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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2851680 times)

Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2355 on: March 05, 2010, 07:55:37 am »

I still need WIKI page idea's..... cmon guys :(


A topic on geology would be nice. Mineral generation on different bodies and geology teams. Bonus points for DF origin.

A topic on fleet training and crew training.

Can anyone explain how to order your fleet to try to keep distance at exactly x tens thousand km from a hostile contact? I know that same thing can be done for your own Task Groups with Default/Conditional order of Protect Threat Axis.

Edit: ninjaed by 3 posts.

good idea's, i think you have been editing some stuff on the wiki thanks :)

edit- I coulda sworn i read mineral generation is all random except for your Homeworld which gets a minor amount.
« Last Edit: March 05, 2010, 07:57:46 am by Journier »
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Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2356 on: March 05, 2010, 08:06:40 am »

More gravity tends to lead to more minerals and lower accessibility, comets always have moderate amounts of multiple minerals with high accessibility, Duranium is 2 times higher on all random rolls.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2357 on: March 05, 2010, 08:12:06 am »

More gravity tends to lead to more minerals and lower accessibility, comets always have moderate amounts of multiple minerals with high accessibility, Duranium is 2 times higher on all random rolls.

What should the page be called ... Minerals?

minerals is taken.

Mineral Generation probably.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2358 on: March 05, 2010, 08:25:01 am »

Mineral Generation page is up.

Also a trade system page i found is now linked to front page. I think most if not all the info is still correct.

And it IS MASSIVE. I read it all and it explained the trade system very clearly.
« Last Edit: March 05, 2010, 08:28:49 am by Journier »
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2359 on: March 05, 2010, 08:36:30 am »

Current wiki page list

# Point Defense (5.01)
# Espionage (5.01)
# Armour and Shields (5.01)
# Carrier (5.01)
# Ground units (5.01)
# Salvage (5.01)
# Trade System (5.01)
# Mineral Generation (5.01)
# Fleet Training (5.01)
# Teams (5.01)

I am going to add Academy page, then officers page as well

then something dealing with fleets and them working together..... which is gonna be a huge horrible task that i need help on.

So whoever wants to help on a Fleet Screen let me know.

ETA Ship Combat Screen being roughed out now

http://aurorawiki.pentarch.org/index.php?title=Ship_Combat
« Last Edit: March 05, 2010, 09:00:40 am by Journier »
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2360 on: March 05, 2010, 09:16:34 am »

Just to mention so you guys know, i started a 2 player succession game in the Lets play forum yesterday, should be getting updated today sometime.

http://www.bay12games.com/forum/index.php?topic=50512.0
« Last Edit: March 05, 2010, 09:31:33 am by Journier »
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2361 on: March 05, 2010, 10:08:54 am »

Can anyone explain how to order your fleet to try to keep distance at exactly x tens thousand km from a hostile contact? I know that same thing can be done for your own Task Groups with Default/Conditional order of Protect Threat Axis.

Edit: ninjaed by 3 posts.

I know it can by done through the Task Groups' screen's normal actions. You select a TG, then a given contact and then the Follow order. Then you check the Min Distance from Target (k km) option, input a value, and the ships should stay that far from the selected contact as they follow it around.

It sounds very nice in theory, but I don't know how well it works in practice, particularly when the target's frequently changing course (and maybe speed). I haven't tested it. I should, using two TGs I own for a sort of mock excercise.
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Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2362 on: March 05, 2010, 11:47:18 am »

Yes, that was it. :D
Somehow I knew about Maximum Amount to Load and Repeat N times (and used them) but failed to see this field entirely. :-[
Sooo many buttons, checkboxes and edit fields.

Now I know why I need officers with high initiative and why I would ever want to set Task Group initiative above 100.
« Last Edit: March 05, 2010, 11:49:39 am by Another »
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2363 on: March 05, 2010, 11:56:52 am »

I believe crew training can affect their positioning ability, like it does with formations.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2364 on: March 05, 2010, 12:03:10 pm »

Oh, I could use some information about officer initiative:

- Does it reduce the amount of time a TG is "Awaiting Acknowledgement" after an order?
- Is the task group's senior officer's the one that matters, and the one that should be set as the TG's max?
- What else does initiative do?
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2365 on: March 05, 2010, 12:47:15 pm »

Oh, I could use some information about officer initiative:

- Does it reduce the amount of time a TG is "Awaiting Acknowledgement" after an order?
- Is the task group's senior officer's the one that matters, and the one that should be set as the TG's max?
- What else does initiative do?

Not a clue.
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Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2366 on: March 05, 2010, 02:44:52 pm »

Oh, I could use some information about officer initiative:

- Does it reduce the amount of time a TG is "Awaiting Acknowledgement" after an order?
- Is the task group's senior officer's the one that matters, and the one that should be set as the TG's max?
- What else does initiative do?
I think that only crew or TF training affects order delay. I may be wrong here.

It appears that the TG uses the officer with maximum initiative.

I am quite sure that all task groups move in the order of their current initiative. The higher the number - the more "time" to react to other TGs movements. Default current initiative is 100 for all TGs regardless of officer bonus.
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2367 on: March 05, 2010, 02:59:45 pm »

Yea I'm kinda sketchy on it myself, but from what I gather a TGs max initiative is based on the commanders' initiative raring.  And movement is done in order of initiative.  A higher initiative makes the task group move before others.  So if you want a bunch of fleets to stay in a formation, give the task group all the other TGs base their locations on a good high number and the following TGs a lower initiative.

That helps them stay in formation because the following ships won't get their move before what they are supposed to be following.

Of course if that was all there was to it there wouldn't be a point to higher initiative, because you could just set any lead TG to 100 and all others with no difference.  So I'm almost positive there is more to it.  But I just don't know what.
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Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2368 on: March 05, 2010, 03:28:58 pm »

Yea I'm kinda sketchy on it myself, but from what I gather a TGs max initiative is based on the commanders' initiative raring.  And movement is done in order of initiative.  A higher initiative makes the task group move before others.  So if you want a bunch of fleets to stay in a formation, give the task group all the other TGs base their locations on a good high number and the following TGs a lower initiative.

That helps them stay in formation because the following ships won't get their move before what they are supposed to be following.

Of course if that was all there was to it there wouldn't be a point to higher initiative, because you could just set any lead TG to 100 and all others with no difference.  So I'm almost positive there is more to it.  But I just don't know what.

It is a common misconception. Intuitive interface was never a strong point of Aurora. Look at this, people with lots of experience with Steve's creations were confused on this matter: http://aurora.pentarch.org/viewtopic.php?f=13&t=525&p=4682&hilit=initiative#p4682

This is also relevant: http://aurora.pentarch.org/viewtopic.php?f=23&t=637&p=5570&hilit=initiative#p5570

In short: TG with initiative 100 moves->TG with initiative 110 looks where to move per its orders and moves->both of them fire if able.

I think that if TG1 can move at 10k km/s, wants to fight at 60k km, has 100 initiative; TG2 can move at 9k km/s, wants to fight at 90k km, has initiative of 101; initial distance - 90k km, time discreteness - 5 sec:
1. TG1 moves 30k km
2. TG2 moves 30k km
3. both fire.
I suspect that there is some NPR logic to close all the way to zero in such cases but high initiative can still be beneficial.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2369 on: March 05, 2010, 04:10:16 pm »

Hmm. So the higher the initiative, the later the TG in question moves?
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