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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2847427 times)

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2325 on: March 04, 2010, 08:28:15 am »

Guys did a little more work on Wiki today.

Salvage has been added, with how to etc and bare detail on the chance to discover tech portion.

http://aurorawiki.pentarch.org/index.php?title=Salvage#How_to_Dissassemble
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2326 on: March 04, 2010, 08:57:38 am »

Guys whats still requiring explanation on the wiki.

Give me topics, i think im gonna knock out 5 -10 wiki pages before this sunday in my free time.
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2327 on: March 04, 2010, 09:02:22 am »

Arrrrgg...

I hate that I have to make my own sensors smaller then I want to, because it causes a overflow error spam whenever i detect anything more then one fleet :I


Also had a fun fight where I send some super long range missiles against a planets population and they surrenderd to me, giving me control of the planets defence systems... which instantly opend fire on the same races ships that where just chilling there...

The game would be so much fun if I wouldn't be forced to hold down the enter button with a heavy object just to get though all the error messages and then had to go 200x 5 secs just so the game allows me to go faster again...

Topics?

How to board a enemy ship?
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2328 on: March 04, 2010, 09:12:50 am »

It's already there: http://aurorawiki.pentarch.org/index.php?title=Ground_units

And just how big are your sensors? :o
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2329 on: March 04, 2010, 09:19:26 am »

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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2330 on: March 04, 2010, 09:21:29 am »

Arrrrgg...


The game would be so much fun if I wouldn't be forced to hold down the enter button with a heavy object just to get though all the error messages and then had to go 200x 5 secs just so the game allows me to go faster again...


put your weapons to cease fire and time will go at longer intervals until you tell them to open fire again.

When im chasing ships thats what I do and it works fine.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2331 on: March 04, 2010, 09:30:12 am »

Are planet protection levels buggy or something? There's inconsistency between the strength of the units stationed in a given planet and its actual protection level. For instance, one of my colonies (Oasis) is complaining about lack of protection (requested: 4) while there's a full brigade, 2 engineer brigades and 1 replacement battalion stationed there, with a combined strength of 101 (yet the planet's actual protection level says it's 0).

Also, on the harmless side, Earth is requesting 343 on paper, but nobody's complaining there's apparently only 180 available (which again has nothing to do with the stationed ground forces' strength, 217).

And by the way, every time unrest appears on Oasis, it's instantly put down by the military units there. That kind of eliminates the problem, but it's small, pointless spam on my events screen, and the whole deal still confuses me.
« Last Edit: March 04, 2010, 09:39:29 am by Greenbane »
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2332 on: March 04, 2010, 09:37:52 am »

Are planet protection levels buggy or something? There's inconsistency between the strength of the units stationed in a given planet and its actual protection level. For instance, one of my colonies (Oasis) is complaining about lack of protection (requested: 4) while there's a full brigade, 2 engineer brigades and 1 replacement battalion stationed there, with a combined strength of 101 (yet the planet's actual protection level says it's 0).

Also, on the harmless side, Earth is requesting 343 on paper, but nobody's complaining there's apparently only 180 available (which again has nothing to do with the stationed ground forces' strength, 217).

And by the way, every time unrest appears on Oasis, it's instantly put down by the military units there. That kind of eliminates the problem, but it's small, pointless spam on my events screen, and the whole deal still confuses me.

Ships in system are counted for the protection level of the planet.

Ground units dont help against planetary bombardment from orbit. so you can understand your populations unrest when some guys with guns is like the Iraqi news propaganda saying dont worry we are defeating the 50,000 ton ships launching nuclear fire at all of our cities.

ETA-
I have no idea how protectiona level matters on earth, same experience as you on that. i dont need the protection of ships for earth and i get no dissent from the lack of protection. But i still protect them for the requested amount anyways.
« Last Edit: March 04, 2010, 09:40:53 am by Journier »
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2333 on: March 04, 2010, 09:39:06 am »

Hmm, yeah. It apparently has nothing to do with ground units, but PPV (Planet Protection Value) from ships and presumably PDCs. Still doesn't explain why Earth isn't complaining despite the obvious shortage.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2334 on: March 04, 2010, 09:42:32 am »

Guys-

How is protection level actually calculated?

Is it based on some abstract # gathered from a ships armor/speed/dmg?

or is it just based on military ship tonnage???.....

Who dares test this ^_^
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2335 on: March 04, 2010, 10:14:34 am »

Ships do have a PPV value in their summaries. I think it's pretty straightforward. A planet's actual protection level (APV) is the sum of the PPV of all the ships currently in-system. For instance, each of my Cossack-II frigates has a PPV of 30: I've 6 of them in Sol, so the APV of all colonies there is 180.

But how PPV itself is calculated? Not the foggiest idea.
« Last Edit: March 04, 2010, 10:16:34 am by Greenbane »
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Earthquake Damage

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2336 on: March 04, 2010, 10:45:51 am »

Still doesn't explain why Earth isn't complaining despite the obvious shortage.

I suspect your Capitol never suffers unrest.  I say this because while dicking around the other day I put a second colony on Earth (same empire).  After the population finally grew appreciably (btw, apparently you need colony ships despite it being on the same planet -- or maybe I'm overlooking something), the second colony became unstable until I stationed some garrison units there.  My initial colony, on the other hand, despite having woefully inadequate protection, had no trouble.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2337 on: March 04, 2010, 10:57:27 am »

I suspect your Capitol never suffers unrest.

Hmm. Probably. Earthlings aren't quite aware of the dangers of space, unlike colonials.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2338 on: March 04, 2010, 11:03:32 am »

Ships do have a PPV value in their summaries. I think it's pretty straightforward. A planet's actual protection level (APV) is the sum of the PPV of all the ships currently in-system. For instance, each of my Cossack-II frigates has a PPV of 30: I've 6 of them in Sol, so the APV of all colonies there is 180.

But how PPV itself is calculated? Not the foggiest idea.

Military rating from race details... more militaristic your people are... the more they want war ships...  (Read this somewhere, no tests or backing to support this statement)
Population on planet obviously.
???
Thats all I know...


And yea, planets never suffer unrest from my experience.  I've once gone for a few years without military ships....
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Areyar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2339 on: March 04, 2010, 11:05:49 am »

You could suffice with a zero engine colonizer though.
:) Surface shipping. . . or land trains. ;) Those would seem more dwarfy.

I usually go without any warships for the early years of a game, without any negative consequences besides having no experienced crews when first contact occurs.
« Last Edit: March 04, 2010, 11:49:28 am by Areyar »
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