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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2853053 times)

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1095 on: January 31, 2010, 03:28:38 pm »

Anyone know of a way to get civilian ships to update to the next generation of ships? They build the new ones, but most of their fleet is still the old slo-mo ships and I'd rather see less commercial ships if they used the new ones than having all those dozens of old ships slowly trodding along between systems.

I'm debating just cheating to edit the old designs to include the new engines, but I was hoping they would eventually retire the old ones. It's already 2055 and they're still going around in 2000 kms ion engine ships when the the newer generation of the same ship with upgraded engines is over 11,000 kms.
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Aldaris

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1096 on: January 31, 2010, 03:47:47 pm »

Anyone know of a way to get civilian ships to update to the next generation of ships? They build the new ones, but most of their fleet is still the old slo-mo ships and I'd rather see less commercial ships if they used the new ones than having all those dozens of old ships slowly trodding along between systems.

I'm debating just cheating to edit the old designs to include the new engines, but I was hoping they would eventually retire the old ones. It's already 2055 and they're still going around in 2000 kms ion engine ships when the the newer generation of the same ship with upgraded engines is over 11,000 kms.
I am jealous of your engine tech.  :-\
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Beacon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1097 on: January 31, 2010, 03:55:52 pm »

Go to the colony overview screen, click for Mars, if it says Mars has a colony cost of anything other than 0 it's not perfectly habitable. You might have acceptable gravity, but the atmosphere probably won't be anywhere near breathable and the temperature will be bloody freezing.

Also, with the last few systems I'm exploring, I am starting to run into strength 120 thermal contacts on gravsurvey points, they don't do anything, just sit there. I'm asume they're alien survey drones. I'm hoping they'll be peacefull aliens as my first warship is still under construction and I've yet to design my anti-missile escorts.

The temperature is good, gravity good and oxygen levels good, so what's wrong? Do I have too many mines and need more colonists? 0.19m colonists, over 200 mines and some factories...
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umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1098 on: January 31, 2010, 03:58:05 pm »

That's probably why. You would need 10 million pop just to run the mines.

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1099 on: January 31, 2010, 04:26:41 pm »

If unrest is increasing due to over population, the world must not be as liveable as you think it is. Go into the summary page and look at the colony cost. Unrest doesn't increase just from a lack of workers. You need an installation called "Infrastructure" to get living space for people on worlds with a colony cost above 0, even if it's only 0.001. One thing to check is to make sure the oxygen content of the world isn't above 30% - if a world is all oxygen it's too dangerous to live on so it will have a 2.0 colony cost. Add some gas of another type, like nitrogen or safe greenhouse gas (if you need to change the temperature too).

As far as population, 0.19 million is nothing in this game. You need 50,000 manufacturing workers for every mine - so 10 million for 200 mines. The amount of manufacturing workers you get from a population will depending on the colony conditions - highly populated worlds need more service industry, high colony score worlds need more agriculture. A highly populated world like Earth only has 20% of the population set aside for manufacturing. Smaller populations might get 50% or more. In your case you probably need at least 20 million population to operate your mines, plus more for the factories.

I normally send at least 50 million people to all my new colonies along with 500 automated mines (if it has good minerals) and 200-500 factories, depending on how quickly I want the place to be set up. I then ship in missing minerals if it needs them and have the place build itself.

Another thing you could use is engineering brigades. You need troop transports to move them and you build them in ground unit training facilities, I believe each engineering brigade takes 5 troop transport bays (same as how 1 construction facility takes 5 cargo holds) - but they are 1/2 the size of cargo holds so you can put more on a ship. They work just like a construction facility, but don't require civilian workers to be on the location. You could ship in duranium and some engineers to build the colony infrastructure if you didn't want to build it all on earth and ship it in from there. Engineers are real useful for setting up things on unliveable rocks too, like a sensor base on an asteroid.
« Last Edit: January 31, 2010, 04:52:46 pm by Paul »
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Beacon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1100 on: January 31, 2010, 05:11:23 pm »

Ah damnit.

I'm not sure what's happened, but whenever I try and advance time, the game hangs... Nothing ever happens and it stop responding.

Fuck.

Ah, I left it a really long time and finally got the error:

'Error 3421 was generated... Data type conversion error'
« Last Edit: January 31, 2010, 05:19:50 pm by Beacon »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1101 on: January 31, 2010, 05:37:38 pm »

Ah damnit.

