Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 151 152 [153] 154 155 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2852335 times)

Journier

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2280 on: March 02, 2010, 11:43:17 pm »

Is the aurora pentarch website down for anyone else????

there goes my addition to the wiki.
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 #2281 on: March 03, 2010, 12:31:25 am »

Also, somewhat unrelated, can fighters operate independently and transport teams and/or individual officers, as private shuttles or something?

They sorta can and sorta can't.  I believe they can transport teams and officers by themselves, though I haven't tried.  The problem is that they burn through fuel at 1000X the normal rate, so the issue probably isn't loading the officers onto the fighter as much as it is getting the fighter to the destination. And if yer gunna carry the fighter there in a carrier, you might as well just load the officers on the carrier.  My fighters typically only have about a days worth of fuel.  Even with a fighter's high speed, that would only get you from one side of a system to the other...at best...and it would be a one way trip.  Inter system jumps are pretty much out of the question.

It would probably be better to design a small standard engine ship, that is nothing but fuel, an engine, and the required components.  And have it race across the galaxy at something like 20000km/s dropping off teams and officers.  If it's gunna be in hostile territory give it some reduced thermal engines and maybe a cloaking module too, but at higher speeds it's unlikely to be threatened by much of anything.  Even missiles, IF they are faster than it, would probably be faster by such a small margin that your ship could escape beyond their maximum range or the targeting system before they catch up.
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!!!

Zangi

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2282 on: March 03, 2010, 12:41:49 am »

There's a topic about that on the Aurora forums. In it, Steve explains most things about ground combat and boarding actions, as per recent changes. But he doesn't mention how stuff like engineer and replacement units work.

That info is found elsewhere.

Engineers can act as 1 Construction building.  They are the size of 5 normal troops.  So you need a troop transport with 5 Troop Bays to move 1 Engineer group.  Primary use is to excavate ruins you find on planets.

Replacement units.... basically replenish normal troop numbers.  If I remember right, its a little faster then letting Troops auto replenish themselves..   
Fairly moot since Steve hasn't fixed things relating to it yet (last I checked).  You can actually drop off depleted Troops onto an astroid and they would somehow replenish themselves from nothing overtime.
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

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2283 on: March 03, 2010, 01:11:17 am »

Fairly moot since Steve hasn't fixed things relating to it yet (last I checked).  You can actually drop off depleted Troops onto an astroid and they would somehow replenish themselves from nothing overtime.
I always thought of that as the 'abstracted' transport system for personnel. You'll notice that administrators, officers and team members don't need to travel to their destinations, they simply magically appear there. I assumed the slow reinforcements which troops get were the same thing, just abstracted because who really wants to ship 3 soldiers over here and 2 over there and then reorganize the command ranks etc etc
Logged

Another

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2284 on: March 03, 2010, 08:41:58 am »

There is an in-game hint on the Officers screen that it is assumed that all such assignments were actually made days to months earlier. You are still free to roleplay that you forgot transporting your governor with the first colony ship or first automated mines transport and deliver one personally with subsequent trips through heavy micromanaging. It is officially abstracted out as long as you don't abuse it by dismissing your geology team, creating a new colony in a distant system and assembling the team from the same members there.

It works with some imagination, suspension of disbelief (don't think too hard and don't be overly critical) and relies on your decency. It is not game-breaking anyway.
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2285 on: March 03, 2010, 08:55:23 am »

I wouldn't mind much if Steve put in an 'administrative delay' feature for things like this where any assignment or team formation has a short delay before receiving the bonus from the officer/administrator, the length of which delay is based possibly on the sector commander's logistics bonus. It wouldn't be long, but any new assignment would take a few weeks to work out and get running smoothly. And it would keep you from abusing the system by juggling personnel instantly.
Logged

Journier

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2286 on: March 03, 2010, 09:38:37 am »

Turns out someone already had a very small Ground units page made up and not ever linked.

I linked it to front page of wiki, and added a very decent amount of information.
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 #2287 on: March 03, 2010, 11:23:45 am »

guys... how does the Point Defense (SFC)???  "area defense" etc selection work in game???

I thought it was automated but apparently.. i cant get it to automate itself now.

I could have sworn i had this working in my last game!!!

I have my fire control selected with eccm, then select the "area defense" option and hit assign... with a correct range selected.

it sets the turret to Area Point Defense, but it keeps letting missiles fly through without targetting...

Yes they are ready to fire.

what the hell am i missing?
« Last Edit: March 03, 2010, 11:25:41 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

Zangi

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2288 on: March 03, 2010, 11:40:09 am »

guys... how does the Point Defense (SFC)???  "area defense" etc selection work in game???

I thought it was automated but apparently.. i cant get it to automate itself now.

I could have sworn i had this working in my last game!!!

I have my fire control selected with eccm, then select the "area defense" option and hit assign... with a correct range selected.

it sets the turret to Area Point Defense, but it keeps letting missiles fly through without targetting...

Yes they are ready to fire.

what the hell am i missing?

I had that problem myself.  Basically I'm in a jumping around different games mode right now... so eh, no proper explanation.  (Plus I'm not searching Aurora for explanation either..)

Area Defense didn't seem to work... but my speculation:

It may be that it fires after the missiles move?  Which is too late in most cases... especially against really fast missiles and having a short range...  Didn't give too much attention to it since I was trying to manually aim at the same time with my lasers and torpedoes.

