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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2808490 times)

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6045 on: August 24, 2011, 11:12:36 am »

I always get all the basics for a starting tech jump capable warship, then put the rest in research speed tech. That way I can start exploring right off and blunder my way through early encounters with aliens while still getting a good research speed for new developing new stuff.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6046 on: August 24, 2011, 11:16:23 am »

Alternately: Put all your points into area which will help you build up Earth. Specifically, research rate (which is really always a good idea), construction rate, shipbuilding rate, civ economy, mining rate, and then enough into engines and sensors to build a survey ship.




Know what sucks? Starting with no Sensors scientists. And one missile scientist. And one EW scientist, with 0% bonus. Well, at least the others were all logistics or construction, rather than genetics.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6047 on: August 24, 2011, 12:33:29 pm »

Heh, in my current game I recruited a 30% bonus 30 lab Defensive Systems scientist. He's been steadily improving ever since, up to 50% bonus now. I used him to research a better research rate because his 50% bonus is better than the crummy 10% bonus 10 lab CP specialist I have.
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LuckyNinja

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6048 on: August 24, 2011, 12:46:53 pm »

Hey, is it possible to ram into ships? you know, as a last-resort thing or, like me, because you've designed a ship that is specifically designed to ram into other ships and detonate 300 nuclear warheads.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6049 on: August 24, 2011, 01:21:12 pm »

I don't think so. I think Steve said he won't be adding the ability for player ships to ram enemy ships to prevent abusing of it or something. I can't remember.
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ndkid

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6050 on: August 24, 2011, 01:35:54 pm »

Heh, in my current game I recruited a 30% bonus 30 lab Defensive Systems scientist. He's been steadily improving ever since, up to 50% bonus now. I used him to research a better research rate because his 50% bonus is better than the crummy 10% bonus 10 lab CP specialist I have.

His 50% DS bonus is wasted if you use him on CP tasks. If he can handle, say, 25 labs, he is no better or worse at CP tasks than any other scientist who can handle 25 labs and doesn't specialize in CP.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6051 on: August 24, 2011, 01:37:41 pm »

Which makes sense, because it would be stupidly easy to design a suicide fighter that couldn't be hit by PD, cram a fleet carrier full of the little buggers, and spam kamikaze them at enemy ships. Kinda like how you could churn out scouts in Homeworld and have them mass suicide on the enemy research ships for the lolz.



Also, 100,000 ton ship filled with missiles crashing into a colony = mass extinction event.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6052 on: August 24, 2011, 01:54:48 pm »

Heh, in my current game I recruited a 30% bonus 30 lab Defensive Systems scientist. He's been steadily improving ever since, up to 50% bonus now. I used him to research a better research rate because his 50% bonus is better than the crummy 10% bonus 10 lab CP specialist I have.

His 50% DS bonus is wasted if you use him on CP tasks. If he can handle, say, 25 labs, he is no better or worse at CP tasks than any other scientist who can handle 25 labs and doesn't specialize in CP.

This isn't true. He gets a 50% bonus on non-DS research, and a 200% (triple speed) bonus on DS research. So he will research CP faster that a 10% CP scientist (who would get 40% for CP).
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6053 on: August 24, 2011, 02:33:36 pm »

I just noticed something little that bugged me: there is no feminine form for any of the event reports; female researchers, officers and such are called 'him'.

That, or there are a lot of men named Anna and Sarah in the future.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6054 on: August 24, 2011, 02:39:53 pm »

Probably couldn't be arsed to add it in. I notice it too, but I learned to ignore it.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6055 on: August 24, 2011, 02:52:55 pm »

That's about what I figured.



On another note, all praise to the Great Old Ones, there is a perfectly inhabitable planet one jump away from Sol! Tau Ceti III has a colonization cost of 0, a surface temperature of 8.1 degrees C, 0.94 Earth-normal gravity, a perfectly mixed O2-CO2-N2 atmosphere, an atmospheric pressure of 0.88 atm, liquid water, and is even home to an abandoned alien colony! Better still, a close orbital scan found no signs of intelligent life, and the world itself is a close neighbor to the Sol jump point, as well as holding very large supplies of Trans-Newtonian ores. This is without a doubt the most important moment in human history since the 2019 Unification and the development of the Jump Drive!

In all seriousness, this is the first time I've found an ideal world that didn't have trigger-happy locals squatting on >>my<< property.

Edit: Again with the researchers, I've got a CP scientist who has a 40% bonus barely 18 months after the start of the game.

Woo go geology teams, 100k of 0.5 Sorium on Luna!
« Last Edit: August 24, 2011, 03:00:09 pm by Flying Dice »
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6056 on: August 24, 2011, 03:40:52 pm »

Can I drag wrecks back to a planet and salvage them there, or something like that?

I blew up some alien ships, and salvaging even the smallest one (1,000 ton) completely filled up my 100 cargo hold freighter fleet (10 ships with 10 holds each) :( I'll have to build a huge army of freighters to get the 6,000 ton ones at this rate, and that's just kind of a PITA with the civilian shipbuilding bug (civilian ships build at 50% rate no matter how big they are, making them take forever to build) making me not sure if it's worth it.

Edit: well it looks like I can't tractor them, I guess I'll just have to build a couple dozen more freighters then
« Last Edit: August 24, 2011, 03:49:45 pm by BurnedToast »
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6057 on: August 24, 2011, 04:18:00 pm »

Wow, that's with a salvage ship, you're getting that much salvage into the freighters?  I bet you could probably drag them with tractor beams to at least make the round trip shorter...
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6058 on: August 24, 2011, 04:19:40 pm »

What? That sounds wrong... I have ONE salvage ship with 50,000 holds (one or two cargo only) and I can get multiple wrecks without ever filling.

What the hell is up with your wrecks being so... Intact? o_O
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6059 on: August 24, 2011, 04:23:51 pm »

That wreck would need to be hyper-dense to completely fill your holds. Like, breaking reality itself. I have never filled a 5 hold freighter with a 1000 ton wreck.
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