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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815248 times)

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2160 on: February 27, 2010, 12:28:28 am »

Shields are great...

...when you aren't near a repair yard. Shields regen, no need to repair the damage to them.
...if you have a high enough tech level. High levels of shield regen can give you some pretty hefty damage absorption.
...if your opponent uses focused microwave or meson weapons. Both of these bypass armor. Microwave bypasses even internal armor, blinding your ships and making you unable to fire back.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2161 on: February 27, 2010, 12:29:48 am »

Shields are great...

...when you aren't near a repair yard. Shields regen, no need to repair the damage to them.
...if you have a high enough tech level. High levels of shield regen can give you some pretty hefty damage absorption.
...if your opponent uses focused microwave or meson weapons. Both of these bypass armor. Microwave bypasses even internal armor, blinding your ships and making you unable to fire back.

Mesons go through shields though, or was it twice as much damage to shields?
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2162 on: February 27, 2010, 12:30:53 am »

Shields are great...

...when you aren't near a repair yard. Shields regen, no need to repair the damage to them.
...if you have a high enough tech level. High levels of shield regen can give you some pretty hefty damage absorption.
...if your opponent uses focused microwave or meson weapons. Both of these bypass armor. Microwave bypasses even internal armor, blinding your ships and making you unable to fire back.

Mesons go through shields though, or was it twice as much damage to shields?
I thought shields were the one thing that stopped mesons...
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2163 on: February 27, 2010, 12:33:02 am »


I thought shields were the one thing that stopped mesons...

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Mesons overpowered.

Postby darkevilme » 05 Feb 2010, 11:46
Seriously this the opinion i've come to regarding them from recent experience in the game. Skipping shields AND armour AND they're the only non missile weapon to fire through atmospheres?

http://aurora.pentarch.org/viewtopic.php?f=1&t=2172&p=21093&hilit=meson#p21093
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2164 on: February 27, 2010, 12:34:08 am »

Well damn... I guess the range is the downside.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2165 on: February 27, 2010, 12:36:39 am »

Well damn... I guess the range is the downside.

That still leaves 2 of your points though, if you have long range ships that have a very low maintenance storage amount, you can stack them shields on and hope they dont run into anything... strong enough to break the weak shield barrier and then take out internals and shield generators.

you can repair armor with maintenance storage so, if you have a long range ship, stack maintenance storage in and just repair the fleet while out at sea  ;D

and your other point, once shields are high tech they are definately much more cost effective/ weight effective.

However I think i would hold off on a shield only ship unless RPing since its the worst possible design unless you have 200 or more shield generators to regenerate strength at 200 per 100 seconds at lvl 3 recharge rate tech.
« Last Edit: February 27, 2010, 12:41:09 am by Journier »
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2166 on: February 27, 2010, 12:44:47 am »

Shields have one advantage over armor at least. You must get through a shield's entire damage total before ANY damage leaks through. A pair of lucky laser hits on armor can result in internal damage immediately.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2167 on: February 27, 2010, 12:53:44 am »

Shields have one advantage over armor at least. You must get through a shield's entire damage total before ANY damage leaks through. A pair of lucky laser hits on armor can result in internal damage immediately.

Definitely. Definitely they can repeatedly reduce the armor penetration of hits, so a mix of shields + armor will make lasers dig less deep once they break through the shield.

Thats a big bonus there. You can force Lasers to become more like Missiles in there damage output! They will create not so deep holes and be spread all over the armor!

Nice.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2168 on: February 27, 2010, 05:52:59 am »

If anyone wants to talk on steam about Aurora feel free to PM me your info or ill PM you mine.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2169 on: February 27, 2010, 09:00:26 am »

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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2170 on: February 27, 2010, 11:40:19 am »

Uh, when are the civilian companies supposed to wake up and start working? I deemed Mars a human colony about a year ago and built 1000 infrastructure on Earth before setting up the necessary supply/demand contracts to ask for its transfer to the red planet. But my only shipping line has done nothing but sit on its (mostly subsidized) 6500 wealth all that time. It hasn't built ships nor anything, despite I've designed a commercial freighter and commercial colony ship long ago.

What gives?
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2171 on: February 27, 2010, 01:46:00 pm »

regarding armor costing more as you add more/ Take a circle of 1 inch thick armor, in order to add another layer of inch thick armor, you would need more duranium then the first layer, add another and you would need even more duranium due to the surface area constantly growing. So it should take more duranium to add another layer of armor. It should also become heavy with each layer of armor.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2172 on: February 27, 2010, 02:29:41 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?!?!?
http://img521.imageshack.us/img521/5987/liesmakebabyjesuscry2.jpg

Well, there is a tracking bonus you get to accuracy if you lock onto a ship/target with an FC and don't shoot for a turn or so.  So I normally don't complain about people having more FC range then weapon range, since I do it myself.
Not too sure where the actual source of this information is, but a tracking bonus thing is mentioned in-game in the F3 System Map Screen, Contacts tab.


Ah and future-proofing... I guess it depends on how you upgrade your stuff.  If you upgrade something everytime some new research comes in... yea... that works out...
I prefer doing it in batches... less parts to keep track of when I can just replace a whole swath of stuff in 1 go.

As for speed, seeing how macrotastic you are...  doesn't seem like it would hurt to shave off a few armours and put another engine or two..  At least shoot for a minimum speed so that your slightly faster ships won't be slowed down too much if you group different ship types together.

I can't really see how people can be satisfied with 1-3k speed, especially at engine levels above 30k RP... >.>

Uh, when are the civilian companies supposed to wake up and start working? I deemed Mars a human colony about a year ago and built 1000 infrastructure on Earth before setting up the necessary supply/demand contracts to ask for its transfer to the red planet. But my only shipping line has done nothing but sit on its (mostly subsidized) 6500 wealth all that time. It hasn't built ships nor anything, despite I've designed a commercial freighter and commercial colony ship long ago.

What gives?
Eh... civilians like to take their sweet time when it comes to building their own ships... They can't insta-build things.  So give em a few years to develop... 
You could always SM it and make another Shipping line...
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2173 on: February 27, 2010, 02:31:22 pm »

But it's been like 3 years and they still haven't built a single ship! :-\

Can the SM mode add ships to civilian shipping lines?
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2174 on: February 27, 2010, 03:10:10 pm »

Fraid not, best you could do is add another shipping line and hope they do better than the first.  it sounds like you have the reqs, no Idea why they aren't building.

As for ship speed, I personally shoot for at least 2000km/s  While I try to get laser only ships going a bit faster.  If the speed really ends up mattering I'll just split them off into a diffrent TG.  And if the enemy still outruns my ships I just launch fighters, if they're going fast they can't be very big or armored, so the fighters should be able to take them.  Sometimes my fighter swarms make the star swarm groups seem small, except my guns have range and hit for more than 1 DP5S.
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