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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815766 times)

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2010 on: February 24, 2010, 05:35:14 pm »

a list of retired and deceased officer has been suggested previously.

ffffff, did steve ever mention anything about it was a good idea?
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2011 on: February 24, 2010, 06:20:46 pm »

a list of retired and deceased officer has been suggested previously.

ffffff, did steve ever mention anything about it was a good idea?

No.
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muwahahaha

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2012 on: February 24, 2010, 06:31:59 pm »

I would imagine it would get to be a problem in long games, especially if someone fills their early lineup using the add extra button. Given the already large size of the database and the slow turns in the mid-late game I can see why Steve wouldn't want to implement that.

That said, I have always wanted a way to keep track of certain officers for the purpose of RP, like if I have an officer sacrifice themselves in a battle to save a large group of allies then I'd like to award him a medal of some form to commemorate that.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2013 on: February 24, 2010, 07:19:57 pm »

I would imagine it would get to be a problem in long games, especially if someone fills their early lineup using the add extra button. Given the already large size of the database and the slow turns in the mid-late game I can see why Steve wouldn't want to implement that.

That said, I have always wanted a way to keep track of certain officers for the purpose of RP, like if I have an officer sacrifice themselves in a battle to save a large group of allies then I'd like to award him a medal of some form to commemorate that.

Eh, not really... just keep track of those who died in service(on a ship/life pod or something).  Though, I guess this adds up...  in an extended game with lots of combat...

And for the retired, only those given medals.

Rest could just be faceless nobodies...  the work, ideas, and thumb twiddling of those used to uplift my empire... without credit.

@Journier, not a clue how to use the wiki stuff.  But then... I'm not trying.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2014 on: February 24, 2010, 11:57:44 pm »

I would imagine it would get to be a problem in long games, especially if someone fills their early lineup using the add extra button. Given the already large size of the database and the slow turns in the mid-late game I can see why Steve wouldn't want to implement that.

That said, I have always wanted a way to keep track of certain officers for the purpose of RP, like if I have an officer sacrifice themselves in a battle to save a large group of allies then I'd like to award him a medal of some form to commemorate that.

Or a naming a Battalion Infantry after him, or naming a ship after him ^_^

OR have a day of celebration on that officers day of death celebrating his triumphs across all known planets....

but obviously you can just roleplay that :(
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2015 on: February 25, 2010, 12:21:35 am »

Is there a way to ... gimp the enemy?

I find it stupidly annoying that they are always at same or higher tech level to me, just like "ha, magic ai powers, GO!" (reminded of oblivion where I hated it, too!)
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2016 on: February 25, 2010, 12:22:15 am »

Is there a way to ... gimp the enemy?

I find it stupidly annoying that they are always at same or higher tech level to me, just like "ha, magic ai powers, GO!" (reminded of oblivion where I hated it, too!)
Difficulty setting when creating your game should help there.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2017 on: February 25, 2010, 12:26:08 am »

Is there a way to ... gimp the enemy?

I find it stupidly annoying that they are always at same or higher tech level to me, just like "ha, magic ai powers, GO!" (reminded of oblivion where I hated it, too!)

Precursors are always high tech then you. The NPR are your peers, and if they are beating you in tech, then you arent being as aggressive in research.

The difficulty bar thing affects things oddly. It will change the game. Easier, I'm not sure.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2018 on: February 25, 2010, 12:27:02 am »

Is there a way to ... gimp the enemy?

I find it stupidly annoying that they are always at same or higher tech level to me, just like "ha, magic ai powers, GO!" (reminded of oblivion where I hated it, too!)

Precursors are always high tech then you. The NPR are your peers, and if they are beating you in tech, then you arent being as aggressive in research.

The difficulty bar thing affects things oddly. It will change the game. Easier, I'm not sure.
I saw steve say on their forums that it lowers NPR populations when generated and a few other things. It's a percentage, so 50% should be easier 150 harder.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2019 on: February 25, 2010, 12:33:16 am »

Is there a way to ... gimp the enemy?

I find it stupidly annoying that they are always at same or higher tech level to me, just like "ha, magic ai powers, GO!" (reminded of oblivion where I hated it, too!)

Precursors are always high tech then you. The NPR are your peers, and if they are beating you in tech, then you arent being as aggressive in research.

The difficulty bar thing affects things oddly. It will change the game. Easier, I'm not sure.
I saw steve say on their forums that it lowers NPR populations when generated and a few other things. It's a percentage, so 50% should be easier 150 harder.

It should, though it not a hard guarantee. The NPR may get lucky with a lot of lot of colony cost less then 2 planets.
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2020 on: February 25, 2010, 01:05:55 am »

Alright thanks...

Engaging enemys, in hopefully the first combat I fight back in...
... help me win this fight bay12! I do I order my ships to fire at them?

