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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815229 times)

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2145 on: February 26, 2010, 08:59:30 pm »

for precursor ruins.....

Do you get unknown technologies that you never could research sometimes?

or is it just upgraded technologies from what you currently have? that you could eventually research up to?
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2146 on: February 26, 2010, 09:28:22 pm »

for precursor ruins.....

Do you get unknown technologies that you never could research sometimes?

or is it just upgraded technologies from what you currently have? that you could eventually research up to?
All I got was the name of the race that once lived there and a few installations that my engineers could bring back to functioning status. I assume its random though what you get.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2147 on: February 26, 2010, 09:39:39 pm »

for precursor ruins.....

Do you get unknown technologies that you never could research sometimes?

or is it just upgraded technologies from what you currently have? that you could eventually research up to?
All I got was the name of the race that once lived there and a few installations that my engineers could bring back to functioning status. I assume its random though what you get.

yea i understand its random but when you get tech , (whenever that may be since in the 3 ruins I have found so far, I have gotten 0 tech and all installations)

I wonder if its special tech.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2148 on: February 26, 2010, 09:45:27 pm »

Did anyone even look at my ships I designed :( lol 2 pages back or so.

Baby Jesus would cry with that speed you got there.

Star Knight could be optimized a bit more if you turn down the Turret's TS to 16,000, the same as your Fire Control.... but... seeing as your ships are macrotastic...  that little bit won't matter much.
Laser 'barrels' are lenses. Like this:

http://img.photobucket.com/albums/v455/ShadowB/Misc/gunbuster_laser.jpg

;D
Exactly. And a slight angling of the lens should allow the laser to target independently.
But, it won't unless it has its own Fire Control targeting something else.  The only weapon in Aurora that absolutely doesn't need a FC of any sort is the CIWS.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2149 on: February 26, 2010, 10:38:12 pm »

Laser's could also be mounted in barrels ala mini gun style though.
Would make more sense when they are on a turret.

Also I think some npr's are duking it out. My game has crawled to the 60 seconds limit for near to three months now :(
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2150 on: February 26, 2010, 10:41:33 pm »

Laser's could also be mounted in barrels ala mini gun style though.
Would make more sense when they are on a turret.

Also I think some npr's are duking it out. My game has crawled to the 60 seconds limit for near to three months now :(
Unless the barrel houses the entire emitter, which would be redundant, there is nothing for a 'barrel' to actually do on a laser weapon. You don't need to rifle the beam...
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2151 on: February 26, 2010, 11:03:36 pm »

Did anyone even look at my ships I designed :( lol 2 pages back or so.

Baby Jesus would cry with that speed you got there.

Star Knight could be optimized a bit more if you turn down the Turret's TS to 16,000, the same as your Fire Control.... but... seeing as your ships are macrotastic...  that little bit won't matter much.

;D


Well with that turret speed issue, i was sorta future proofing a bit. and the same with my targetting sensors being longer ranged than the weapons they are allocated to by like 10-20%.

Probably a stupid idea, probably doesnt make any sense in game but meh.

Do you guys really think speed is an issue?

1)Install Armor
2)Drop speed
3)???????
4)Profit?!?!?

« Last Edit: February 26, 2010, 11:08:41 pm by Journier »
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2152 on: February 26, 2010, 11:06:53 pm »

transfer some armor into more shields (do shields stack?)

There comes a point where armor becomes more expensive then shields.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2153 on: February 26, 2010, 11:07:18 pm »

Laser's could also be mounted in barrels ala mini gun style though.
Would make more sense when they are on a turret.

Also I think some npr's are duking it out. My game has crawled to the 60 seconds limit for near to three months now :(
Unless the barrel houses the entire emitter, which would be redundant, there is nothing for a 'barrel' to actually do on a laser weapon. You don't need to rifle the beam...

Well, admittedly, the length of a military-grade laser lens could be considerable given a presumably complex assembly of lenses within the weapon's structure, and ultimately form something that could look quite similar to a high-calibre barrel. I don't think the lasers we're talking about are anywhere near flat-ish.

For the same reason, I think turrets would have to be just as mobile as those of other, more conventional, weapons. Altering the orientation of the long, otherwise very precisely-aligned lens assembly, even if it's just 1 or 2 degrees, could drastically hamper the laser's performance. Or worse.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2154 on: February 26, 2010, 11:14:10 pm »

transfer some armor into more shields (do shields stack?)

There comes a point where armor becomes more expensive then shields.

you think so? what point is that, armor doesnt become more expensive it just has more and more armor to be put on the ship as you add more levels seeming more expensive but the same price per hp...

