Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 147 148 [149] 150 151 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2814934 times)

Greenbane

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2220 on: February 28, 2010, 11:24:09 pm »

Hmm. Hold on.

If missiles travel in salvos (essentially stacks) and presumably pool their HTK together, wouldn't the twin laser turret be the best option of all? I mean, it's 6 points of damage dealt to a single salvo, which is more than what any other competitor can dish out. And if such salvos behave the way I think they do, that's for instance 6 normal missiles destroyed, assuming ideal accuracy.

EDIT: I've been pondering the faster-than-FC laser, and may have found the logic in it. By the time the fire control can lock onto the target (48,000 km), it's already half-way into the laser's effective range (assuming a max. range of 90,000 km). Wouldn't that provide a major boost to accuracy, even if the laser can't fire past the FC's range?
« Last Edit: February 28, 2010, 11:47:54 pm by Greenbane »
Logged

Zangi

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2221 on: February 28, 2010, 11:46:30 pm »

Hmm. Hold on.

If missiles travel in salvos (essentially stacks) and presumably pool their HTK together, wouldn't the twin laser turret be the best option of all? I mean, it's 12 (6x2) points of damage dealt to a single salvo, which is more than what any other competitor can dish out. And if such salvos behave the way I think they do, that's for instance 12 size 1 missiles destroyed, assuming ideal accuracy.

EDIT: I've been pondering the faster-than-FC laser, and may have found the logic in it. By the time the fire control can lock onto the target (48,000 km), it's already half-way into the laser's effective range (assuming a max. range of 90,000 km). Wouldn't that provide a major boost to accuracy, even if the laser can't fire past the FC's range?

I've never tested that out or saw anything refuting what you just said there.

As for the other...

There is no accuracy boost having your laser or whatever having a more effective range then the Fire Control.

The Laser Turret can't aim or anything without a Fire Control.  What that means is that having a longer fire range means nothing.

Fire Control S04 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
These numbers represent Accuracy, up to 100,000km away.
Each number represents a distance of 10,000km.
95 is 10,000km 90 is 20,000km 84 is 30,000km 79 is 40,000km and so on...


Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

Here your base accuracy is...
79 is 10,000km 58 is 20,000km 38 is 30,000km 17 is 40,000km and anything, 50k and after is Accuracy of 0.

Now, if these missiles pack ECM on them... that would further lower your base accuracy if you don't have ECCM or have lower tech ECCM.

To further increase accuracy, you need tracking bonus and/or high grade crew members/captain.

Tracking bonus is from having your Active Sensor seeing those missiles...  and hell I'm not entirely sure how this mechanic works.

Good captains give an increase in Grade to the crew, which further increases accuracy.  I havn't paid much attention to this mechanic either.  I just know that Crew Grade helps quite a bit.
« Last Edit: February 28, 2010, 11:48:22 pm by Zangi »
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Greenbane

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2222 on: March 01, 2010, 12:01:38 am »

Yeah, I realized my accuracy boost theory was untrue after reading around some. :P

As for ECM, I don't have the technology to counter it, so I'm ignoring it for now.

And by the way, I've noticed the fire control's range is just the minimum possible with 24,000 km FC technology, and the range hasn't been boosted because that'd increase the size of the system quite a bit. And besides, as it was said, PD fire (which is the job of those twin laser turrets) only gets one chance to engage incoming missiles, so making the fire control bigger and more expensive to get more range would be pointless. Perhaps you could resort to older FC technology to further reduce the range, but the cost difference might be insignificant.

It seems to me equating the FC's range to the twin lasers', considering the noticeable cost and size increase, would only make sense if you wanted the lasers to double as short-range anti-ship weapons, so to complement the main UV guns.

