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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2853433 times)

MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1155 on: February 01, 2010, 12:26:49 am »

I went with gauss, as I upping their tech for CIWS. I didnt have any laser reduction techs, which is my only other weapon tech.

Did you notice by shrinking your gauss, the accuracy really dropped? You're at 33%, even with two firing 6 shots each ROF, you're only making two hits or so. At least from the shoddy quick math in my head. I should be be getting about three shots with my one guess cannon.
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1156 on: February 01, 2010, 12:27:53 am »

I don't have box launcher tech yet.  I'm sure my near point blank fighter missile launchers would benefit from it if I had it though.   And the only time I instant tech without RP is when I'm just making a diffrently named version of a weapon I already have.

Like the fighter gauss cannon and the bomber gauss cannon.  Different names, identical gun.  Makes it a little easier to skim through combat logs and see what's hitting and what's not.

EDIT: @Wiggles yea, that's the reason why these are experimental.  I'm also at 33% accuracy on them, but it's 3 shots per 5 seconds per gun so it still should average out to 2 damage per 5 seconds on the light fighter.

Of course the Heavy fighter can pull 3 damage per 5 seconds with it's glorified Point defense laser ignoring it's MX-5s.  Which I could have still fit onto the light fighter without a major weight increase if I decided to scrap the gauss completely.  The bomber however barely managed to fit the one gauss it has.  If it works the way I think it works though the gauss should be able to do more internal damage on average against damaged ships.  It all depends.
« Last Edit: February 01, 2010, 12:33:29 am by Greiger »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1157 on: February 01, 2010, 12:39:58 am »

I don't have box launcher tech yet.  I'm sure my near point blank fighter missile launchers would benefit from it if I had it though.   And the only time I instant tech without RP is when I'm just making a diffrently named version of a weapon I already have.

Like the fighter gauss cannon and the bomber gauss cannon.  Different names, identical gun.  Makes it a little easier to skim through combat logs and see what's hitting and what's not.

EDIT: @Wiggles yea, that's the reason why these are experimental.  I'm also at 33% accuracy on them, but it's 3 shots per 5 seconds per gun so it still should average out to 2 damage per 5 seconds on the light fighter.

Of course the Heavy fighter can pull 3 damage per 5 seconds with it's glorified Point defense laser ignoring it's MX-5s.  Which I could have still fit onto the light fighter without a major weight increase if I decided to scrap the gauss completely.  The bomber however barely managed to fit the one gauss it has.  If it works the way I think it works though the gauss should be able to do more internal damage on average against damaged ships.  It all depends.

I'm thinking I am going to with meson weaponry for fighter in the future. I uh, sorta placed 30 worthless guass CIWS on a PDC for planet. I'll just use it for the astroid protection grid I have planned.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1158 on: February 01, 2010, 12:44:06 am »

I only instanted tech up to my point limit. Heh, I haven't even used all my point limit - it's still at 1532. I don't think I've seen something I COULD instant without going over that limit for a long time. I guess when I design different sized box launchers or a new magazine or something I could instant it, but I always forget I have the points when I'm doing that.

Mesons are good weapons, as long as you have a backup weapon if you fight something thats heavily internally armored (at least I think thats what it was). My first game I was doing good against the NPR that was invading until a certain ship design showed up. It was slow, but my mesons didn't seem to do crap against it - I think all the components were armored or something. I'd have to shoot them like 500 times to get the dang things to die.

I assume it was a HTK thing, since mesons only do 1 damage each. In cases with lots of internal HTK you'd be better off with a heavy laser and just shoot it until the shields and armor are busted.

-edit- To clarify, I had large caliber mesons on my ships. Long range, but they still only did 1 damage :D In retrospect, it was probably a bad idea to focus on nothing but mesons.
« Last Edit: February 01, 2010, 12:50:33 am by Paul »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1159 on: February 01, 2010, 01:00:28 am »

I only instanted tech up to my point limit. Heh, I haven't even used all my point limit - it's still at 1532. I don't think I've seen something I COULD instant without going over that limit for a long time. I guess when I design different sized box launchers or a new magazine or something I could instant it, but I always forget I have the points when I'm doing that.

Mesons are good weapons, as long as you have a backup weapon if you fight something thats heavily internally armored (at least I think thats what it was). My first game I was doing good against the NPR that was invading until a certain ship design showed up. It was slow, but my mesons didn't seem to do crap against it - I think all the components were armored or something. I'd have to shoot them like 500 times to get the dang things to die.

