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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815483 times)

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2100 on: February 26, 2010, 02:01:41 am »

Nah, I'm pretty sure internal armor stops it. This is because internal armor doesn't act like the normal armor in that all internal armor does... (to my understanding) is that it lowers the percentage chance for the internal thing to get destroyed / damaged. Unlike regular armor which is layered and stuff.

Or maybe I'm completely wrong. No clue.

yea not sure either, I know what you speak of on the chance for a hit to destroy a component though, but i once again dont know if mesons are affected or not, but Erik from the forum says NO, and hes been a long time player.

 you can go to aurora forums and create a 3rd armor question in 24 hours in the academy section ^_^...

lol though the guy that made the 2nd post wasnt welcomed that much.
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umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2101 on: February 26, 2010, 02:03:34 am »

Journier: let the civilian sector take care of it for you. ;) It would take eons for any factories or research or whatever other than mines to become useful at any colony anyway.

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2102 on: February 26, 2010, 02:12:39 am »

8 systems in one 30 day time increment? What the hell are you guys researching? I got to my second system after 10 years! And only 3 colonies......Where do you find all the resources for the infrastructure and terraformers?
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2103 on: February 26, 2010, 02:16:28 am »

Greiger: It wasn't the class that we had a concern about, if you notice. It's that for a ship with just one weapon, it was 10000 tonnes.

Oh wow...1 weapon?  I can stick the biggest weapon I have (30cm Plasma Cannon) on a 3000 ton frigate if I wanted.  And probably still have room to spare...


*looks again*
Oh.  That is one hellova fast meson turret.  Even if yer just using it for PD I don't think I ever saw even precursor missiles go faster than 35000km/s.  You'll never have to worry about missing I guess...


Thanks...
Anyway, this is the biggest weapon I made and build to date:

Triple R1008/C25 Meson Cannon 10 mkm Turret (2x3)    Range 1,400,000km     TS: 50000 km/s     Power 504-75     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1

But I think it breaks the game as it was never able to fire (more then twice the power it needs is ready and avaliable), target sensors where fine and enemys in range (though they where only 800 tons?).
It also doesn't show up in the "show weapon range" area... strange.


It seems most of the fighting is about missiles... :(

God this sh** is so annoying...
Please dear game maker, use some long int's if you have to use em...

"overflow, more then one wreck spoted" *game becomes unplayable*
« Last Edit: February 26, 2010, 03:46:03 am by ThtblovesDF »
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2104 on: February 26, 2010, 02:19:38 am »

8 systems in one 30 day time increment? What the hell are you guys researching? I got to my second system after 10 years! And only 3 colonies......Where do you find all the resources for the infrastructure and terraformers?

well its nearly 2045 in my game but, in 30 days i discovered 8 new systems and its incredibly hard to keep track of everything.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2105 on: February 26, 2010, 02:23:57 am »

Greiger: It wasn't the class that we had a concern about, if you notice. It's that for a ship with just one weapon, it was 10000 tonnes.

Oh wow...1 weapon?  I can stick the biggest weapon I have (30cm Plasma Cannon) on a 3000 ton frigate if I wanted.  And probably still have room to spare...


*looks again*
Oh.  That is one hellova fast meson turret.  Even if yer just using it for PD I don't think I ever saw even precursor missiles go faster than 35000km/s.  You'll never have to worry about missing I guess...


Thanks...
Anyway, this is the biggest weapon I made and build to date:

Triple R1008/C25 Meson Cannon 10 mkm Turret (2x3)    Range 1,400,000km     TS: 50000 km/s     Power 504-75     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1

But I think it breaks the game as it was never able to fire (more then twice the power it needs is ready and avaliable), target sensors where fine and enemys in range (though they where only 800 tons?).
It also doesn't show up in the "show weapon range" area... strange.


