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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2852243 times)

Aldaris

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3825 on: March 11, 2011, 04:52:27 am »

Can't you mark certain ships as conscript-only anyway to avoid burning up trained useful crew on suicide ships?

IIRC you can.
It's a checkbox in the ship design screen, it's near the top right corner.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3826 on: March 11, 2011, 11:12:52 am »

Can't you mark certain ships as conscript-only anyway to avoid burning up trained useful crew on suicide ships?

IIRC you can.
It's a checkbox in the ship design screen, it's near the top right corner.
Yay, suicide frigates AWAY!
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zkline

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3827 on: March 14, 2011, 03:58:46 pm »

5.41 and 5.42 are out, on the same day no less.  Reduced height windows (TM) work properly now on 1280 by 800 screens, which makes my laptop very happy indeed.  Steve seems to have taken to the idea of changelogs for each version, so we have a better idea what exactly happened between 5.4 and a hypothetical 5.5.
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Greenbane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3828 on: March 16, 2011, 10:38:16 am »

I'm thinking about revisiting Aurora, having last played in 5.02. Problem is I would have to start over, and technological progress isn't exactly fast. Is the starting year merely cosmetic or does it affect the starting tech base? If not, is it possible to automatically boost the starting tech level (for all starting empires) or would I have to do it manually through SM mode? In the end, it seems all I can really do is increase the number of starting research labs, and maybe the planetary population.

Thoughts? Tips?
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3829 on: March 16, 2011, 10:45:27 am »

I'm thinking about revisiting Aurora, having last played in 5.02. Problem is I would have to start over, and technological progress isn't exactly fast. Is the starting year merely cosmetic or does it affect the starting tech base? If not, is it possible to automatically boost the starting tech level (for all starting empires) or would I have to do it manually through SM mode? In the end, it seems all I can really do is increase the number of starting research labs, and maybe the planetary population.

Thoughts? Tips?
You can just enable spacemaster mode or whatever it's called and give yourself whatever tech you want to start with. It's really that easy. I believe generated NPR's are based on your own progress at the time of their generation.

As far as I know the starting year is entirely cosmetic. If you're asking about boosting NPR tech bases at start, yes you'd have to do it manually. (See Below)
« Last Edit: March 16, 2011, 10:59:32 am by forsaken1111 »
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Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3830 on: March 16, 2011, 10:56:18 am »

"New game"-> to the right of lower left corner there should be "Starting tech" box and inside it - "Starting tech points"  field. Change it to a higher value.

All AI empires base their tech level on your sum of tech points at the moment of their creation.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3831 on: March 16, 2011, 10:59:47 am »

"New game"-> to the right of lower left corner there should be "Starting tech" box and inside it - "Starting tech points"  field. Change it to a higher value.

All AI empires base their tech level on your sum of tech points at the moment of their creation.
Ahh, I didn't know NPRs took their tech from the tech point field.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3832 on: March 16, 2011, 12:56:22 pm »

I got excited when I saw the latest version would be compatible with smaller screen.  But it's not compatable with my screen...sigh.

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3833 on: March 16, 2011, 03:10:48 pm »

"New game"-> to the right of lower left corner there should be "Starting tech" box and inside it - "Starting tech points"  field. Change it to a higher value.

All AI empires base their tech level on your sum of tech points at the moment of their creation.

Wait so if you start off with 0 tech so will they?
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Akigagak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3834 on: March 16, 2011, 03:29:48 pm »

"New game"-> to the right of lower left corner there should be "Starting tech" box and inside it - "Starting tech points"  field. Change it to a higher value.

All AI empires base their tech level on your sum of tech points at the moment of their creation.

Wait so if you start off with 0 tech so will they?

No, they'll start with whatever tech points you have when you first meet them.

And I don't think this applies for the special aliens such as the Invaders.
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Flare

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3835 on: March 16, 2011, 04:00:13 pm »

So what you're saying is to invest more into manufacturing and the expansion and increase of ship production facilities as well as the resources to supply them in the long run rather than researching weapons development as that will aid the aliens more than just curb stompipng them over with overwhelming force?
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3836 on: March 16, 2011, 05:24:43 pm »

"New game"-> to the right of lower left corner there should be "Starting tech" box and inside it - "Starting tech points"  field. Change it to a higher value.

All AI empires base their tech level on your sum of tech points at the moment of their creation.

Wait so if you start off with 0 tech so will they?

As far as I know, this only refers to the alien NPRs generated at the beginning of the game. (There's a field for that on the create new game screen) Sometimes the game will spawn other alien empires at lower or higher levels. I've run into conventional tech alien empires before, a fair way into the game.
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malkomk

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3837 on: March 16, 2011, 09:44:55 pm »

Just wanted to let everyone who has trouble with broken forums links in the first post know that the forums have apparently moved, you can get the link from the wiki link in the first post. In other news this game looks AWESOME!!! And I mean AWESOME!! :D
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3838 on: March 18, 2011, 04:52:45 am »

Hey, guys, I found Steve just corrected me on something:
The extra warhead points aren't lost. It just means the damage to the armour isn't a perfect triangle. For example a 9 point warhead would have a 5-3-1 damage template while an 11 point warhead would have a 6-4-1 template and a 12 point warhead would be 6-4-2, etc. Yes, it true that the ideal ratio of damage to penetration (in terms of the most penetration for the least total damage) is always a square, such as 4, 9, 16, etc. but I have never believed it's that important. For example, the extra width of a ten point warhead (6-3-1) may be the spot where the next missile arrives, effectively giving it more penetration. When you are firing a lot of missiles at a target, it will all work itself out in the end.
According to the man himself, EVERYTHING WE KNEW ABOUT MISSILE WARHEADS IS WRONG! Panic! And such.
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Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #3839 on: March 18, 2011, 05:53:34 am »

Missles with a warhead rating that is a square number still have the best penetration/weight ratio, however.
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