I assume it was a HTK thing, since mesons only do 1 damage each. In cases with lots of internal HTK you'd be better off with a heavy laser and just shoot it until the shields and armor are busted.

-edit- To clarify, I had large caliber mesons on my ships. Long range, but they still only did 1 damage :D In retrospect, it was probably a bad idea to focus on nothing but mesons.

Meson are suppose to ignore armor, so the internal armor shouldn't have been hampering the meson. I think whats it doing, is stopping secondary explosions.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1160 on: February 01, 2010, 01:06:58 am »

How do you set task force commanders?
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1161 on: February 01, 2010, 01:41:26 am »

Why do you tell the task force training is having in effect?
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1162 on: February 01, 2010, 03:17:55 am »

You need to go to the officers window where you assign people under the naval officers section. Then under the potential assignments dropdown select staff officers. It should have a place for a task force commander. After you assign him you'll have room for a set of underlings for him which can further boost the task force. I believe the task force has to be within the sector with the ships in it in order for the boost to have any effect though - for attack vessels you can have the task force officers on a flagship. Just give a ship a flag bridge and assign them to the ship from the task force organization window (ctrl F4).

Task force training makes their reaction times and such better - they'll follow orders more quickly and keep formations better. So if you order a fleet to open fire, if they're highly trained they will do it immediately. If they aren't they might delay a bit. I've heard people say they had rookie ships with their trained ones firing missile volleys, and the rookies would fire late and split up the volley - thus causing the enemy's PD to be able to stop the entire volley since it was staggered.

On an unrelated note, has anyone actually used the OpenOffice missile design spreadsheet I posted? I'm just curious. I've been finding it extremely useful every time I upgrade my missile tech and design new missiles, and I was surprised nobody had posted anything at all about it.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1163 on: February 01, 2010, 03:34:12 am »

My OS Emulator is a resource hog, so no I haven't. But I did make this nifty AMM though.

Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 22
Speed: 24000 km/s    Endurance: 21 minutes   Range: 30.0m km
Cost Per Missile: 0.95
Chance to Hit: 1k km/s 528%   3k km/s 176%   5k km/s 105.6%   10k km/s 52.8%
Materials Required:    0.25x Tritanium   0.45x Gallicite   Fuel x250

Development Cost for Project: 95RP
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1164 on: February 01, 2010, 03:44:12 am »

How long should I let the task force train?
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umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1165 on: February 01, 2010, 03:45:28 am »

Check the pride of my fleet out. Oh yeah!

Code: [Select]
Outreach II class Superdreadnought    218800 tons     19895 Crew     53994.6 BP      TCS 4376  TH 1008  EM 1140
959 km/s     Armour 10-323     Shields 38-250     Sensors 700/700/4/4     Damage Control Rating 641     PPV 1310
Annual Failure Rate: 637%    IFR: 8.8%    Maint Capacity 92711 MSP    Max Repair 4200 MSP    Est Time: 2.15 Years
Flag Bridge    Hangar Deck Capacity 20000 tons     Magazine 2815   
Salvager: 1 module(s) capable of salvaging 750 tons per day

Hyperdrive Efficient Magneto Drive (60)    Power 70    Fuel Use 37.5%    Signature 16.8    Armour 2    Exp 3%    Hyper Capable
Fuel Capacity 1,600,000 Litres    Range 35.1 billion km   (423 days at full power)
Delta R250/12.5 Shields (15)   Total Fuel Cost  188 Litres per day

Quad 25cm C6 Far Ultraviolet Laser Turret (10x4)    Range 800,000km     TS: 10000 km/s     Power 64-24     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
Quad 12cm C6 Far Ultraviolet Laser Turret (10x4)    Range 200,000km     TS: 20000 km/s     Power 16-24     RM 5    ROF 5        4 4 4 4 4 3 2 2 2 2
R40/C6 High Power Microwave (10)    Range 400,000km     TS: 8000 km/s     Power 16-6     RM 40    ROF 15        1 1 1 1 1 1 1 1 1 1
CIWS-320 (10x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 500-32000 H40 (1)    Max Range: 1,000,000 km   TS: 32000 km/s     99 98 97 96 95 94 93 92 91 90
Fire Control S01 125-8000 H40 (1)    Max Range: 250,000 km   TS: 8000 km/s     76 73 70 67 64 60 57 54 51 48
Tokamak Fusion Reactor (78)     Total Power Output 546    Armour 2    Exp 3%

