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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2849030 times)

Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4725 on: April 30, 2011, 02:38:40 pm »

You only have one firecontrol. If they swarm you you will only be able to take out one at a time. Get 2 and it will double your killing speed.

How many CIWS's do you have? Do I see 50 of them?!
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4726 on: April 30, 2011, 02:45:32 pm »

How long does it take to build one of those monsters? o_O I have a conventional start game, and it'll be a few years for a 14k ton light carrier to come off the ways.
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Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4727 on: April 30, 2011, 02:58:40 pm »

It takes about 11 months to build one after 2 months of constructing most of the components by industry.

This ship is not intended to kill stuff fast. It is intended to live long enough to kill stuff before it punches through the armor. Multiple support vessels will do all the firing work against enemy meson gunboats or fighters.
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Felius

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4728 on: April 30, 2011, 03:21:10 pm »

So I finally designed my new warship:

Quote
Oregon II class Missile Destroyer    12,000 tons     855 Crew     3276.3 BP      TCS 240  TH 100  EM 2400
2604 km/s     Armour 20-46     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 28
Annual Failure Rate: 230%    IFR: 3.2%    Maint Capacity 1853 MSP    Max Repair 141 MSP    Est Time: 2.9 Years
Magazine 538   

Magnetic Confinement Fusion Drive E5 (5)    Power 125    Fuel Use 50%    Signature 20    Armour 0    Exp 5%
Fuel Capacity 480,000 Litres    Range 144.0 billion km   (640 days at full power)
Theta R300/20 Shields (20)   Total Fuel Cost  400 Litres per day

CIWS-200 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 6 Missile Launcher (4)    Missile Size 6    Rate of Fire 30
Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC204-R60 (2)     Range 204.9m km    Resolution 60
Missile Fire Control FC32-R1 (2)     Range 32.3m km    Resolution 1
Size 6 Long Range Anti-ship Missile (40)  Speed: 25,000 km/s   End: 80m    Range: 120m km   WH: 16    Size: 6    TH: 183 / 110 / 55
Size 1 Anti-missile Missile (128)  Speed: 62,500 km/s   End: 9.6m    Range: 36m km   WH: 1    Size: 1    TH: 833 / 500 / 250

Active Search Sensor MR7-R1 (1)     GPS 56     Range 7.8m km    Resolution 1
Active Search Sensor MR128-R120 (1)     GPS 10080     Range 128.8m km    Resolution 120

ECCM-2 (2)         ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

It's kinda slow for it's engine tech, but it's not intended to outrun the enemy, just to get into range and fire missiles at them till they glow. It's also very heavily armored, and heavily shielded. It doesn't have a lot of sensors, but I plan to field it together with a command ship with lots of sensors and even more armor (as the AI target them. =p).

I'm also thinking of making a ship against the swarm and similar enemies. Considering that my beam tech sucks a lot, and that they're using mesons, I'd probably make it as a less armored, PD missile ship. Or just a PD ship maybe, if I can make the shipyard build both of them.

I agree that it's slow. In fact, I think it's way too slow. For magnetic confinement tech, I'd say you should be around 4k-5k.

Also, do you plan to send dedicated escort ships along with it? I think you definitely should, as four anti-missile missile launchers won't be enough to protect you.
It is intended to operate in groups of 4-9 plus a command ship, so it'll fire a more anti missile missiles. Plus, it's intended so it in fact can take out the punishment while assuring that the enemy is not outranging them and dishing out punishment as well. In fact, if the enemy is not camping the jump point I'd probably be able to fire quite a few salvos before he get into range.

But yeah, I guess I exaggerated somewhat at the armor, and it's not carrying much firepower. I'll see that the next gen ship address this problems (already tooled the shipyard, so this design is actually locked :P )
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Pwnzerfaust

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4729 on: April 30, 2011, 07:15:46 pm »

I'm more of the fast, lots-of-active-defense school of thought than the lumbering, slow behemoth as yours is, Another. Having a higher speed than your enemy means you control the battle. You control what range it's fought at, and you can easily break and run if you're outclassed. When your ship is that slow, though, you're not likely to be able to survive much. For instance, imagine the following situation. You send one of those dreadnoughts, or five of them, against a swarm. They come at you with a hundred FACs armed with meson beams and moving 10,000km/s. You will be torn to shreds.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4730 on: April 30, 2011, 07:23:47 pm »

Here is two other thoughts about your missile boat: If the magazine explodes, the ship is destroyed.  Also, if the missiles run out, your ship is kind of useless until it gets into ramming range.

Sometimes, it is best to design a missile boat only to shoot two or three salvos, with the minimum armor to survive that.

Also, if you're going to create such an armored ship, it should have beam turreted weapons, so it can fight after the missiles are gone.

Duuvian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4731 on: April 30, 2011, 10:29:40 pm »

In my basic learning game I've run into an NPR that blew up my Geosurvey craft as it surveyed one of their planets and it turns out communication is impossible. Since then, I've been researching techs related to making a sneaky scout ship. Does anyone have examples on how to build it? I'd prefer small. I think my max size is about 21000 tons for naval shipyard. Also it should be jump capable.

In addition, is there a better way to design a sacrificial vehicle than using a ship? I was looking around the drone design and since I haven't been in combat yet, I'm unsure if that is what I am looking for, which is intelligence info on the aliens.

I've been researching cloak techs, sensor reduction range (theirs) and other similar stuff. Would this allow me to get close enough to survey their planet?