Right?
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2155 on: February 26, 2010, 11:15:56 pm »


Also I think some npr's are duking it out. My game has crawled to the 60 seconds limit for near to three months now :(

Make sure none of your ships are trying to complete some secondary orders or the game will drop to 1 day turns or less due to them. very annoying. i had to go into SM mode and clear out all my ships.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2156 on: February 26, 2010, 11:26:23 pm »

transfer some armor into more shields (do shields stack?)

There comes a point where armor becomes more expensive then shields.

you think so? what point is that, armor doesnt become more expensive it just has more and more armor to be put on the ship as you add more levels seeming more expensive but the same price per hp...

Right?

No the way armor works is this, first open the ships menu and look for the tab that shows you a bunch of boxes. That is your ships hull.

if you have a 10 boxes long ship, adding another layer of armor will give it 10x2 armor, adding another layer would be 10x3 armor. Your adding 10 each time but it costs more each time you add. And for larger ships (internal things like jump drives and engines increase amount of horizontal boxes) another layer of armor costs even more. (or course more horizontal boxes means lower % chance of getting hit in the same spot) but shields do not get more expensive based on the size of a ship.

And in saying all that I have no idea how to decide when a good time to add a certian amount of shield is a good idea >_>
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2157 on: February 26, 2010, 11:44:42 pm »

transfer some armor into more shields (do shields stack?)

There comes a point where armor becomes more expensive then shields.

you think so? what point is that, armor doesnt become more expensive it just has more and more armor to be put on the ship as you add more levels seeming more expensive but the same price per hp...

Right?

No the way armor works is this, first open the ships menu and look for the tab that shows you a bunch of boxes. That is your ships hull.

if you have a 10 boxes long ship, adding another layer of armor will give it 10x2 armor, adding another layer would be 10x3 armor. Your adding 10 each time but it costs more each time you add. And for larger ships (internal things like jump drives and engines increase amount of horizontal boxes) another layer of armor costs even more. (or course more horizontal boxes means lower % chance of getting hit in the same spot) but shields do not get more expensive based on the size of a ship.


Armor does not get more expensive the more you add, all thats occurring is that you are having more spread of armor as you add more armor, the actual cost per strength of armor = the same as at armor rating 1 as it is at armor rating 20.

Now armour cost in speed I can understand, as you add more. and you get less layers per hullsize as you get thicker and thereby a larger ship but thats different from actual cost per armour strength added which stays the exact same.

However, after doing some math on this, i think im gonna double the amount of shields I have on my star knight.

Ok so here we are.

I have Armour rating 13 on my Star Knight now, that is a total weight of 4585 tons. providing a total of 1100.4 armour strength

If i did that amount in shields, Epsilon r15 shields i would have. only 276 shield strength  = 92 shields x 50 weight each = 4600 tons, and the cost is actually just slightly cheaper than armor at that weight amount, 100 less cost.

but those 92 shields will regenerate 1 shield strength each every 100 seconds.

so that is 92 damage you wont be taking against normal weapons every 100 seconds.

BUT 276 total damage stoppage by shields is... very anemic. that is only 50x6 strength missiles to blast right through!



Shields
Shields are worthless compared to armor. For weight they arent worth it at all, and other than for ships with a long time to be in space, you probably should only throw a maximum of 20 on them until you have much higher shield strength tech.

Now at lvl 10 strength shield tech, you are now going to have something.

10x94 = 940 shield strength at 4600 tons. That is the point where you can start exchanging shields for armor and easily shields would do better than armor due to regeneration technology! That is... if you dont take into account Armour advancing at the same pace.
« Last Edit: February 27, 2010, 12:20:55 am by Journier »
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2158 on: February 27, 2010, 12:04:50 am »

Shields are nice if there are suficient number of them to absorb a reasonable first strike or an occasional missile if really good AM capabilities are present, in small numbers or insufficient amounts they really suck compared to a shitload of armour.


@speed : it matters, because if you can't catch up your opponent, what use are your laser cannons?
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2159 on: February 27, 2010, 12:07:57 am »

Shields are nice if there are suficient number of them to absorb a reasonable first strike or an occasional missile if really good AM capabilities are present, in small numbers or insufficient amounts they really suck compared to a shitload of armour.


@speed : it matters, because if you can't catch up your opponent, what use are your laser cannons?

What point are laser cannons if your ship gets destroyed before it gets in range? and What point are laser cannons if your ship has no time to use them long enough while in range before it dies?

Missiles are made for hitting a fast enemy, and fighters are made for chasing enemy ships around, Big Heavy ships are made for surviving first contact and making it home without dying in a big ball of nuclear fire.

right?  :P
« Last Edit: February 27, 2010, 12:11:09 am by Journier »
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