Here is how it looks like.
My battle group with 4 carriers, a good amount of ships, scouts and support units is ready to engage whatever it is the enemy has... I only know that they use size 4 anti ship missels, two are needed to kill a small scout of mine...



Schmetterling Design and Moskito design:


Schmetterling class Escort Cruiser    11000 tons     1130 Crew     4416.45 BP      TCS 220  TH 337.92  EM 60
6400 km/s    JR 4-100     Armour 2-44     Shields 2-300     Sensors 1/36/0/0     Damage Control Rating 51     PPV 21
Annual Failure Rate: 45%    IFR: 0.6%    Maint Capacity 5395 MSP    Max Repair 1122 MSP    Est Time: 4.14 Years

J13750(4-100) Military Jump Drive     Max Ship Size 13750 tons    Distance 100k km     Squadron Size 4
Inertial Confinement Fusion Drive E1.2 ARM-3 (8)    Power 176    Fuel Use 12%    Signature 42.24    Armour 3    Exp 10%
Fuel Capacity 160,000 Litres    Range 218.2 billion km   (394 days at full power)
Beta R300/12 Shields (1)   Total Fuel Cost  12 Litres per day

Gauss Cannon R3-100 (1x3)    Range 30,000km     TS: 10000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
CIWS-400 (1x6)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
50cm Railgun V5/C8 (1x4)    Range 320,000km     TS: 10000 km/s     Power 60-8     RM 5    ROF 40        20 20 20 20 20 16 14 12 11 10
Fire Control S04 40-25000 (1)    Max Range: 80,000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0
Fire Control S04 160-6250 (1)    Max Range: 320,000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69

Active Search Sensor S140-R88 (1)     GPS 12320     Range 123.2m km    Resolution 88
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

This design is classed as a military vessel for maintenance purposes
------------------------------------------------------------------------------------

Moskito class Cruiser    305 tons     51 Crew     57.1 BP      TCS 6.1  TH 126  EM 0
20655 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 7%    IFR: 0.1%    Maint Capacity 12 MSP    Max Repair 21 MSP    Est Time: 3.42 Years

FTR Inertial Confinement Fusion Drive E160 (1)    Power 126    Fuel Use 1600%    Signature 126    Armour 0    Exp 125%
Fuel Capacity 10,000 Litres    Range 3.7 billion km   (49 hours at full power)

R7.5/C8 Meson Cannon (1)    Range 6,800km     TS: 20655 km/s     Power 3-8     RM 7.5    ROF 5        0 0 0 0 0 0 0 0 0 0
Fire Control S00.3 3.4-10000 (FTR) (1)    Max Range: 6,800 km   TS: 40000 km/s     0 0 0 0 0 0 0 0 0 0

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2021 on: February 25, 2010, 01:14:24 am »

*update*

I split my two Ohr scout units off (massiv sensors) and send one north, the other south...

My scout (fly) and support base are ordered to follow behind the main group in 200 000 km distance.
4 enemy missels have been spotted closing in now, I will try to send the fighters out and get into range.

~I have a bad feelings about this~

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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2022 on: February 25, 2010, 01:15:38 am »

So you know, you can automatically order a squad to remain opposite an enemy squadron. You could have your scouts take position 180 degrees away from the enemy at a distance you choose. It's all in the F12 screen.
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Thexor

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2023 on: February 25, 2010, 01:15:49 am »

Is there a way to ... gimp the enemy?

I find it stupidly annoying that they are always at same or higher tech level to me, just like "ha, magic ai powers, GO!" (reminded of oblivion where I hated it, too!)

Precursors are always high tech then you. The NPR are your peers, and if they are beating you in tech, then you arent being as aggressive in research.

The difficulty bar thing affects things oddly. It will change the game. Easier, I'm not sure.
I saw steve say on their forums that it lowers NPR populations when generated and a few other things. It's a percentage, so 50% should be easier 150 harder.

Roughly, this is true.

Initial NPR populations are chosen from a normal distribution. With a difficulty of 100, the distribution is centred on your population, so the mean of NPR populations will equal your starting pop. Lower difficulties shift the distribution down, causing NPRs to have a lower mean pop; higher difficulties shift it up.


Problem is, it's random. A difficulty of 75 could give your nearest neighbour a higher population than you; it's just unlikely. Of course, when a technologically-superior enemy comes knocking on your jump gate, I doubt you'll take solace in the fact that the NPR got a lucky roll.  ;)
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2024 on: February 25, 2010, 01:17:23 am »

ok well first of all if your ship has a jump drive that can handle 13500 tons, build the ship that size because if you dont you cant take a 13,500 ton ship with you but a 11,000 ton ship.... as i understand it.
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