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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2814576 times)

MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1455 on: February 07, 2010, 05:18:40 am »

In addition the lower the skill of the team, the higher the chance the body will be surveyed-out when the each check is made or after a deposit is found.

So wait.  The actual final amount of resources that exist on the planet are determined by who you send to inspect it?  I HATE that mechanic.

I don't know, a less skilled team is not as likly to do do as good as a job as a higher rated team. I like it. I also like that you can't geo survey for ever.
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Sowelu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1456 on: February 07, 2010, 05:39:34 am »

If you send a low-skilled geo survey team, sure, they might not find everything.

But if you subsequently send a high-skilled geo survey team, the second team ought to find a few more minerals; the difference of what the first team missed.

If they can't do that, it's madness.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1457 on: February 07, 2010, 07:18:17 am »

If you send a low-skilled geo survey team, sure, they might not find everything.

But if you subsequently send a high-skilled geo survey team, the second team ought to find a few more minerals; the difference of what the first team missed.

If they can't do that, it's madness.

I can see that, but the question is how many times can you really survey a place?
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1458 on: February 07, 2010, 07:43:34 am »

Areyar, second page (that was easy to find  ;D)
Nah, not me. I just worded it wrong.

Quote from: me
ah yeah.
I meant I told it NO by selecting 'Yes, keep own file' on each.

++++++++++++++++

HEY MICRO!

You have experimented with carriers a bit,
does the mass of carried fighers get added to the overall mass of the ship?

I'm wondering, because I'd like to design a tender capable of keeping up with my warships, it would be great if it became double as fast as it unleashed its cargo, because it will not have any armour or armaments.
Its main purpose is getting rid of the fuel management headache of a standalone corvettefleet and jumpship efficiacy.
« Last Edit: February 07, 2010, 08:51:40 am by Areyar »
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Akigagak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1459 on: February 07, 2010, 01:20:11 pm »

Maybe there aren't any?
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Sean Mirrsen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1460 on: February 07, 2010, 01:22:07 pm »

There should at least be iron on Mars...  my guess is this 4X is way too limited with its resource options.
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Akigagak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1461 on: February 07, 2010, 01:27:54 pm »

Iron isn't an important resource in this game, it doesn't get used, or mentioned.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1462 on: February 07, 2010, 01:31:58 pm »

I have experimented with carriers but never got one working, It makes sense that fighters would increase the mass, but my gut tells me it doesn't.

Wait, you can't use geosurvey ships forever? Why?

The minerals int e game are trans-Newtonian, meaning they bend space and time or something like that...Iron doesn't do that.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1463 on: February 07, 2010, 01:32:28 pm »

If you send a low-skilled geo survey team, sure, they might not find everything.

But if you subsequently send a high-skilled geo survey team, the second team ought to find a few more minerals; the difference of what the first team missed.

If they can't do that, it's madness.

I can see that, but the question is how many times can you really survey a place?

It does seem to work that way.  Had a game where I used a low level geo group early on, then later a higher level group.  Found more stuff.

If you really want resources close by, you can edit it in SM mode.  I forgot which one and don't have it open.
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Sean Mirrsen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1464 on: February 07, 2010, 01:53:21 pm »

The minerals int e game are trans-Newtonian, meaning they bend space and time or something like that...Iron doesn't do that.
So, it's assumed there's always enough of the regular materials for the mundane items? What would you need transnewtonian compounds for in a planetary missile silo?
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1465 on: February 07, 2010, 02:01:11 pm »

Because the enemy is using reality altering armor and weapons? if it was made out of iron it would probably be instantly vaporized? Ask Newton  ::)


Also, is anyone else having problems with automated turns? I click it, start the clock, but it doesn't let me turn it off.

Game: No you cant turn off automated turns yet I'm still loading the next time increment....loading....loading.......okloadednowbeginingnexttimeincrementbeforeyoucanclick....sorry I'm loading a time increment so you can't turn off automated turns yet....

It's freaking annoying.
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1466 on: February 07, 2010, 02:05:22 pm »

A planetary missile PDC would need trans newtonian materiels for it's launchers (which are launching trans missiles that could very well have enough launch force to destroy anything made out of conventional materiel in it's silo.)  And it's faster than light sensor systems at the very least.  Thats not mentioning armor and any structural systems made out of trans materiel the armor may need.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1467 on: February 07, 2010, 03:08:14 pm »

well I've been tweaking my missile as much as possible and have some questions, since the fire rate is based on the size of the missile, does that go down to the decimal point? Or is 1.5534 sized missile the same fire rate as a size 2 missile?

Missile Size: 1.5534 MSP  (0.07767 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 18
Speed: 10600 km/s    Endurance: 36 minutes   Range: 23.1m km
Cost Per Missile: 0.725
Chance to Hit: 1k km/s 190.8%   3k km/s 54%   5k km/s 38.2%   10k km/s 19.1%
Materials Required:    0.25x Tritanium   0.345x Gallicite   Fuel x400

Development Cost for Project: 72RP
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1468 on: February 07, 2010, 03:33:05 pm »

well I've been tweaking my missile as much as possible and have some questions, since the fire rate is based on the size of the missile, does that go down to the decimal point? Or is 1.5534 sized missile the same fire rate as a size 2 missile?

Missile Size: 1.5534 MSP  (0.07767 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 18
Speed: 10600 km/s    Endurance: 36 minutes   Range: 23.1m km
Cost Per Missile: 0.725
Chance to Hit: 1k km/s 190.8%   3k km/s 54%   5k km/s 38.2%   10k km/s 19.1%
Materials Required:    0.25x Tritanium   0.345x Gallicite   Fuel x400

Development Cost for Project: 72RP

Well, reload times depend on the launcher, not the size of the missile.  Even if you use a size 20 launcher with a size 1.5 missile, it'll still reload the same speed. 
You can say the launcher isn't designed to fit any smaller, so something extra has to be done to to it in the launcher.  Which for all intents and purposes... is the same time.

(Plus, I havn't seen anything said otherwise.)
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1469 on: February 07, 2010, 03:47:28 pm »

Hmmm then how about this?

Missile Size: 2 MSP  (0.1 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 12
Speed: 12100 km/s    Endurance: 40 minutes   Range: 29.2m km
Cost Per Missile: 0.9542
Chance to Hit: 1k km/s 145.2%   3k km/s 48%   5k km/s 29%   10k km/s 14.5%
Materials Required:    0.5x Tritanium   0.2342x Gallicite   Fuel x650

Development Cost for Project: 95RP


Also, whats the limit for oxygen on earth? 30% total atmosphere, or .3 pressure?
« Last Edit: February 07, 2010, 04:35:41 pm by Micro102 »
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