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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2852931 times)

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1245 on: February 02, 2010, 04:06:13 pm »

Weird, i had a bug that showed it twice.

Also, How do thermal sensors work? Lets say i had a thermal sensor strength of 18, how far and how strong can it detect? The wiki is blank with their descriptions.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1246 on: February 02, 2010, 04:30:26 pm »

Weird, i had a bug that showed it twice.

Also, How do thermal sensors work? Lets say i had a thermal sensor strength of 18, how far and how strong can it detect? The wiki is blank with their descriptions.

Their wiki sucks, stop using it.

And it works similarly to active sensor, accept you don't get any real details.
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Snoopicus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1247 on: February 02, 2010, 04:31:05 pm »

That information is in the tutorials.

The effectiveness of your equipment is always determined by the type of equipment the opponent is using. In D&D terms, we could say that most equipment use in Aurora is a contested roll.

Strength of Enemy Thermal Signature x Strength of your Thermal Scanner x 1000 = max range at which you can detect that signature.

So if you are trying to detect an enemy warship with a thermal signature of 175 (which is what mine typically started with), and your active sensor had a strength of 15, you could detect it at a maximum range of 175 X 15 X1000 = 2,625,000 km.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1248 on: February 02, 2010, 05:06:45 pm »

I remember that from the tutorial now, but i just did a search on thermal and used Ctrl + F to look for that...but nothing. Made the search is just messed up.


Anyway i restarted and aside from me forgetting to research a few things and cheating on the research points a bit everything is going well, until i realized that even with 6 cruisers with armed weapons (yes i assigned the weapons to fire controls) are not bringing my Protection level up even though they are orbiting earth, i feel like i am missing something obvious here.EDIT: scratch that it tooka  few days before it kicked in.

Fun Fact, the earth is 614400000000000000000000 US tons.....i wasn't expecting that.
« Last Edit: February 02, 2010, 05:33:56 pm by Micro102 »
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Kishmond

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1249 on: February 02, 2010, 07:17:21 pm »

Is there any way to stop civilians bringing more colonists to Mars? I'm running out of infrastructure...

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1250 on: February 02, 2010, 07:20:12 pm »

Infrastructure is quite easy to build and move. And are you sure it's the civilians and not the population expanding on their own?
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1251 on: February 02, 2010, 07:53:26 pm »

What IS annoying is having infrastructure for 10milion people, but say 500mil transport capacity: all ships that are not busy will take transport colonists to mars orders, dooming the peoplesickles to a slow death. . . they say asphyxiation is a painless death. . . riot are most definately not painless though.
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Kishmond

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1252 on: February 02, 2010, 07:55:05 pm »

I don't see what else a colony ship moving to and from Mars could be doing.

Under what conditions should one use a civilian or commercial type engine? On really big ships, use commercial?

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1253 on: February 02, 2010, 07:59:54 pm »

What IS annoying is having infrastructure for 10milion people, but say 500mil transport capacity: all ships that are not busy will take transport colonists to mars orders, dooming the peoplesickles to a slow death. . . they say asphyxiation is a painless death. . . riot are most definately not painless though.

I don't get what your saying. Colony ships will automatically bring colonists to colonies even without orders?
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Kishmond

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1254 on: February 02, 2010, 08:02:57 pm »

Civilian colony ships will. That's what was annoying me.

umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1255 on: February 02, 2010, 08:06:11 pm »

What IS annoying is having infrastructure for 10milion people, but say 500mil transport capacity: all ships that are not busy will take transport colonists to mars orders, dooming the peoplesickles to a slow death. . . they say asphyxiation is a painless death. . . riot are most definately not painless though.

I don't get what your saying. Colony ships will automatically bring colonists to colonies even without orders?
Yup.

It's why I don't build colony ships myself as the civilian sector does it better and cheaper.

MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1256 on: February 02, 2010, 08:07:06 pm »

Under what conditions should one use a civilian or commercial type engine? On really big ships, use commercial?

You use civvie engines when desiging civvie classed ships. A civvie ship contains no military components.

Civvie jump drives wont escort or jump military ships, and vice versa.
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umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1257 on: February 02, 2010, 08:14:14 pm »

You can put CIWS and geo sensors on them. Gotta love the CIWS.

Also, troop transports and supply ships / tankers.

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1258 on: February 02, 2010, 08:16:43 pm »

What IS annoying is having infrastructure for 10milion people, but say 500mil transport capacity: all ships that are not busy will take transport colonists to mars orders, dooming the peoplesickles to a slow death. . . they say asphyxiation is a painless death. . . riot are most definately not painless though.

I don't get what your saying. Colony ships will automatically bring colonists to colonies even without orders?
Yup.

It's why I don't build colony ships myself as the civilian sector does it better and cheaper.

I had colony ships before but they never did that, and i have never had civies populate a place. They only ever built cargo.


Also, do PDC missiles need to be long range? DO you need to be on orbit to bombard a planet? what's a good missile design for a PDC? Do PDC's need fuel?
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1259 on: February 02, 2010, 08:27:28 pm »

What IS annoying is having infrastructure for 10milion people, but say 500mil transport capacity: all ships that are not busy will take transport colonists to mars orders, dooming the peoplesickles to a slow death. . . they say asphyxiation is a painless death. . . riot are most definately not painless though.

I don't get what your saying. Colony ships will automatically bring colonists to colonies even without orders?
Yup.

It's why I don't build colony ships myself as the civilian sector does it better and cheaper.

I had colony ships before but they never did that, and i have never had civies populate a place. They only ever built cargo.


Also, do PDC missiles need to be long range? DO you need to be on orbit to bombard a planet? what's a good missile design for a PDC? Do PDC's need fuel?
Exactly! you have to get lucky and have civvies build colonyships. They will eventually but not always on time.
Owned colonyships can be given standing orders to load colonists at the homeworld and discharge them at <5mil pops within 4jumps.

PDC missiles can be shortrange, but a planet cannot move towards a ship, so you could be bombarded by longer ranged missiles without being able to retalliate.

No PDC need no fuel.
You CAN design a fuel bunker though I'm not sure if it is safer in a targetable location than on the surface, exposed to collateral damage.
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