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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815476 times)

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2115 on: February 26, 2010, 08:29:08 am »



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

heres the question i was wondering, if i have 4 fire controls do i need 4 eccm's? or just 1?.....
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2116 on: February 26, 2010, 08:33:57 am »

4 I asume or you can switch the eccm to the fire control you want it at...
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2117 on: February 26, 2010, 08:45:25 am »

4 I asume or you can switch the eccm to the fire control you want it at...

I think ill try 4... i have no clue on that portion of game.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2118 on: February 26, 2010, 08:51:49 am »

Here is the current Empires Navy, feel free to comment and rip it apart.


The Empires current ideal is a Heavily armored fleet with strong shielding on its larger ships to protect from first strikes.

here is my missile boat,

100 size 1 launchers at 50% size decrease, works pretty solid, even against AI empires that are heavy PD missile users, as the last empire i fought was, he was taking 30-40 of my size 1 missiles out per salvo for the first few salvo's till a lucky strike took out his magazines! Cant stop a spam of size 1 missiles.

Veteran of the last 2 intersteller wars, the first in 2046 against our now extinct neighbors who were insects and then some more insects in the alpha centauri system in 2060.

Spoiler (click to show/hide)



then..

My first and continously updated Battleship.

It is the Empires diamond in the night. Fitted recently with upgraded 20,000 TS Turrets, she should be more capable now than ever at taking care of point defense for the fleet, while also being capable of dishing out incredible amounts of damage per second.

The Original Star Knight was built as of August 21, 2050 and got into the last war, but proved not so useful against the heavy missile based Insects at Alpha Centauri. So I brought them all in and refitted them with high 20k TS turrets, and made them all Quad laser turrets. Now 5,000 tons heavier that the last refitted model.

The refit was pondered upon but never enacted for more than 5 years until the last war. In Alpha Centauri about 16 million clicks from the Jump Gate, the fleet of 4 Star Knights being escorted by 8 Missile Boats, suddenly had their sensors lit up by over 80 incoming enemy missiles. As the enemy missiles flew in through the fleet  the Star Knights let loose with their original 20x10cm UV lasers with outdated turrets, but all for nothing. The enemy missiles came in so fast that 1 out of every 8 shots hit and many of them came for the leading Star Knight Battleship. She went down in flames as the crew ran for life pods, exploding as her power plants began getting taken out. If it were not for her gallant race to protect other ships in the fleet as she blew, the battle may have been lost. To Honor her death, the Empires Navy took it upon itself to never allow another loss to happen like that again and began the refit process on all currently operational Star Knights.

Spoiler (click to show/hide)

And no fleet is complete without a Command and Control ship.

Spoiler (click to show/hide)

and dont forget the support vessels that keeps those fleets out from the Home system and fully stocked with fuel, ammunition, and supplies.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: February 26, 2010, 09:54:08 am by Journier »
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2119 on: February 26, 2010, 09:38:38 am »

Those precursors will send a ton of missiles your way, NPRs don't seem to send quite as many,  Biggest salvo I ever saw from an NPR so far is 30 size 1 missiles.  Of course I have no idea what the ships tech level was, so they could potentially fire more.

But really, missile precursors will eat you alive with missiles, they always overwhelm my PD.   The Zapp Brannigan Maneuver seems to work though if you really need to get rid of them.  Once they are out of missiles they are cake.  Delicious and moist.

