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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2810352 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6180 on: August 25, 2011, 05:45:19 pm »

I mean I think there is a certain tonnage limit for fighters and gunboats beyond which its no longer considered a fighter/gb

It is usually a matter of semantics, but for strike craft it actually matters, because you have to fit them into hangers. For a general range I'd say no more than ~400-450 tons for a fighter, and no more than 1200 or so tons for a FAC.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6181 on: August 25, 2011, 05:45:27 pm »

Oh ::)

That's what you get when you try to give advice on a subject you know little about... Stay tuned for the newest edition of Hoses Gone Wild.

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6182 on: August 25, 2011, 05:46:05 pm »

I mean I think there is a certain tonnage limit for fighters and gunboats beyond which its no longer considered a fighter/gb

It is usually a matter of semantics, but for strike craft it actually matters, because you have to fit them into hangers. For a general range I'd say no more than ~400-450 tons for a fighter, and no more than 1200 or so tons for a FAC.
You misunderstand. I think there is a certain size beyond which THE GAME no longer considers the ship a fighter, thus you cannot produce it with fighter production facilities for example.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6183 on: August 25, 2011, 05:49:10 pm »

I mean I think there is a certain tonnage limit for fighters and gunboats beyond which its no longer considered a fighter/gb

It is usually a matter of semantics, but for strike craft it actually matters, because you have to fit them into hangers. For a general range I'd say no more than ~400-450 tons for a fighter, and no more than 1200 or so tons for a FAC.
You misunderstand. I think there is a certain size beyond which THE GAME no longer considers the ship a fighter, thus you cannot produce it with fighter production facilities for example.
Well of course, else people could abuse it to build massive ships insanely fast via a crazy high fighter production rate. My guess is a fighter is below 500 tons.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6184 on: August 25, 2011, 05:50:11 pm »

There probably is, and I make no claims to being an expert, but I'd guess that it is probably around the reasonable limit for strike craft. Do enough trial and error and you can probably find it, kinda like how I found out that Civ Econ(I think) never actually ends, you keep researching it over and over until the rp cost is somewhere in the quadrillions and the game bugs out.



Also: FFS, ships refusing to launch missiles at precursors apparently leads to mass spam of overflow error popups.
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Chattox

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6185 on: August 25, 2011, 05:56:26 pm »

Trading is only relevant in terms of civilian shipping, which will automatically establish itself as you build colonies, and wil provide you with a modest amount of additional income.

I don't understand how money works in this game, is it in the wealth tab? And what is it used for, stuff doesn't seem to have a cost, just a required amount of minerals.

Also, what should I assign commanders and such to? And what is a team in the academy tab? Sorry, far too many questions here :P
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6186 on: August 25, 2011, 05:58:34 pm »

Trading is only relevant in terms of civilian shipping, which will automatically establish itself as you build colonies, and wil provide you with a modest amount of additional income.

I don't understand how money works in this game, is it in the wealth tab? And what is it used for, stuff doesn't seem to have a cost, just a required amount of minerals.

Also, what should I assign commanders and such to? And what is a team in the academy tab? Sorry, far too many questions here :P
Your major costs will be research. Research costs a lot. You shouldn't have a lot of problems at the beginning, taxes from the population pretty much keep you topped up on wealth until you begin expanding. Everything costs some amount of wealth though.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6187 on: August 25, 2011, 06:01:47 pm »

Trading is only relevant in terms of civilian shipping, which will automatically establish itself as you build colonies, and wil provide you with a modest amount of additional income.

I don't understand how money works in this game, is it in the wealth tab? And what is it used for, stuff doesn't seem to have a cost, just a required amount of minerals.

Also, what should I assign commanders and such to? And what is a team in the academy tab? Sorry, far too many questions here :P

AFAIK wealth is just an abstract measure of your treasury; it probably has some uses, but the only one I know of is subsidizing civilian shipping.

Form teams first in the academy tab, they fill useful roles. Geo teams can increase mineral amount or accessability on a planet, but should be trained up on moons and low quality planets first, as they can exhaust their search, and you want to get as much out of your good worlds as you can.

Xeno teams are used to identify alien ruins, which can then be recovered by Engineer Brigades.

Diplomacy teams can be used to negotiate with enemies.

Spy teams are used to, well, spy on other empires.

Make sure to assign commanders with 30% bonuses to their respective teams, as well as assigning commanders with good bonuses to ships and planets, to prevent them from being culled. You can assign naval commanders to ships, and to staff positions, civ admins as planet governors, GF commanders as COs of ground units. When assigned, their respective bonuses come into play, which can be very helpful with something like a civilian admin with 30% pop growth bonus on a new colony, or 25% shipbuilding bonus on Earth.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6188 on: August 25, 2011, 06:15:11 pm »

Since I am no Navy expert (nor do I claim to be one) I have no clue what any ship classes are supposed to be. As far as I know, cruiser/corvette/destroyer/battleship/other type names just happens to be different names, I'd like to know the major differences between them so I can design my ships with some accuracy.

Obviously, battleships are rather large and well-armed vessels. Beyond that, nothing.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6189 on: August 25, 2011, 06:20:15 pm »

Actually, even Steve has outright stated that the classifications have no bearing on tonnage; I tend to follow RL naval designations + David Weber's designations in terms of relative size, but one person could say a Destroyer is a 4000 ton ship, another could say it is a 200000 ton ship, and both could be correct.

Fighters and FACs tend to be different just because they have actual size limits imposed by hanger space, as a carrier that only carried a single fighter wouldn't be very efficient.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6190 on: August 25, 2011, 06:21:30 pm »

Of course, the class names mean nothing at all, I'd just like to know a bit about it so I can organize my vessels with a tiny hint of accuracy.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6191 on: August 25, 2011, 06:27:53 pm »

Of course, the class names mean nothing at all, I'd just like to know a bit about it so I can organize my vessels with a tiny hint of accuracy.

TBH this probably has no bearing on reality, but in terms of relative tonnage I usually go like this:

Fighter<FAC<Corvette<Destroyer<Frigate<Cruiser=(more or less)=Light Carrier<Battlecruiser<Battleship=(more or less)=Carrier<Dreadnought=(more or less)=Fleet Carrier<Superdreadnought<Monitor


Things like escorts, carriers, scouts, etc tend to vary a lot more because they fill more specialized roles.
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6192 on: August 25, 2011, 06:28:47 pm »

I think it's random. Sometimes the team will finish in about a month, sometimes a team will be stuck on a planet for years without actually finding anything. Their skill might have some effect.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6193 on: August 25, 2011, 06:29:15 pm »

Are geosurvey teams supposed to take months and months to look for/find things on a planet or moon? I'm running out of stuff on Earth while they putz around

Yeah, they can take years just to get up to a decent level. You should probably go ahead and start building mining colonies with mass drivers to send stuff back to Earth.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6194 on: August 25, 2011, 06:43:13 pm »

Oh no... I accidentally selected the Ferengi theme, and now I have to go back through and rename every-single-commander.

*facedesk*

Well, I finished. And promoted an A1 civilian administrator, Someya Honami to A7 for being awesome, and to be able to assign them as governor of Earth. Bonuses (for an admin who was the lowest rank possible):
-5% Shipbuilding
-25% Factory Production
-30% Wealth Creation
-25% Mining
-5% Pop. Growth

 :o
« Last Edit: August 25, 2011, 06:59:07 pm by Flying Dice »
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