It seems most of the fighting is about missiles... :(

you are positive it was in range?
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2106 on: February 26, 2010, 02:27:00 am »

I only plan on using missiles for fighters with the box launchers, PDCs, and nuking...My RP says i cannot use such things  :P
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2107 on: February 26, 2010, 03:27:29 am »

Just started my new game. Gonna limit myself to max 2 layers of armor on ANY ship, no matter its size or importance. Perhaps worse, I am limiting myself to ONLY use energy weapons, no missiles or projectile weapons at all in any form. Probably meson for PD, lasers for mid-range punch and torps for long range heavy hitting.

Will let you know how that goes.
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umiman

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2108 on: February 26, 2010, 04:02:49 am »

ThtblovesDF: Yeah, it's irritating but that's how it goes. Missiles have such huge advantages over the "conventional" weapons it's not even funny. 200x the range of lasers. So much higher damage potential. Generally cheap. Act as meat shields. The list goes on.

I wish I knew how ECM and ECCM worked though, because I knew when the AI built a ship with countermeasures on it, it made my life a living hell as I could never target it with the missiles.. Do ECM and ECCM stack? What's the bonuses?

I think though, when you reach max tech, missiles become much less effective as it costs someone a lot less to build 300 PD and ECM up the arse than to outfit a ship with 300 launchers and missiles. Not to mention the PD essentially last forever whereas missiles have to be reloaded. Nothing wrong with a couple of 100 million ton ships duking it out with each other at less than 1 million km with mesons and railguns.

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2109 on: February 26, 2010, 04:13:52 am »

ThtblovesDF: Yeah, it's irritating but that's how it goes. Missiles have such huge advantages over the "conventional" weapons it's not even funny. 200x the range of lasers. So much higher damage potential. Generally cheap. Act as meat shields. The list goes on.

I wish I knew how ECM and ECCM worked though, because I knew when the AI built a ship with countermeasures on it, it made my life a living hell as I could never target it with the missiles.. Do ECM and ECCM stack? What's the bonuses?

I think though, when you reach max tech, missiles become much less effective as it costs someone a lot less to build 300 PD and ECM up the arse than to outfit a ship with 300 launchers and missiles. Not to mention the PD essentially last forever whereas missiles have to be reloaded. Nothing wrong with a couple of 100 million ton ships duking it out with each other at less than 1 million km with mesons and railguns.

i just had 5 ships with 4 sets of 5 10cm lasers on it with fire control and with turrets, and the damn things only knocked 15 missiles out of space per salvo, ffffffffff 15 out of 80 missiles DOES NOT HELP ME FFFF

haha

eta-
I have no idea if ECM stacks or what.
« Last Edit: February 26, 2010, 04:22:37 am by Journier »
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Osmosis Jones

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2110 on: February 26, 2010, 06:04:20 am »

ECM stacks.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2111 on: February 26, 2010, 07:50:23 am »

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Osmosis Jones

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2112 on: February 26, 2010, 08:11:28 am »

You know, I could have sworn I had a reference. However, going to find said reference, I found nothing. Further, I found that Steve only uses a single ECCM on his PDCs (where space really isn't an issue), which actually suggests the opposite. Bugger.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2113 on: February 26, 2010, 08:25:41 am »

From previous experience.

ECM - one per vehicle
ECCM - one per fire-control

ECM reduces the to hit chance for beam weapons and reduces the maximum range at which missile fire-controls or missile on-board guidance can lock-on to targets.

ECCM counters the effect of ECM on the target for the fire-control it is attached to.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2114 on: February 26, 2010, 08:28:16 am »

You know, I could have sworn I had a reference. However, going to find said reference, I found nothing. Further, I found that Steve only uses a single ECCM on his PDCs (where space really isn't an issue), which actually suggests the opposite. Bugger.

searching that forum for ECM info is hard for me, I couldnt find anything about it  either. but youd think there would be some kind of damn # for ECM chance or something, there is a number for everything in the game and all ecm lists is the model #... unless that is the reduction , so ecm 2 = 20 reduction in to hit? no idea.
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