P.S. The Zapp Brannigan maneuver may not work as well now that they don't unload every missile at a single target one at a time anymore.  I used to launch a swarm of fighters, turn their transponders on and watch them waste 300 missiles against a single fighter every turn til they are out of ammo, then strike.  That's what transponders are good for, when you want to make sure your opponent sees something like a decoy.
« Last Edit: February 26, 2010, 09:43:45 am by Greiger »
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2120 on: February 26, 2010, 09:55:07 am »

havent dont the zapp brannigan maneuver yet, but probably wont either, hate to ruin the feel of the game by doing something like that.
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SpiredWarrior

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2121 on: February 26, 2010, 11:14:18 am »

Quote
The Dwarf Fortress of 4X Games

Does it have magma/lava as a resource?
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2122 on: February 26, 2010, 11:17:05 am »

Quick question: how do civilian contracts work?
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2123 on: February 26, 2010, 11:20:16 am »

Quick question: how do civilian contracts work?

set up a demand and supply contract.

supply at say your homeworld for infrastructure.

then demand contract at a colony.

the civilians will take care of the rest.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2124 on: February 26, 2010, 11:24:35 am »

Hmm. So, say, they'll transport 200 infrastructure from Earth to Mars? Is this done behind the scenes or must a civilian company have some real freighters before it happens? I designed some commercial ships (colony ship, freighter and luxury liner), but I don't know if I'm supposed to build them so that the civvies take them over, or wait till they somehow build the ships themselves.
« Last Edit: February 26, 2010, 11:26:24 am by Greenbane »
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2125 on: February 26, 2010, 11:56:59 am »

Hmm. So, say, they'll transport 200 infrastructure from Earth to Mars? Is this done behind the scenes or must a civilian company have some real freighters before it happens? I designed some commercial ships (colony ship, freighter and luxury liner), but I don't know if I'm supposed to build them so that the civvies take them over, or wait till they somehow build the ships themselves.

yes, with both contracts enabled for supply and then demand they will transport 200 or 500000 infrastructure to the planet you ask them to when they can. Its not free though, you pay them for their work out of your wealth screen. :)

I dont think the civilians start building ships until you actually found and colonize your first planet, then they begin generating ships that will carry things for you. You dont give them the ships they are built... offscreen i guess abstracted as they get the money (or you subsidize them to help them grow with your empire faster)

No, the civilians dont do any transporting behind the scenes abstracted.

Hit cntrl + L and youll pull up the civilian trading fleet screen.
« Last Edit: February 26, 2010, 12:00:38 pm by Journier »
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2126 on: February 26, 2010, 12:08:54 pm »

Civilians pull their resources out from thin air for ships which was one thing that worried me for a bit.  I was worried that the civvies were using up my precious shiny metals for their stuff, but they don't and that is a good thing.

Just so you know, civilians can also transport infrastructure on their own(that they also generate from thin air) but it's a little unreliable.  And there needs to be population on the planet near max capacity they are shipping to. So if you have healthy civilian shipping, the infrastructure and population on a colony can slowly increase without any input from you.  I think you can just speed it up with the colony civvy supply and demands tab with the minor tradeoff of producing your own infrastructure.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2127 on: February 26, 2010, 12:18:58 pm »

Civilians pull their resources out from thin air for ships which was one thing that worried me for a bit.  I was worried that the civvies were using up my precious shiny metals for their stuff, but they don't and that is a good thing.

Just so you know, civilians can also transport infrastructure on their own(that they also generate from thin air) but it's a little unreliable.  And there needs to be population on the planet near max capacity they are shipping to. So if you have healthy civilian shipping, the infrastructure and population on a colony can slowly increase without any input from you.  I think you can just speed it up with the colony civvy supply and demands tab with the minor tradeoff of producing your own infrastructure.

I didnt know they could do that! nice...

except I have never seen that work or it must work so.... unamazingly that i always set up contracts / use my fleet of cargo vessels to mass move 5000 infrastructure to start off a colony.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2128 on: February 26, 2010, 02:59:49 pm »

Quote
The Dwarf Fortress of 4X Games

Does it have magma/lava as a resource?
Considering all of the resources are mined from the core of the planets...
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2129 on: February 26, 2010, 03:08:51 pm »

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.

Did you have an individual fire control for every laser? 1 fire control for 4 lasers will still only destroy 1 missile at a time.


Also, for those ships with the very high annual failure rate (3373%)....prepare to get something breaking every 10 days for EACH SHIP....there goes your minerals for maintenance supplies.
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