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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2851292 times)

Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5745 on: August 15, 2011, 11:10:22 am »

This game is remarkably stable for how complex it is, you might've installed it wrong.

Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5746 on: August 15, 2011, 11:15:02 am »

Indeed, errors are very simple to fix. It pretty much means you did something wrong, and is a warning to correct it.
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Imofexios

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5747 on: August 15, 2011, 11:20:06 am »

Well i did everything right as said in install.
Only difference was i created alter folder instead in programfiles folder.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5748 on: August 15, 2011, 12:47:45 pm »

Code: [Select]
Guderian II class Cruiser    12,000 tons     1269 Crew     3838.8 BP      TCS 240  TH 1200  EM 0
5000 km/s     Armour 10-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 94.8
Maint Life 5.09 Years     MSP 1999    AFR 115%    IFR 1.6%    1YR 129    5YR 1928    Max Repair 193 MSP

Internal Confinement Fusion Drive E4 (12)    Power 100    Fuel Use 40%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 155,000 Litres    Range 58.1 billion km   (134 days at full power)

Quad Light Laser Cannon II Turret (6x4)    Range 180,000km     TS: 20000 km/s     Power 12-6     RM 6    ROF 10        3 3 3 3 3 3 2 2 2 1
Spinal Railcannon (4x4)    Range 384,000km     TS: 6250 km/s     Power 21-6     RM 6    ROF 20        7 7 7 7 7 7 5 5 4 4
Point Defense Fire Control (2)    Max Range: 96,000 km   TS: 20000 km/s     90 79 69 58 48 38 27 17 6 0
Primary Fire Control (1)    Max Range: 384,000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
Primary Fusion Reactor (6)     Total Power Output 60    Armour 0    Exp 5%

Active Search Sensor MR9-R1 (1)     GPS 84     Range 9.2m km    Resolution 1

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

The Guderian II was an attempt to use Railgun weapons to lower the Corundium cost without sacrificing combat ability. The railguns are larger and in order to fit a comparable armament the ship has less armor and shorter range than its predecessor despite increases in armor technology. And it still costs a lot of corundium; the point defense lasers with their high range and capacitor rate (to compensate for the 1/4 fire rate) turned out to be the biggest use of Corundium. Still, the design is an overall success; The railguns are arguably more powerful than the older lasers despite a lower fire rate, with nearly 3x the total damage and less reduction due to range; the design also costs more than 200 corundium less, though more minerals in total, than the Guderian I.

Plans are in place for a Guderian III, using newer tech and shorter range point defense lasers to reduce Corundium costs even further; however, with the war against the Wurzburg Kingdom now over military buildup is currently paused.

There are two technologies I'd like to see you incorporate, that would increase PD and not use Corundium:
1) CIWS-> They protect against missiles, but can not be used offensively.  These will supplement your existing PD.
2) Gauss cannons-> They protect against missiles, can be turretted, but only do one point of damage.  These should replace lasers in the point defense role.

Then, you could really minimize Corridium!

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5749 on: August 15, 2011, 01:13:26 pm »

I think CIWS are a bad idea, since I normally use large fleets of not particularly large ships. It's better to have them pool their PD.

Gauss weapons for PD are something I have considered, but they're not an obvious improvement; the lasers are size 2, and 100% accurate gauss is size 6, so they need fire rate 4 before they're actually more effective against missiles; the lasers are also useful secondary armament, whereas gauss would be almost strictly anti-missile. Plus it would be yet another weapon system to research.
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lastverb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5750 on: August 15, 2011, 02:06:39 pm »

Wrong. 10cm lasers are size 3, so fire rate 2 gauss gives same pd fire, however lasers require power reactors to run, while gauss do not - so actually rate 2 gauss gives better pd fire/size ratio. There is one big downside - gauss cost muuuuuch more minerals to produce, which makes shipbuilding longer if you dont pre-build components.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5751 on: August 15, 2011, 02:19:47 pm »

Wrong. 10cm lasers are size 3, so fire rate 2 gauss gives same pd fire, however lasers require power reactors to run, while gauss do not - so actually rate 2 gauss gives better pd fire/size ratio. There is one big downside - gauss cost muuuuuch more minerals to produce, which makes shipbuilding longer if you dont pre-build components.

Mine aren't =)

Which is to say, there's a tech path to reduce the size of lasers, but there's nothing similar for gauss.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5752 on: August 15, 2011, 04:11:57 pm »

Gauss are naturally more accurate than lasers, hence why they can be reduced in size for a reduction in accuracy.

It's up to you what weapons you want to use, however.

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5753 on: August 15, 2011, 04:22:52 pm »

I'm pretty sure a 100% accurate Gauss is the same accuracy as lasers.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5754 on: August 15, 2011, 04:30:46 pm »

You're right, my mistake.

