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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2847567 times)

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2415 on: March 08, 2010, 02:16:12 pm »

If your talking about my thing I found it on the aurora forum some where, basicly it uses SDesk's fake bigger resolution to allow you to use resizeenable to properly resize the window. normaly you would not be able to pull the window down far enough to allow the autoresize with buttons but the SDesk provides a larger window like the xp option only instead of autoscrolling when the mouse is at the edge you need to hold shift, control, and alt keys at the same time and press either the direction keys or the numpad keys 4, 8, 6, and 2 to scroll around.
I don't know what version of windows you use, but on Windows 7 with resizeenable I can just click the border a few times and the window automatically moves so that the top is within the available screen space, and then I can resize it as needed.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2416 on: March 08, 2010, 04:19:32 pm »

OOOOOOOOOOO rofl I thought that was related to the missile thing.  ::)
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2417 on: March 08, 2010, 06:04:54 pm »

so I thought what could I provide and all I know is how I made the windows work on my vista laptop.
Because Vista is Vista you get things like this. Windows 7 is what Microsoft wanted Vista to be.

Also seeing as my attempt at help has failed I will now give out my super secret system specifications! I rename them so that infront of the name is a number desination, The home system has 0 then for each of the original jp 1 through whatever the system they lead to get that number, any system from that system get the number of the last system plus their number in that system. For example through the first jp is the system "a" I would name "1 a" then in that system a jp leads to system "b" and another to "c", b would be "1.1 b" and c would be "1.2 c" and so on and so forth, loops get named by most convient route to home system so even if b also had a jp to c, c would still be "1.2 c" because less distance to travel. This allows me to navigate my many system and give orders easier because I just need to know the end system I want and not anything in between because the numbers will guide me.(It also keeps the systems in an ordered fashion in the selection bar.)
« Last Edit: March 08, 2010, 06:16:20 pm by Akhier the Dragon hearted »
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2418 on: March 08, 2010, 10:38:48 pm »

Ah, missed that you said Vista. :)
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2419 on: March 08, 2010, 11:15:18 pm »

Yah, honestly vista is not really that bad now with all the patches but if you want to do anything outside of the average computer use it screws you over some.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2420 on: March 09, 2010, 03:30:22 am »


Also seeing as my attempt at help has failed I will now give out my super secret system specifications! I rename them so that infront of the name is a number desination, The home system has 0 then for each of the original jp 1 through whatever the system they lead to get that number, any system from that system get the number of the last system plus their number in that system. For example through the first jp is the system "a" I would name "1 a" then in that system a jp leads to system "b" and another to "c", b would be "1.1 b" and c would be "1.2 c" and so on and so forth, loops get named by most convient route to home system so even if b also had a jp to c, c would still be "1.2 c" because less distance to travel. This allows me to navigate my many system and give orders easier because I just need to know the end system I want and not anything in between because the numbers will guide me.(It also keeps the systems in an ordered fashion in the selection bar.)

Good idea. Next time I do exploration I'll adopt a similar approach. At least for all those Gliese NNN. For my current game I have already kind of got accustomed to long inconvenient names and their places in the list.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2421 on: March 09, 2010, 10:32:10 pm »

Beam heavy cruiser prototype design!

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Cavalier class Heavy Cruiser    12000 tons     1234 Crew     2674 BP      TCS 240  TH 500  EM 1200
4166 km/s     Armour 13-46     Shields 40-375     Sensors 12/12/0/0     Damage Control Rating 17     PPV 60
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 2368 MSP    Max Repair 86 MSP    Est Time: 8.51 Years

IntCon Fusion Drive E7-M (10)    Power 100    Fuel Use 70%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 75.0 billion km   (208 days at full power)
Delta R375/20 Shields (16)   Total Fuel Cost  320 Litres per day

200mm C4-UV Laser (10)    Range 256,000km     TS: 4166 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S06 128-4500 (2)    Max Range: 256,000 km   TS: 4500 km/s     96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor PB-1 AR-0 (5)     Total Power Output 40    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

Yeah, no point-defense, I know. I was going to leave that to escorts, but I may remove a laser or two to install a couple of CIWS mounts once I tech up on Gauss ROF a couple of levels.

Also, what's your opinion on the Cavalier's physical protection, guys? Too much? Just fine? Inadequate?

As for sensors, it's still the basic warship suite. The Galileo-class AEW vessels provide most of the detection for my TGs. Here's their design.