Oh, and that reminds me: the UV lasers' maximum range should be 400,000 km, yet the design summary says it's 192,000 km. Yeah, that's the same range as their corresponding FC (gotta get better tech to improve that), but the game doesn't auto-calculate a weapon's range in relation to any fire control. Otherwise the twin lasers' range would show as 48,000 km. Unless... it caps the range to the longest FC's. That'd make sense.
« Last Edit: March 01, 2010, 12:04:59 am by Greenbane »
Logged

Zangi

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2223 on: March 01, 2010, 12:49:11 am »

Oh yea, forgot that the designs show the max range to whatever your FC's max range is.  Either way... damage gets worse as you get more range.
But, then there is less accuracy around the sweet spot...  Trade off there.  Accuracy vs Size

Alright, so your PD will have a base of 79% accuracy with that set-up.  Just so you know.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Journier

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2224 on: March 01, 2010, 04:11:51 am »

Oh yea, forgot that the designs show the max range to whatever your FC's max range is.  Either way... damage gets worse as you get more range.
But, then there is less accuracy around the sweet spot...  Trade off there.  Accuracy vs Size

Alright, so your PD will have a base of 79% accuracy with that set-up.  Just so you know.

best option is to have multiple layers of PD defense fire.

10cm Lasers,Railguns, Gauss Cannons then (what everyone seems to love on the aurora forum, MESONS!!!!!!111)

However i have yet to use mesons because I have Laser PD which does more than 1 point of damage and kills missiles just fine.

-----
In game Update
It is now 2070.

Im designing a new PD Missile with 40,000 speed.

I havent explored past my current section of galaxy because, well theres a fuckton of stuff in my current section of Galaxy, i think ill wait 5 more years in game (if NPR's stop fighting id be done already), and explore outwards 1-2 systems again.

ETA-

OMG I HATE NPR's FIGHTING, they relent for a few months then start up again.
« Last Edit: March 01, 2010, 05:11:31 am by Journier »
Logged
Aurora 4x Steam group -http://steamcommunity.com/gid/103582791430952164

Aurora 4x Succession game - http://www.bay12games.com/forum/index.php?topic=51366.0

Croquantes

  • Bay Watcher
  • Essence of Chicken
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2225 on: March 01, 2010, 09:02:56 am »

how long til I find alien races? so far I've only met precursors, and it's now 2065. :(

so far, my solution to the precursor threat was to rename the system they reside in "the quarantine zone" and stay the hell out. Other than that, space is so lonely...

I thought maybe I had run into another race because I found two linking systems that had jumpgates, while I hadn't even built my first jump construction ship.

Those systems were empty of alien life. :( There were a few x1 worlds though.
Logged

Zangi

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2226 on: March 01, 2010, 09:07:33 am »

Solution to NPR in-fighting is to start with 0 and you'll eventually find one...   

I'm at, 4 systems explored, 2 with precursors.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Journier

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2227 on: March 01, 2010, 09:40:38 am »

Solution to NPR in-fighting is to start with 0 and you'll eventually find one...   

I'm at, 4 systems explored, 2 with precursors.
jesus this is dumb, its precursors fighting some NPR who keeps wandering into their system.

Im at 2072 now, and my automated turns thing isnt working or some crap!

 :'( :'( :'(

they are doing this off and on for god damn 3 years or some crap.
Logged
Aurora 4x Steam group -http://steamcommunity.com/gid/103582791430952164

Aurora 4x Succession game - http://www.bay12games.com/forum/index.php?topic=51366.0

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2228 on: March 01, 2010, 09:44:34 am »

Go kill them all.
Logged

Duuvian

  • Bay Watcher
  • Internet ≠ Real Life
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2229 on: March 01, 2010, 10:21:06 am »

Wow, this game is so hard to play at first. I have a feeling it will grow on me once I get the hang of the interface though and start designing ships and stuff. I just have no clue what to do first. (and second and so on)

Also, I learned how to resize a desktop to settings my card won't adjust to, I didn't know I could do that. Neat.
Logged
FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Zangi

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2230 on: March 01, 2010, 10:33:46 am »

Well there is the tutorial on the Aurora forum.

For everything else... there are a number of spawn campers here. 

Hell, if you read through the thread, you'll find a lot of information...  Probably after page 40-ish, since 1-40 is basically the discovery and whining process.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Journier

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2231 on: March 01, 2010, 10:49:23 am »

Well there is the tutorial on the Aurora forum.

For everything else... there are a number of spawn campers here. 

Hell, if you read through the thread, you'll find a lot of information...  Probably after page 40-ish, since 1-40 is basically the discovery and whining process.
+1

I read this entire thread for a basic idea on the game and played while reading it.