I'm not sure what's happened, but whenever I try and advance time, the game hangs... Nothing ever happens and it stop responding.

Fuck.

Ah, I left it a really long time and finally got the error:

'Error 3421 was generated... Data type conversion error'

Its annoying, but with how Aurora saves, it will still progress forward about half the time. This happens to me a lot, but I run the game through an OS emulator. If it still hangs after pressing thirty day, then try progressing by one day, as it might be a shit load happening really soon, like getting an event of 15 civvie contacts.

Anyone know of a way to get civilian ships to update to the next generation of ships? They build the new ones, but most of their fleet is still the old slo-mo ships and I'd rather see less commercial ships if they used the new ones than having all those dozens of old ships slowly trodding along between systems.

I'm debating just cheating to edit the old designs to include the new engines, but I was hoping they would eventually retire the old ones. It's already 2055 and they're still going around in 2000 kms ion engine ships when the the newer generation of the same ship with upgraded engines is over 11,000 kms.

The only way I know how to get them to use the new ships is to mark the older freighter as obsolete when they erratically build new ones, they'll be the new ship.
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Beacon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1102 on: January 31, 2010, 05:41:05 pm »

It happens whether I progress by 30 days or 5 seconds...
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1103 on: January 31, 2010, 06:14:48 pm »

Beacon, about your overcrowded problem, Are you sure that you modified mars correctly? You put down terraforming installations, and got the colony cost to 0 right?

Infrastructure is also something you build under the industry tab in "population and production". Infrastructure is not mines and factories, its just called infra structure.
« Last Edit: January 31, 2010, 06:40:44 pm by Micro102 »
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1104 on: January 31, 2010, 06:37:48 pm »

I've never had that kind of error Beacon. I did a search on the Aurora forums, I found threads from 2.5, 3.0, 4.26, and 4.7. The guy posting about it in 4.26 sounds like he might have a way to get around it.

Quote
Just over ten years into a TN start game I appear to have a fatal Error
The message is:

Error 3421 was generated by DAO.Fields
Data type conversion error
The above error message was eventually supplanted on restarting when I stepped through the F2, F3, F12 screens with the following error message.

Error in property moves
Error 381 was generated by Aurora
Invalid property array

One of my cargo task groups has generated a series of orders based on move to Earth, Refuel from colony. unfortunately there were very many of them in a random sequence. I got rid of it by transfering the cargo task group ships to another task group and deleting the cargo task group.


Regards


It sounds like he might have somehow got around it by going into the F2, F3, and F12 screens and then deleting his task group or something, so maybe if yours is caused by the same thing you could try that? Other than that I have no idea, I've never seen the error.
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Beacon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1105 on: January 31, 2010, 06:42:02 pm »

Thanks for the reply, I try doing something along those lines (changing my freighter TG) and I get a new error as soon as I try to open that TG 'Error 381... Invalid property array index.'

>_>
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1106 on: January 31, 2010, 06:43:09 pm »

Whats with the fast attack engines? I just finished researching it but when i put a second one on, the speed decreases.

And with only one engine the seed isn't even 3000. How is that fast?



Also.......Please tell me that the annual failure rate doesn't apply to commercial ships...I don't want to have to add 100 engineering stations to my jump gate constructor.
« Last Edit: January 31, 2010, 06:51:27 pm by Micro102 »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1107 on: January 31, 2010, 06:58:51 pm »

Whats with the fast attack engines? I just finished researching it but when i put a second one on, the speed decreases.

And with only one engine the seed isn't even 3000. How is that fast?



Also.......Please tell me that the annual failure rate doesn't apply to commercial ships...I don't want to have to add 100 engineering stations to my jump gate constructor.

As it said in the research window, FAC and fighter engine, are one per ship.

And commercial ships dont suffer failures.
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1108 on: January 31, 2010, 07:02:51 pm »

FAC engines are basically for ships that are just larger fighters.  Called Gunboats alot.  They are bigger than a fighter, smaller than an actual ship.  I just consider them to be about the size of bombers from the freespace games, and that's how I use them.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1109 on: January 31, 2010, 07:05:32 pm »

Yeah but considering the huge energy boos they have i expected them to go faster then 2900 km/h.

Makes them seem like they're not worth building.
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