QuinRiva

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Broken combat & abundant precursor races
« Reply #5755 on: August 18, 2011, 09:59:30 am »

So I have had several run through in the game now playing 10-20 years, and I think that I have the basic hang of it, but I've found that combat just seems immensely broken.  I have some ships set up with the following configuration:
Code: [Select]
Iron Duke class Cruiser    6,000 tons     645 Crew     892.6 BP      TCS 120  TH 480  EM 0
4000 km/s     Armour 4-29     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 4     PPV 34
Maint Life 5.6 Years     MSP 372    AFR 72%    IFR 1%    1YR 20    5YR 300    Max Repair 45 MSP

Ion Engine E8 (8)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 37.5 billion km   (108 days at full power)

Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 90,000km     TS: 15800 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
15cm C3 Near Ultraviolet Laser (4)    Range 180,000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Fire Control S04 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor Technology PB-1 (6)     Total Power Output 27    Armour 0    Exp 5%

Active Search Sensor MR0-R1 (1)     GPS 16     Range 960k km    Resolution 1
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

However, I get consistently annihilated in combat on several run-throughs.  I can't get the firing control to stick; I've set it up so the turrets are bound to the Fire Control S04 24-12000 and the 15cm lasers are bound to the longer range Fire Control S04 96-3000, but whenever it comes to attack they seem to swap.  Eg.
Code: [Select]
Fire Control S04 96-3000 #1:   No Target Assignment
15cm C3 Near Ultraviolet Laser #1 (Ready To Fire)
15cm C3 Near Ultraviolet Laser #2 (Ready To Fire)
15cm C3 Near Ultraviolet Laser #3 (Ready To Fire)
15cm C3 Near Ultraviolet Laser #4 (Ready To Fire)

Fire Control S04 24-12000 #1 (Area PD Mode 5):   No Target Assignment
Twin 10cm C3 Near Ultraviolet Laser Turret #1 (Ready To Fire)
Twin 10cm C3 Near Ultraviolet Laser Turret #2 (Ready To Fire)

I increment the time by 5 seconds and this happens:
Code: [Select]
Fire Control S04 96-3000 #1:   No Target Assignment
Twin 10cm C3 Near Ultraviolet Laser Turret #1 (Ready To Fire)
Twin 10cm C3 Near Ultraviolet Laser Turret #2 (Ready To Fire)

Fire Control S04 24-12000 #1 (Point Blank PD Mode 4):   No Target Assignment
15cm C3 Near Ultraviolet Laser #1 (Ready To Fire)
15cm C3 Near Ultraviolet Laser #2 (Ready To Fire)
15cm C3 Near Ultraviolet Laser #3 (Ready To Fire)
15cm C3 Near Ultraviolet Laser #4 (Ready To Fire)

Half the time I get the response "Iron Duke 011 is preparing to fire but her weapons are not yet ready."  The weapons are fully charged, I think it's just a delay because I have an inexperienced crew, but it means that if I don't have it configured for "auto-fire" then my point defence never even fires at the target.

Also, is it normal that every alien race that I've encountered seems to have much high tech level than me?  I can't seem to engage in any battles because the vast majority of the time the enemy is way more powerful than I am.  Actually I just used SpaceMaster to find out who the aliens are that I've contacted and the past two times it has been the Precursor race?  Is that normal?
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Azkul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5756 on: August 18, 2011, 10:40:37 am »

How fast are the enemy missiles (approximately)?
If they are faster than 10,000km/s then having your fire control set to Area PD Mode 5 will be useless.
« Last Edit: August 18, 2011, 10:44:42 am by Azkul »
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shadenight123

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5757 on: August 18, 2011, 10:44:58 am »

from what i could see, about other races...
npr's have the chance of finishing themselves off in the duranium crunch.
so, they'll just inhabit their own world.
but maybe it's fixed and you'll find them eventually.
but yeah, precursors ships and starswarms are usually the big enemies.
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5758 on: August 18, 2011, 05:38:55 pm »

This game seems like it could be incredibly fun but...... holy crap is it slow paced. Everything takes so long to build and research!

It's like 15 years (and 4+ RL hours) in and all I've got is a basic small amount of ships (a couple freighters and colonizers) and a (very small) colony on mercury (stupid me didn't realize automated mines were totally automated and mass drivers didn't need people so it's kind of a pointless colony). I'm just now starting to research jump drive theory (I assume that's what gets me to new stars) but it's going to be ~a year, plus a year to retool the shipyard, plus (probably) a year after that to actually build a ship with the sensor on it before I can even start looking for jump points.... then who knows before I can research/design/retool for a ship that actually has a jump drive and build that and explore another system.

Is that normal or should I have a multi-system empire going by now and I'm doing it wrong? (I did conventional start, fwiw)

Also when I exit the game it seems to keep running in the background eating 50% CPU (one core) and ~1gig of ram till I manually close the process. Does that happen to anyone else?
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Azkul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5759 on: August 18, 2011, 06:12:58 pm »

It's normal for games to take a very long time.
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