Amusingly, after it became apparent that the aliens were not aggressive and did not trespass in sol system despite being one jump away, I immediately began building anti-population warheads and ground units. Hopefully in real life when we run into aliens we manage to do the opposite, even if communication is impossible. I'm not exactly the Star Trek federation, here in this game. The situation is the aliens are one system out, I'm still learning this game, and I don't know how to fight yet and the aliens seem somewhat nonaggressive and yet I can't do diplomacy with them. Hopefully I'm flattening the beehive instead of poking it.
« Last Edit: April 30, 2011, 10:43:04 pm by Duuvian »
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Pwnzerfaust

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4732 on: April 30, 2011, 10:42:49 pm »

In my basic learning game I've run into an NPR that blew up my Geosurvey craft as it surveyed one of their planets and it turns out communication is impossible. Since then, I've been researching techs related to making a sneaky scout ship. Does anyone have recommendations on how to build it? I'd prefer small. I think my max size is about 21000 tons for naval shipyard. Also it should be jump capable.

In addition, is there a better way to design a sacrificial vehicle than using a ship? I was looking around the drone design and since I haven't been in combat yet, I'm unsure if that is what I am looking for, which is intelligence info on the aliens.

I've been researching cloak techs, sensor reduction range (theirs) and other similar stuff. Would this allow me to get close enough to survey their planet?

Amusingly, after it became apparent that the aliens were not aggressive and did not trespass in sol system despite being one jump away, I immediately began building anti-population warheads and ground units. Hopefully in real life when we run into aliens we manage to do the opposite, even if communication is impossible. I'm not exactly the Star Trek federation, here in this game. The situation is the aliens are one system out, I'm still learning this game, and I don't know how to fight yet and the aliens seem somewhat nonaggressive and yet I can't do diplomacy with them. Hopefully I'm flattening the beehive instead of poking it.

What's your tech level? That is, engine tech, cloak tech, sensors, etc.? Gimme the levels for all of them and I can whip something up for you.
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Give an elf a fire and he's warm for a night. Drop an elf in magma and he's warm for the rest of his life.

Duuvian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4733 on: April 30, 2011, 10:47:21 pm »

Oh, that's not necessary, just some advice is fine, I mainly would like to see examples of existing designs and how they were used, as well as advice on how to use cloak ships.

EDIT: Or I could give the save game if you'd like to critique what I've done so far.
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Felius

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4734 on: April 30, 2011, 10:47:35 pm »

Here is two other thoughts about your missile boat: If the magazine explodes, the ship is destroyed.  Also, if the missiles run out, your ship is kind of useless until it gets into ramming range.

Sometimes, it is best to design a missile boat only to shoot two or three salvos, with the minimum armor to survive that.

Also, if you're going to create such an armored ship, it should have beam turreted weapons, so it can fight after the missiles are gone.

The Magazines have only a small chance of not being ejected, have 3 HTK each, and before being hit, they need to pierce through the armor.

About the speed, I was fighting precursors, which I hadn't much hope to be faster, so I designed this with the expectation that my enemy out techs me, and therefore will be faster than me, unless I put an unreasonable amount of engines, so it's intended both to be able to take the hits, and have a range that will have the enemy inside, even if they're faster than me. If I'm out of missiles, I'd run away till I can reload. I might give them some colliers if the fleet is intended to act in a long war.

Also, on the question of FACs are a notable weakness of my design, specially if they're armed with mesons. I have a size 1 anti ship missile to help me deal with it, but even so, it's not enough for huge amounts of FACs. I'm courting designing one.

Beam weaponry would means that I'd need to close in, which would be both very hard with my speed, and not intended to be done on purpose. Plus my beam weapon tech sucks a great deal.

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"Why? We're the Good Guys, aren't we?"
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Rask

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4735 on: May 01, 2011, 11:16:47 am »

Is it just me, or is setting your starting government type from "Player Race" to "Meritocracy" totally worth it? You lose a shipyard and get 10 more research labs and 60,000 Starting Tech Points in return. (Yes, I know you could just edit that manually if you wished, but by selecting a predefined option, I feel more like I'm playing as I'm supposed to)
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Earthquake Damage

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4736 on: May 01, 2011, 11:21:55 am »

Is it just me, or is setting your starting government type from "Player Race" to "Meritocracy" totally worth it? You lose a shipyard and get 10 more research labs and 60,000 Starting Tech Points in return. (Yes, I know you could just edit that manually if you wished, but by selecting a predefined option, I feel more like I'm playing as I'm supposed to)

Government also affects ground forces, GF training facilities (equal to shipyards, I think), and the AFAIK the ratio of the various factories (+ mines + refineries).  That said, I love me some Meritocracy, both for the effects you mentioned and the flavor.
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Pwnzerfaust

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4737 on: May 01, 2011, 03:03:14 pm »

Oh, that's not necessary, just some advice is fine, I mainly would like to see examples of existing designs and how they were used, as well as advice on how to use cloak ships.

EDIT: Or I could give the save game if you'd like to critique what I've done so far.

Well, if you want a stealthy scout you'll want it to have excellent passive sensing abilities, a small hull size, and very low emissions. So it'll likely be small, slow, and lack active sensors.
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Journier

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4738 on: May 01, 2011, 05:03:45 pm »

woo woo aurora 2.
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Aurora 4x Steam group -http://steamcommunity.com/gid/103582791430952164

Aurora 4x Succession game - http://www.bay12games.com/forum/index.php?topic=51366.0

Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4739 on: May 01, 2011, 05:11:53 pm »

...What? What about it?
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