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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815386 times)

MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1725 on: February 15, 2010, 02:32:40 am »

PDC are functionally the same as ships. Ships without magazines cant hold any missiles, and thusly can't fire.

Like ships, PDC will reload from planetary stocks. Probably manual, like so much of the game, but from the forum it sounds like it may be automatic. Dont know.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1726 on: February 15, 2010, 02:35:26 am »

No, missile launchers can hold one missile themselves......dam i just realized I'm gonna need a lot of missile fire controls for a lot of missile launchers.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1727 on: February 15, 2010, 02:58:59 am »

Well i have a overflow error 6 in the f3 system map screen :(

i cant make it stop occurring either. :(

damn it. I was 40 years into my game with lots of built colonies in Sol system.
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JimiD

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1728 on: February 15, 2010, 03:08:57 am »

I had something similar. It was zoomed funny, and zooming out caused the problem. I used the 'min zoom' button on the LHS when I got the chance, and it fixed it. A civ transport seemed to have headed off into deep space.

If not, report it, and hope/ask if Steve W will take a look at the DB and fix it?
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1729 on: February 15, 2010, 03:16:09 am »

....... THANK YOU :)

wow, that was simple, i kept hitting the - button which did nothing and the + button caused a complete crash of the game.

didnt even bother with the min zoom.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1730 on: February 15, 2010, 05:12:07 am »

No, missile launchers can hold one missile themselves......dam i just realized I'm gonna need a lot of missile fire controls for a lot of missile launchers.

so... you knew the answer to yer own questions?
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1731 on: February 15, 2010, 05:24:24 am »

No, missile launchers can hold one missile themselves......dam i just realized I'm gonna need a lot of missile fire controls for a lot of missile launchers.

so... you knew the answer to yer own questions?
No, he was asking if they would reload from planetary stocks. The answer, as far as I know, is yes... but there is a delay. I don't know how long the delay is, but there is a delay and it will slow down your firing. Better to have at least a small magazine I think.
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1732 on: February 15, 2010, 07:07:06 am »

Also missilelaunchers without mags CAN fire, but just once.
Reloading from a collier or planetside takes more time than the 5 sec reload time listed on the launcher, a good logistics bonus can help there.
Still 30 seconds (or whatever) in a missile joust is a long time.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1733 on: February 15, 2010, 09:29:58 am »

why is it gravity sensor's are considered military related? all they do is find gravity wells of jump points right??

seems silly :( now i got a broken down little fleet of em and gotta go resupply them in the middle of bofuckcentauri.


Also, designing my first missiles, and i dont remember this being answered, do missiles really need active sensors onboard/ any of the other sensors if the ship they are being fired from have active sensors and missile fire control? I assume this is made so you can drop sensor buoys or something in a system to keep track of whats happening there.
« Last Edit: February 15, 2010, 09:51:24 am by Journier »
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1734 on: February 15, 2010, 09:41:37 am »

Dunno, but I suppose expansion is seen as a military activity and the grav sensor is related. How long were your ships out before breaking down?

In cases like that I usually just send a fast tug with ship-to-ship tractor to pull them back to a shipyard for refit.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1735 on: February 15, 2010, 09:54:03 am »

they were out for a few years  :o

sorta wish there was a smaller and more efficient maintenance point storage thing you could research for such ships  :'( So far that ive researched no luck.
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1736 on: February 15, 2010, 09:55:33 am »

The active grav sensor technology might be some super secret military technology.  And since the gravsurvey uses it it makes it only a military ship.

I mean think of it, would you want some chumps taking off in a civilian gravsurvey, going dozens of jump points away, building up their own empire and then claiming a large chunk premier space real estate as their own?

...I think there's a star trek episode in there someplace.
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JimiD

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1737 on: February 15, 2010, 12:23:23 pm »

Re: maintenance

Engineering sections reduce the likelyhood of failure happening.  Maintenance Supplies allow the ship to function for longer while failures occur.

There are conditional orders for supplies in a similar manner to the fuel - you can set up orders that they return to a colony or supply ship when supplies are at 20% (or 10%).  Even if you then have to manually move them back to Earth and back again, you get a warning.

Another thing I have taken to doing, is loading up my Jump Tenders with Fuel and Supplies, then having the survey craft exchange fuel and supplies in mid space.  Eventually the whole lot need resupplying, but it helps.

You also get into the rhythm of resupplying and overhauling, and refiting ships to new tech etc.

As for why its military?  Dunno.  But a commercial survey craft will be big, or slow.  And needs a big Jump Tender, or a gate etc.

I go for small fast survey craft, small tenders out of the gate, and only build Jump Gates when I want to build a new colony there.  And I am reasonably sure theres no threat heading inwards from that star.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1738 on: February 15, 2010, 05:55:56 pm »

they were out for a few years  :o

sorta wish there was a smaller and more efficient maintenance point storage thing you could research for such ships  :'( So far that ive researched no luck.
Only a few years? Personally all of my survey ships have as close to a 0% failure rate (My current design has a 1% annual failure rate) as I can get, but that's personal preference I suppose.

As for the maintenance point storage, that has nothing to do with the RATE of failures. Maintenance points only allow them to repair failed components. Failure rate (and thus lifetime between overhauls) is controlled by the ratio of engineering spaces compared to the total size of the ship.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #1739 on: February 15, 2010, 06:06:37 pm »

why is it gravity sensor's are considered military related? all they do is find gravity wells of jump points right??

seems silly :( now i got a broken down little fleet of em and gotta go resupply them in the middle of bofuckcentauri.


Also, designing my first missiles, and i dont remember this being answered, do missiles really need active sensors onboard/ any of the other sensors if the ship they are being fired from have active sensors and missile fire control? I assume this is made so you can drop sensor buoys or something in a system to keep track of whats happening there.


As Steve has stated on the forum, Grav Sensor open up your race to unknown dangers and it thusly its a military job to explore these places. I think this is forcing a cultural bias on you.

Missiles do not need further sensor then what they already have. In combination with the invisible weightless sensor they possess they also use the Missile FC and the search sensor for target acquisition and fire solutions.

However if you give them further sensors then they can act as mines, or bombs, or they can acquire new targets in mid fleet absense the ship board sensor suit. 
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