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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2837975 times)

Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5895 on: August 22, 2011, 05:44:33 pm »

Good god, what are you smoking? Using ships with ONLY 600s reload time launchers as forward scouts?

I am enjoying this little story of courage, however.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5896 on: August 22, 2011, 05:57:15 pm »

Okay, my first volley lost itself, and I don't know how to reslave them to my targetting systems, because I jumped back and they had overrun the destroyer-sized targets. Those three ships had continued toward the point, while the ten 1000ton vessels had veered off course, although they were still approximately the same distance from the point. 290 seconds left till the reload is completed, at which point I'll be jumping back in the hopes that they'll be close enough to score hits before they launch. But even if this is a failure, I've worn down their missile reserves a decent amount.

Speaking of which, did I mention that the Tennessee and Kentucky only carry 64 Thor-9s? Which, with 12 launchers, means 5.3 volleys. The 1st Collier Section is still in Sol, with 15 days 8 hours of transit ahead of them (I did mention this is a long chain). The 1st Tanker Section is in similar circumstances, and both groups have to make 4 transits from Sol to Niven (or more likely, Orphicon, as I don't want to risk them).

Meanwhile, the 1st Squadron has been ordered to the jump point, but is refusing orders. (I honestly have no idea; they say they're in transit, they've got full fuel tanks, and they're sitting dead in space. Wonderful.)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5897 on: August 22, 2011, 06:15:57 pm »

After reloading, I hopped back, and the three destroyer-sized contacts were barely 586k km away. The Tennesse and Kentucky each launched 12 Thor-9 missiles, and ten seconds later, the enemy ships responded with their own missiles. Our volley reached the targets at 439k km. Both enemy targets were destroyed outright, proving the effectiveness of this particular missile type. The three enemy vessels had concentrated on the Tennessee. As the Carolina class frigate has no PD beyond CIWS, the Tennessee was force to fend for itself. 7 enemy missiles were effectively intercepted, while 9 struck the ship. The thickness of the armor of this class proved a godsend, absorbing all but 13 points of damage from missiles designed to deliver 8pt of damage each. Damage was still extensive, completely destroying one CIWS, the targetting sensor, the active sensor, the magazine (which thankfully did not explode) and three engines. There were a total of 163 causualties from a crew of 743. Speed was reduced to half normal, and her only remaining missiles were the ones in the tubes. The damage control crew began work on her fire control system, hoping at least to be able to fire her remaining ordinance.

The Kentucky is unharmed. The remaining destroyer-class is also unharmed. The Tennessee will make an intrasystem jump and withdraw from the system while the Kentucky attempts to eliminate the remaining enemy of this class.

The remaining enemy ship, which has been designated the Pasht 004, followed the Tennessee through the LP. The Kentucky is attempting to draw it off to allow the other ship to escape.
« Last Edit: August 22, 2011, 06:23:33 pm by Flying Dice »
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5898 on: August 22, 2011, 06:24:52 pm »

Score one for (what I assume are) humans!
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5899 on: August 22, 2011, 06:37:31 pm »

Strange things are afoot, mainly buggy fleet behavior and incredibly stupid AI. Namely, the Tennessee has been limping away while the Kentucky plays with the single enemy ship, repeatly warping back and forth between LPs in a 15 second cycle that has the AI stuck in a constant frenzy of target switching. This even had the (presumable) effect of neutralizing a missile launch which I detected, and which has yet to reach the Tennessee. In other news, the breakup and reformation of the 1st Squadron got rid of the buggy refusal to move and they are now headed to the JP.

400 seconds until the Kentucky can fire again.