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Galileo class Early Warning Craft    10000 tons     856 Crew     2079.6 BP      TCS 200  TH 600  EM 0
4000 km/s     Armour 7-41     Shields 0-0     Sensors 120/120/0/0     Damage Control Rating 11     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1430 MSP    Max Repair 800 MSP    Est Time: 1.73 Years

Magneto-Plasma Drive E8-M (10)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 78.8 billion km   (227 days at full power)

Active Search Sensor MR192-R40 (1)     GPS 32000     Range 192.0m km    Resolution 40
Thermal Sensor TH20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
EM Detection Sensor EM20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km

This design is classed as a military vessel for maintenance purposes
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2422 on: March 09, 2010, 11:05:31 pm »

I try to always have a resolution 16 sensor to pick up those 800 ton swarm ships because they can potentially kill anything within a volley or 2 because of the giants stacks of them laying around all over the place with their meson tech.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2423 on: March 10, 2010, 03:33:25 am »

As much as I love the game, the constant error messages (pass 5 secounds, hold down enter for 12 RL secounds just to get rid of all the overflow errors and other garbage, being forced to pass 34 min missile flight time in 5 sec steps...) sadly make it unplayable most of the time.

I am considering a drone design with big sensors that uses massiv long range until its just before the enemy ship and then unloads its missile payload to move in...

Would the missiles - released by the drone - need there own sensors to find the target or would they be able to "remember" what the drone spoted and try to hit there?

Since drones have massiv range I was considering just lobbing them towards the enemy (after "flashing" the area with a massiv active sensor, i can't use em for long since it produces a overflow message for every single ship it finds, which is rather annoying) and having them home in themself, but release faster missiles once they are with decent range, like say 160 m/km
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Earthquake Damage

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2424 on: March 10, 2010, 11:05:08 am »

So, I have some questions.  I would also like confirmation of some things since I can't find the source post (both here and the official forum).

1.  Turret armor apparently gives a chance to avoid damage when the turret is hit.  The armor does not act like external ship armor.  Correct?

2.  I read that military jump drives don't work for commercial ships and vice versa.  I'm not sure if that was a reference to your military drives not working for commercial shipping (i.e. AI-controlled shipping lines) or if they don't function for any non-military ship.  I'm trying to figure out if I'll need two jump tenders for each jump point or just one (or maybe one with both kinds of jump drive?).

3.  Does anyone know the mineral cost, if any, to build a jump gate?  I want to know before I waste minerals on a construction ship that's too expensive to actually use.  Also, I assume any cargo ships carrying the required minerals will have to be in the construction ship's task group, but can I just leave them in their own TG at the jump point instead?

4.  Reading up on combat, I'm curious about life pod recovery.  Can any ship recover a pod or does it need a particular module (e.g. extra crew space, troop bay)?

5.  Are Orbital Weapon Platforms worth building?  I figure they'd mostly serve as beam point defense in extended orbit around a planet (assuming extended orbit circumvents the "only mesons inside an atmosphere" problem -- anyone know if it does?) or as a sort of mobile PDC for mining colonies and jump points.

6.  Missile salvos.  Does the individual missile damage stack for the purpose of armor penetration?  Also, when a PD weapon hits a salvo, does it hurt the salvo as a stack (and possibly destroy multiple missiles) or only a single missile?

7.  For offensive fire, I need a separate FCS for each target (assuming I attack several targets with a single ship).  Do I also need one FCS per target for point defense?  I want to know how many fire controls I should use to control 10+ anti-missile launchers (so I can be covered if I'm attacked by many small salvos instead of a few large salvos).

8.  It looks like I can link my CIWS to fire control, but AFAIK I don't need to.  The CIWS will work fine without a FCS, right?
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2425 on: March 10, 2010, 11:11:42 am »

I'll answer the ones I think I know...
3.  Does anyone know the mineral cost, if any, to build a jump gate?  I want to know before I waste minerals on a construction ship that's too expensive to actually use.  Also, I assume any cargo ships carrying the required minerals will have to be in the construction ship's task group, but can I just leave them in their own TG at the jump point instead?
As far as I can tell jumpgates are magically assembled out of nothing. The ships never ask for materials and the ship is not consumed when you build the gate, nor does it use up maintenance supplies or damage the ship component.

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4.  Reading up on combat, I'm curious about life pod recovery.  Can any ship recover a pod or does it need a particular module (e.g. extra crew space, troop bay)?
Fairly sure any ship can recover them.

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7.  For offensive fire, I need a separate FCS for each target (assuming I attack several targets with a single ship).  Do I also need one FCS per target for point defense?  I want to know how many fire controls I should use to control 10+ anti-missile launchers (so I can be covered if I'm attacked by many small salvos instead of a few large salvos).
You will need one fire control per target on point defense.

