km/s    JR 3-50     Armour 6-28     Shields 2-375     Sensors 24/1/0/0     Damage Control Rating 2     PPV 12
Annual Failure Rate: 134%    IFR: 1.9%    Maint Capacity 1224 MSP    Max Repair 120 MSP    Est Time: 3.4 Years

J5700(3-50) Military Jump Drive     Max Ship Size 5700 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E6.6 (5)    Power 84    Fuel Use 66%    Signature 84    Armour 0    Exp 7%
Fuel Capacity 250,000 Litres    Range 117.5 billion km   (375 days at full power)
Delta R375/15 Shields (1)   Total Fuel Cost  15 Litres per day

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
CIWS-160 (2x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
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 16    Armour 0    Exp 5%

Com Mk2 Active Search Sensor S48-R100 (70%) (1)     GPS 4800     Range 48.0m 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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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1043 on: January 30, 2010, 08:10:19 pm »

I need someone to attempt to build that huge ship that will carry your entire population and will fly around gathering minerals and making ships (you can make ships inside a ship if it's big enough and has a shipyard right??????)
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1044 on: January 30, 2010, 08:23:23 pm »

Shipyards need a population. Populations need colonies.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1045 on: January 30, 2010, 08:32:40 pm »

I need someone to attempt to build that huge ship that will carry your entire population and will fly around gathering minerals and making ships (you can make ships inside a ship if it's big enough and has a shipyard right??????)
Unfortunately not. In order to build additional ships if you are going to play a wandering race, you will need to temporarily settle a world, park your tractored shipyards in orbit, drop minerals from your mass freighters down to the surface, drop sufficient population down to operate the shipyards. At that point you can start construction of new ships. Once you've finished building your ships, you reverse the process, picking up everything on the colony, reattaching your tugs to your shipyards and then abandon the colony.

Bear in mind you will only be able to do research while you are on a planet, as well as only recruiting new officers after building an academy on a planet. Similarly if you want to mine the resources on a planet as opposed to asteroids you will need to create a temporary colony and drop down (automated) mines. Also production of any ordinance, fighters or additional facilities will require setting down.

Also, you will want to bear in mind the max size for any ships with military systems able to use a jump drive is 1.25 million tons. If you go over that your going to have to build a gate every time you want to progress through a jump point. In addition, if you are actually going to build a behemoth ship, it will take a long time to expand your shipyard to the size needed.
« Last Edit: January 30, 2010, 08:45:12 pm by Metalax »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1046 on: January 30, 2010, 08:36:11 pm »

Hrm, my battle group is awaiting acknowledgment.

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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1047 on: January 30, 2010, 08:44:55 pm »

the next update has to make this change...IT HAS TO
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1048 on: January 30, 2010, 09:02:23 pm »

the next update has to make this change...IT HAS TO

Space stations, towing asteroids (and using them for bases), and possibly city ships wont be in for a bit from how steve is talking about them. I think his current concern is getting the civvie smarter and working on the AI and diplo options.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1049 on: January 30, 2010, 09:44:06 pm »

Other ideas for a wandering race.

Carry engineer brigades instead of construction factories. It takes 25000 tons of cargo holds to carry one factory, but you can carry ten engineer brigades in the same space.

Only carry automated mines. Population can be put to better use in shipbuilding/research when they are allowed off the ships.

Research labs are going to be your biggest loads to carry, taking 100 cargo holds each. Consider building superfreighters with 100 holds to carry them to avoid problems with fractional facilities.
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