Size 100 Missile Launcher (2)    Missile Size 100    Rate of Fire 600
Missile Fire Control FC72-R140 (40%) (1)     Range 302.4m km    Resolution 140
Size 14 Anti-ship Missile (80)  Speed: 11,400 km/s   End: 375m    Range: 256.5m km   WH: 12    Size: 14    TH: 38 / 22 / 11
Size 3 Anti-ship Missile (201)  Speed: 13,300 km/s   End: 225m    Range: 179.5m km   WH: 6    Size: 3    TH: 44 / 26 / 13
Size 21.4 Cluster Rocket (51)  Speed: 11,200 km/s   End: 250m    Range: 168.1m km   WH: 0    Size: 21.4    TH: 37 / 22 / 11

Active Search Sensor S1400-R100 (40%) (1)     GPS 140000     Range 1,400.0m km    Resolution 100
Thermal Sensor TH50-700 (40%) (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
EM Detection Sensor EM50-700 (40%) (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
Improved Gravitational Sensors (2)   4 Survey Points Per Hour
Improved Geological Sensors (2)   4 Survey Points Per Hour

Strike Group
50x Napoleon Fighter   Speed: 6400 km/s    Size: 7.5

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

I'm trying to find something to kill with it.

Points of interest:
- Active sensor range is larger than planetary passive sensors.
- When I built it, it took ALL my fuel reserves. And will probably only last 1.5 years.
- Each fighter has a 10cm meson cannon but only 72 hours of fuel time.
- I built this for no reason at all.

Emperor_Jonathan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1166 on: February 01, 2010, 03:48:34 am »

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959 km/s

...
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umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1167 on: February 01, 2010, 03:51:15 am »

Yeah, it's slow as heck. I really have no clue why I built this.

MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1168 on: February 01, 2010, 04:09:01 am »

Massive ships seem to always not be as impressive as their size.

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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1169 on: February 01, 2010, 04:16:49 am »

[spoiler]
Code: [Select]
Burn AMM Planet Base class Missile Defence Base    34250 tons     1960 Crew     8005 BP      TCS 685  TH 0  EM 0
Armour 14-93     Sensors 1/800     Damage Control Rating 0     PPV 33
Magazine 4220   

PDC Meson Quad Turret (1x4)    Range 15,000km     TS: 16000 km/s     Power 12-16     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
PDC Meson FC (1)    Max Range: 96,000 km   TS: 16000 km/s     90 79 69 58 48 38 27 17 6 0
Tokamak Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 16    Armour 0    Exp 5%

PDC Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
PDC Missile FC (2)     Range 24.0m km    Resolution 1
Size 1 Anti-missile Missile (4220)  Speed: 24,000 km/s   End: 20.8m    Range: 30m km   WH: 1    Size: 1    TH: 176 / 105 / 52

PDC 5K Active Search Sensor S800-R100 (70%) (1)     GPS 80000     Range 800.0m km    Resolution 100
PDC AMM Active Search Sensor S800-R1 (70%) (1)     GPS 800     Range 8.0m km    Resolution 1
PDC FTR Active Search Sensor S800-R10 (70%) (1)     GPS 8000     Range 80.0m km    Resolution 10

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 Planetary Defence Centre and can be pre-fabricated in 14 sections


[]PDC Fighter Base class Fighter Base    33850 tons     1400 Crew     6686 BP      TCS 677  TH 0  EM 0
Armour 13-93     Sensors 1/800     Damage Control Rating 0     PPV 0
Hangar Deck Capacity 6000 tons     Troop Capacity: 1 Battalion   

CIWS-160 (30x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
PDC FTR Active Search Sensor S800-R10 (70%) (1)     GPS 8000     Range 80.0m km    Resolution 10
PDC AMM Active Search Sensor S800-R1 (70%) (1)     GPS 800     Range 8.0m km    Resolution 1
PDC 5K Active Search Sensor S800-R100 (70%) (2)     GPS 80000     Range 800.0m km    Resolution 100

Strike Group
10x Viper Fighter   Speed: 5425 km/s    Size: 9.4


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 14 sections
« Last Edit: February 01, 2010, 04:18:33 am by MrWiggles »
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