If you have questions ask.

If its a good question and a good answer ill probably add it to the WIKI, which is GARBAGE currently, (ive added 5 pages so far.)

I started work on a Carrier wiki page here
http://aurorawiki.pentarch.org/index.php?title=Carrier
« Last Edit: March 01, 2010, 10:57:06 am by Journier »
Logged
Aurora 4x Steam group -http://steamcommunity.com/gid/103582791430952164

Aurora 4x Succession game - http://www.bay12games.com/forum/index.php?topic=51366.0

Journier

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2232 on: March 01, 2010, 10:51:20 am »

Go kill them all.

Im building my damn fleet, which is gonna take another 2-3 years, then im gonna make a push with 5 seperate fleets into 5 seperate systems and hope to kill every one of those stupid ass NPR's.

The Star Knight SHALL LEAD THE WAY!! With Suicide class Shuttles with Bad Ass Marines aboard ready to fly into the darkest of nights to take over ships for the Glory of the Empire!!!
Logged
Aurora 4x Steam group -http://steamcommunity.com/gid/103582791430952164

Aurora 4x Succession game - http://www.bay12games.com/forum/index.php?topic=51366.0

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2233 on: March 01, 2010, 11:03:35 am »

Yea nothing personal against the aurora folks, but when yer used to the DF wiki the aurora wiki kinda looks like a steaming pile.  I have seen worse though, so it's not all bad.

And yea, just reading through this thread yer liable to learn about as much about the game as anyplace else.

I think no matter how much damage your point defense laser does it will only hit one missile per laser.  Even if that missile is heavily armored though it would tear through it like a hot lightsaber through wrists.  Which makes laser PD as good a choice as mesons when you know yer combating heavily armored missiles in my opinion. 

The advantage of Laser PD is that it can also be used offensively at close range.  In a previous game my Point defense corvettes were actually outdamaging my heavy laser/heavy plasma corvettes by a good 30 or 40 damage per 30 seconds against star swarm.
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Greenbane

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2234 on: March 01, 2010, 11:28:03 am »

First contact!

Found a very nice Earth-like planet a jump away from Sol, in Eta Cassiopeiae. However, much to my dismay, it has alien inhabitants. They call themselves the Empire of Kaluga. According to my sensors, the population on the planet has both a thermal and EM signature of 55 (which I guess is minuscule), and the ground forces a combat strength of 20.

Now, I don't know much about ground combat in Aurora. Does a combat strength of 20 means the ground units' defensive strength is 20, or something else? Also, where can I find the troop transport components?

Can alien races come into existence so small, or is it likely this world is actually part of a larger, interstellar empire? The latter's what keeping me from being outright hostile towards them. We'll be neutral until I can gather more intel.

PS: Here's the final, production prototype of the Cossack-II. ;D

Quote
Cossack-II class Frigate    6000 tons     582 Crew     1107.6 BP      TCS 120  TH 360  EM 0
4000 km/s     Armour 7-29     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 6     PPV 30
Annual Failure Rate: 48%    IFR: 0.7%    Maint Capacity 692 MSP    Max Repair 86 MSP    Est Time: 5.29 Years

Magneto-plasma Drive E8 (6)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 75.0 billion km   (217 days at full power)

200mm C4-UV Laser (2)    Range 256,000km     TS: 4000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Twin 100mm C3-NUV Laser Turret (2x2)    Range 90,000km     TS: 15000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S06 128-4500 (1)    Max Range: 256,000 km   TS: 4500 km/s     96 92 88 84 80 77 73 69 65 61
Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Stellarator Fusion Reactor PB-1 AR-0 (4)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor MR19-R100 (1)     GPS 3200     Range 19.2m km    Resolution 100
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

This design is classed as a military vessel for maintenance purposes

Features an upgraded fire control for the UV lasers and more plating, thanks to the development of Composite Armour. As for the PD lasers, I want to see how they perform in a real battle, given what I explained earlier. And yes, I've been playing around with weapon component names further. :P
Logged
Pages: 1 ... 147 148 [149] 150 151 ... 1347