At 1:45 on 25th October, 2042, the 12 missiles from the volley fired by Kentucky overran the fleeing Pasht class enemy vessel, destroying it completely. No life pods were launched. As before, there were no signs of PD fire from the enemy. The 10 Sebek class contacts are still on course away from the JP. The Kentucky will monitor but not pursue, as they appear to be beam based and could easily overhaul her. New ship designs using larger numbers of light missiles are in the works; the Thailand class destroyer escorts with the 1st Sqdn could possibly fill this role for the time being.
« Last Edit: August 22, 2011, 06:47:59 pm by Flying Dice »
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Flare

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5900 on: August 22, 2011, 06:56:03 pm »

Anyone else thinking Macross here? Because habitat ships + the capability to launch hundreds of missiles from a single vessel sounds suspiciously similar.

Modern naval task forces already do that :P. In any case, the proper first world nation response to a first world nation navy is to throw masses of missiles at it in hopes of overwhelming the missile defences. Or just nuking it.
« Last Edit: August 22, 2011, 07:00:41 pm by Flare »
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5901 on: August 22, 2011, 06:59:10 pm »

So I was thinking about doing missile spam to overwhelm enemy defences...

How2boxlauncher?

Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5902 on: August 22, 2011, 07:01:00 pm »

Keep researching reduced-size launchers. Eventually you'll get them.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5903 on: August 22, 2011, 07:03:20 pm »

And then cram several hundred of them onto a massive ship with meter-thick armor and call it a Monitor.


/Weber reference



Also, box launchers + hidden moonbase based corvettes = super obnoxious.
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5904 on: August 22, 2011, 07:03:20 pm »

We interrupt this fascinating news report of the battle in *mumble mumble* system  to bring you this question from our sponsor:

I've been exploring sytems and I've noticed that sometimes I get the "refuel from colony" and "resupply from colony" orders available when I pick planets with my scout ship.

At first I thought it was aliens running an intergalactic space gas station, but nope - there's never been anything there that I could see (other then the planet, of course).

Is this just a bug or is there something I'm missing? It seems reasonably common ( 1 - 2 planets per system at least).

Bonus question: does researching fuel production xxx techs just make fuel production faster, or does it make it more efficient (use less solariam per liter) too?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5905 on: August 22, 2011, 07:05:34 pm »

We interrupt this fascinating news report of the battle in *mumble mumble* system  to bring you this question from our sponsor:

I've been exploring sytems and I've noticed that sometimes I get the "refuel from colony" and "resupply from colony" orders available when I pick planets with my scout ship.

At first I thought it was aliens running an intergalactic space gas station, but nope - there's never been anything there that I could see (other then the planet, of course).

Is this just a bug or is there something I'm missing? It seems reasonably common ( 1 - 2 planets per system at least).

Bonus question: does researching fuel production xxx techs just make fuel production faster, or does it make it more efficient (use less solariam per liter) too?

It might be due to the fact that those planets are -potentially- colonizable, or it might just be there as a default option for every terrestrial world.


As for the last one, I believe it increases the output per refinery by 12,000 litres/cycle.
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5906 on: August 22, 2011, 07:15:19 pm »

And then cram several hundred of them onto a massive ship with meter-thick armor and call it a Monitor.


/Weber reference



Also, box launchers + hidden moonbase based corvettes = super obnoxious.
Shiva Option (and Weber in general) rules.
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5907 on: August 22, 2011, 07:23:27 pm »

Hmmm I don't think it has anything to do with potential colonies. Every single planet around alpha centauri A has the 'refuel' and 'resupply' options and yet only two of them are potentially colonizable.

Futhermore, only one planet around alpha centauri B has it, despite at least two being colonizable.

(and by colonizable here I mean even theoretically, I set the colony finder to 1000 max colony cost to get a full list)
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dennislp3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5908 on: August 22, 2011, 07:27:14 pm »

well it might be there but I am sure if you try it it will just error out...have you tried it?
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5909 on: August 22, 2011, 07:33:49 pm »

I just diverted my scout ship to try and refuel at one of the planets and.....

Nothing. It flew over to it, then went back to it's automated orders of geo scanning. There was no error message, and it didn't get any extra fuel.
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