As for PD and self PD, they work, but only as a Final Defense, shoots just before getting hit.  So it has initiative there...
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 #2289 on: March 03, 2010, 11:56:26 am »

Okay, this is wrong. My jump tenders can't support my frigates to use jump points because the frigates are larger than the tenders themselves, even though their drives support a maximum size of 8000 tons (the Cossack-II class frigate is 6000 tons). Here's the tender's design:

Quote
Zanzibar class Jump Ship    4700 tons     398 Crew     870.8 BP      TCS 94  TH 360  EM 0
5106 km/s    JR 4-50     Armour 5-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Annual Failure Rate: 44%    IFR: 0.6%    Maint Capacity 463 MSP    Max Repair 306 MSP    Est Time: 2.14 Years

J8000(4-50) Military Jump Drive     Max Ship Size 8000 tons    Distance 50k km     Squadron Size 4
Magneto-plasma Drive E8 (6)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 143.6 billion km   (325 days at full power)

This design is classed as a military vessel for maintenance purposes

Yes, the Zanzibars themselves are smaller than the frigates, but why would they need to be bigger if it's the jump drive the one responsible for the actual jumps? >:(

And it's not a squadron size issue, since the organization of my frigate squadrons is 3x Cossack-II and 1x Zanzibar.
Logged

JimiD

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2290 on: March 03, 2010, 12:07:55 pm »

Thats operating correctly.  Although annoyingly enough for you.

The maximum size a Jump Tender can support is the lower of the ship size or the jump engine size.

So although your Jump Engine is large enough, your Jump Ships are too small.
Logged

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2291 on: March 03, 2010, 12:11:45 pm »

Okay, this is wrong. My jump tenders can't support my frigates to use jump points because the frigates are larger than the tenders themselves, even though their drives support a maximum size of 8000 tons (the Cossack-II class frigate is 6000 tons). Here's the tender's design:

Quote
Zanzibar class Jump Ship    4700 tons     398 Crew     870.8 BP      TCS 94  TH 360  EM 0
5106 km/s    JR 4-50     Armour 5-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Annual Failure Rate: 44%    IFR: 0.6%    Maint Capacity 463 MSP    Max Repair 306 MSP    Est Time: 2.14 Years

J8000(4-50) Military Jump Drive     Max Ship Size 8000 tons    Distance 50k km     Squadron Size 4
Magneto-plasma Drive E8 (6)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 143.6 billion km   (325 days at full power)

This design is classed as a military vessel for maintenance purposes

Yes, the Zanzibars themselves are smaller than the frigates, but why would they need to be bigger if it's the jump drive the one responsible for the actual jumps? >:(

And it's not a squadron size issue, since the organization of my frigate squadrons is 3x Cossack-II and 1x Zanzibar.

Your problem is that the jump ship isn't big enough. While your jump drive rating has to be at least as big as the jump ship, the actual jump point will be the size of the jump ship.

In this case you have a jump drive rated for 8000 tons, but the jump point will be only 4700 tons, the size of the jump ship, which is too small for you to escort your 6000 ton frigates.

Bulk up your jump ship with fuel storage/maintenence supplies/magaines/armour/hangar space.
Logged
In the beginning was the word, and the word was "Oops!"

Greenbane

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2292 on: March 03, 2010, 12:17:43 pm »

Yes, I'm aware it's working the way it's supposed to. But the jump "hole" should be the size of the drive's Max Ship Size. Otherwise the MSS is just empty future-proofing when it could be used more effectively. I've posted on the Aurora forums (I'm Shadow there):

Quote from: Shadow
I've been having some problems with TG transit as well, and I believe this is the reason:

Quote from: MoonDragon
It "opens a hole" the size of the ship that mounts the engine, and sustains it long enough for a few more ships to transit through (how many is based on the research tech), given that they are no larger than the "hole".

Why is the hole the size of the jumpship? The jump drive's the one responsible for the actual jump, so why isn't the hole the size of the drive's Max Ship Size instead? It's something to consider: one shouldn't need a 50000-ton tender to assist other 50000-ton ships if the technology allows for drives with enough Max Ship Size mounted on much smaller vessels.

Let's see what Steve thinks of my case. :P
« Last Edit: March 03, 2010, 12:27:16 pm by Greenbane »
Logged

Journier

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2293 on: March 03, 2010, 12:34:25 pm »


Area Defense didn't seem to work... but my speculation: etc.

As for PD and self PD, they work, but only as a Final Defense, shoots just before getting hit.  So it has initiative there...

What the fuck?
I just changed my Point defense mode to final fire, and I am now invincible from enemy missiles. lol

Area PD must be broken I think im gonna post the question on the forum since i cant find an explanation of AREA PD .

Edit-

Area PD is not broken,

Area defense occurs during the normal weapons fire segment while final defense occurs during the movement segment when the missile(s) should intercept their target. If the missile can cross the engagement range of a PD beam during a single movement then it will not be engaged.
« Last Edit: March 03, 2010, 01:03:44 pm 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

Greenbane

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2294 on: March 03, 2010, 01:34:55 pm »

Okay, I'm about to enter my first battle, but I think there might be a problem:



That's a fuckton of fighters chasing after two of my frigate squadrons. The thermal passive sensors detected them when they were about 2 million km away, but the actives still haven't picked them up! All 6 frigates have had them on for a while, and those sensors allegedly have a range of 19.2 million km and a resolution of 100. So what's wrong? When are they supposed to be picked up? Or did I forget something critical and I should consider those frigates lost due to my own ineptitude? :-\
Logged
Pages: 1 ... 151 152 [153] 154 155 ... 1347