Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 317 318 [319] 320 321 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2810200 times)

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4770 on: May 11, 2011, 01:47:26 am »

Well, first you need to make sure that they have at least one active sensor in the fleet. Then you need to assign the missiles to launchers, launchers and beam weapons to fire control. Then you can either set them to "automated fighting" or use the combat overview (I don't remember the shortcut, but it's the icons with orange sights.) I favor the latter, since automated targeting isn't always the more efficient.

Oh, and you should know that your active sensors and fire control will need some time after the jump before being active. Jumping mess the electronics, which effectively means that your ships will be blind, toothless targets for as long as 1 or 2 minutes. (I just lost 7 missiles 10kships to an handful of railgun-armed vessels before being able to blast them to pieces.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Vorbicon

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4771 on: May 11, 2011, 05:17:53 am »

Heh, well I blew up the ships blocking the other side of the jump point. Unfortunately, they also had a space station/very large ship nearby with massive sensor ranges that vaporized my ships with missiles when they approached. I know if a missile comes into sensor ranges you can target it with your designed point defense guns, but is there any way to order a system to just automatically target incoming missiles without having to do it manually for every single missile?
Logged

Pwnzerfaust

  • Bay Watcher
  • It's evolution, baby!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4772 on: May 11, 2011, 05:23:29 am »

Yes. In the weapons control window, up at the top right, there's an automatic point defense control setting.
Logged
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.

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4773 on: May 11, 2011, 07:48:17 am »

Or build CIWS, which will automatically engage any incoming salvos at point-blank range (about 1000 km, IIRC).
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4774 on: May 11, 2011, 07:55:44 am »

Yeah, but CIWS only protect the ship carrying them and cannot be used offensively.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4775 on: May 11, 2011, 01:27:10 pm »

He just said he was looking to blow away missiles. But I get your point -- they can't be used for fleet defense/escort role. Once I get a couple of levels of refinement to them, I stick CIWS all over everything, even civilian ships.


On a different note, what's peoples' favored naming schemes for stars/planets/moons? Do you just leave them at the default, or use the auto-rename option to name based on theme, or what?

I've followed a variety of systems based on the flavor of my empire. One was a multi-ethnic UN-style meritocracy, with 5 jump points out of Sol, so I assigned each "arm" to a certain pantheon (Greek/Roman, Celtic, Norse, Chinese/Japanese, Vedic) and named notable systems and worlds based on that, with the RP implication that each 'arm' was colonized predominantly by different ethnic groups.

My current long-running game is a Graeco-Russian world empire united in a belligerent theocracy (spreading the light of the Patriarch to the worlds beyond!) so major worlds tend to be named after significant subrealms in either the Byzantine Empire or the Russian Empire. Most system names have been left as is, despite the anachronistic use of Gliese, Luyten and Ross numbers.

I want to do an Imperial Chinese game sometime soon, and go through and rename stars based on their classical Chinese astronomical names.  :D
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4776 on: May 11, 2011, 01:53:11 pm »

On a different note, what's peoples' favored naming schemes for stars/planets/moons? Do you just leave them at the default, or use the auto-rename option to name based on theme, or what?
For stars; whatever Realistic Stars option gives them. For planets; I just randomly name them things. If I can think of some country that's like the climate of the planet, I might name them after it or something. Otherwise, I just randomly think up a name that sounds nice.
« Last Edit: May 11, 2011, 02:01:00 pm by Tarran »
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4777 on: May 11, 2011, 01:54:57 pm »

I just turn off realistic stars and it names them based on the empire's theme.
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4778 on: May 11, 2011, 02:03:05 pm »

Also, a question about TG training. I have a small group of ships set to train, but they don't seem to be getting anything from it. Is there something I need to set up elsewhere, or am I missing something else?

To answer this question, the reason your taskgroup isn't gaining anything is probably because you do not have a taskforce commander with the "crew training" ability.  The taskgroup trains readiness based upon the taskforce commander's crew training ability, with some part of the Operations officer's crew training ability added.

Your ships will naturally recieve an increase in class rating based upon the crew training ability of the officer assigned to that particular ship.  So older ships are better trained, traditionally.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4779 on: May 11, 2011, 02:06:56 pm »

To do taskforce training you also need a ship with a flag bridge in the taskforce/taskgroup, and you need to assign staff to it.
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4780 on: May 11, 2011, 02:08:22 pm »

man, I really want to take part of the aurora action, but I cannot ever seem to get past the universe generation.

is there a tutorial like the good old "The Complete and Utter Newby Tutorial for Dwarf Fortress"?
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4781 on: May 11, 2011, 02:10:21 pm »

To do taskforce training you also need a ship with a flag bridge in the taskforce/taskgroup, and you need to assign staff to it.

Not for taskgroups, at least not the first one.

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4782 on: May 11, 2011, 02:11:37 pm »

man, I really want to take part of the aurora action, but I cannot ever seem to get past the universe generation.

is there a tutorial like the good old "The Complete and Utter Newby Tutorial for Dwarf Fortress"?

The wiki helps.  And we can answer most other questions.

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4783 on: May 11, 2011, 02:24:12 pm »

sure, but the wiki basic tutorial I followed, but doesn't give you a direction, only steps. I'll try again, some day or the other.
Logged

andrea

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #4784 on: May 11, 2011, 03:34:26 pm »

I am trying a new tactic, involving a few ships with size 100 box launchers, and size 100 missiles ( 200+ warhead points), mixed with the rest of my fleet ( composition still to be decided).

now, if you had to rank it between 1 and 10, how stupid would it be?
there MUST be something against having missiles as big as a small ship

perhaps only one component can be damaged by a single missile after armor is breached?

( by the way, I put points in agility, ECM and armor, and speed is fine too, to avoid the loss of huge quantities of minerals due to point defense)

I used box launchers to keep launcher size somewhat reasonable. Also, reload time on a normal launcher would be an hour, which means I might as well just not reload during the fight.


I designed this missile after I had to deal with enemies with several armor layers, which couldn't be defeated by my warhead power 2 fighter missiles.
Instead of the sane person approach of using size 4 to 8 missiles, I went to the polar opposite.
Pages: 1 ... 317 318 [319] 320 321 ... 1347