What this means is that if you are facing very large single volleys of missiles, that volley counts as a single target and one FCS will do you. If you're facing large numbers of volleys then you will need one FCS for each volley you'd like the PD system to engage.
Quote
8.  It looks like I can link my CIWS to fire control, but AFAIK I don't need to.  The CIWS will work fine without a FCS, right?
CIWS comes equipped with a FCS built in.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2426 on: March 10, 2010, 11:15:33 am »



3.  Does anyone know the mineral cost, if any, to build a jump gate?  I want to know before I waste minerals on a construction ship that's too expensive to actually use.  Also, I assume any cargo ships carrying the required minerals will have to be in the construction ship's task group, but can I just leave them in their own TG at the jump point instead?

****
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As far as I can tell jumpgates are magically assembled out of nothing. The ships never ask for materials and the ship is not consumed when you build the gate, nor does it use up maintenance supplies or damage the ship component.

****

The old way in Aurora was to actually make you have minerals on a cargo ship with the jump gate building ship and it would use them.

However this proved too difficult and Steve cut it from the game. Or so I have read. So now you have the magical jump gate building thing, which is actually factored into its cost.
« Last Edit: March 10, 2010, 11:23:40 am by Journier »
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2427 on: March 10, 2010, 11:17:15 am »

You'd think it would be simpler to do what Space Empires 4/5 does, make it a one-use component which is destroyed upon building the gate and then the ship must 'repair' it from maintenance supplies or go back to dock for 'repairs' which cost as much as the component.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2428 on: March 10, 2010, 11:25:13 am »

You'd think it would be simpler to do what Space Empires 4/5 does, make it a one-use component which is destroyed upon building the gate and then the ship must 'repair' it from maintenance supplies or go back to dock for 'repairs' which cost as much as the component.

That sounds irritating when the ship runs out of supplies at some point and you have to manually send it back to planetside. Unless you have a refill supply auto order in secondary  :o

I dont know about you, but when i get a jump gate building ship, I put it on automated work so it runs around through all explored systems building jump gates.
^^^^

ETA-

There should be an order like that for everything.
« Last Edit: March 10, 2010, 11:29:04 am by Journier »
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #2429 on: March 10, 2010, 11:30:16 am »

1) I believe so.  But my memory is a bit fuzzy.  I do know it isn't counted as external.

2) Military jump drives cannot escort commercial ships and vice versa, so yes you may need 2 jump tenders.  Also, a jump drives have to have the same type of engine on the ship to work. You can't mix a commercial JD with a military engine for example. So One ship with both jump drives also doesn't work.

3) No mineral cost to build a gate.  All the cost is in the construction of the module.  I always thought of it more as stabilizing the wormhole than actually constructing something on top of it.  Also explains why you can't detect anything built until you find the jump point.  So a constructor can work on it's own with no issues.

4) Any ship can rescue survivors.  Don't even need extra crew capacity.

5) OWPs depend on your play style.  They can work well as a point defense outpost for a planet if you don't have any good meson tech, or if you have really good gauss,  But if yer meson tech is good I don't really see any advantages to an OWP unless the aliens decide to park right on top of yer planet.  I actually end up towing my OWP off to guard a JP as often as I keep them in orbit.

6) I belive each individual missile strikes a diffrent location on the armor.  And PD will hit one missile per shot.  1 Gauss can hit multiple missiles because gauss fires multiple times per 5 seconds, a turret can hit as many missiles as it has barrels. But in both cases they must be in the same salvo.

7) When targeting normally yes, you need multiple PDFCS for each salvo you try to hit.  Final defensive fire seems to have alot of special cases, so I'm not sure if you need multiple FCS on that.

8 ) Yep, will work fine and dandy.  But if you link the CIWS to a fire control you can fire it like any normal weapon.  It just has a range of point blank so you need to be right on top of them for it to fire. 
*PS: I believe when a CIWS is linked to a fire control it can also do final defensive fire for another ship, ignoring the normal CIWS can only defend itself rule.  A CIWS is basically just a gauss turret with a sensor built in.  Link it to one of your primary fire controls and it acts just like any old dual gauss turret you designed yourself, with the only difference of not having to be told to defend itself.

PPS: In fact with the CIWS I may have discovered an exploit.  It seems that a CIWS linked to a fire control can fire as a normal gun and a CIWS in the same turn.  I had one a few days ago pepper an enemy ship and shoot down incoming missiles in the same 5 seconds.  Unfortunately I wasn't entirely sure what was happening there, so it is possible I simply misread it.
« Last Edit: March 10, 2010, 11:49:51 am by Greiger »
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