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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2838134 times)

shadenight123

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6495 on: August 30, 2011, 02:33:22 pm »

If biology research could make better soldiers I'd be more inclined to use it.

technically, when you make humans which can resist hotter/colder temperatures, and higher/lower gravity, and make troops out of them, one could insert different strengths.
if you are capable of withstanding far more gravity than a normal human, you are actually bulkier, your bones are harder, and your muscles stronger. so to say, more gravity you can withstand, more strong you are.
a human who can withstand gravity 10 or twenty times the normal human average, is 10 to twenty times stronger than a normal human. and has bones, and muscles, and cells, stronger 10 to twenty times more than a normal human...(it's not implemented obviously, but if it were, everything would actually already be there)
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6496 on: August 30, 2011, 02:36:56 pm »

yes but none of that happens in the game right now. I was saying that IF IT DID, I would be more inclined not to ignore it entirely.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6497 on: August 30, 2011, 04:26:41 pm »

In a setting where you have antigravity and all kinds of high powered weapons, I don't think being able to resist hotter/colder temperatures or being able to withstand higher gravity would make that much of a difference.

The kinds of weapons ground troops would be using in Aurora would kill you just as quick either way, and with antigrav equipment weight doesn't matter either so being stronger wouldn't matter much. If they got into hand to hand combat it might make a diff, but with high powered long range weapons how often do you get into hand to hand combat?

Theres already tech for increasing ground unit strength, which I take to be developing ground based trans newtonian equipment like personal shields and gauss rifles and antigrav harnesses and flight packs and stuff. With the ability to ignore gravity you could make a very functional personal flight system.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6498 on: August 30, 2011, 04:28:32 pm »

Has Steve ever talked about what ground troops even use as weapons?

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6499 on: August 30, 2011, 04:44:00 pm »

Has Steve ever talked about what ground troops even use as weapons?

Not that I know of, but if they have ship based projectiles that can approach the speed of light and missiles that can fly 50,000 km/s or more I imagine they could make some pretty nasty weapons for ground troops.
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6500 on: August 30, 2011, 05:30:09 pm »

If biology research could make better soldiers I'd be more inclined to use it.

Hell, if the alternate species you designed didn't throw fits about being in the minority of your empire I'd be more inclined to use it, but as it is it makes it almost useless.

My low gravity people on luna have 0 morale because of that. I can't easily convert more people since I have to send them to orbital habitats first, which means I'd have to build a crapton of orbital habs for the people to survive in while they are converted to low gravity people... then I'd have to constantly monitor the situation to make sure they don't get too low of a % and drop more to be converted if they do (since the growth rate on all the other worlds combined is much greater then luna's growth rate).

And that's just one side-species. What if I had to manage a high gravity species, and a high temperature species? etc.

Biology is supposed to be an alternative to terraforming, and while it IS a lot faster once you have the researches done (and some of the researches are pretty powerful) it's just way too much trouble because of that stupid morale penalty.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6501 on: August 30, 2011, 05:51:15 pm »

Hmm... What if you (somehow) converted over half your population to the new species? Would the "normal" humans start to complain?

Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6502 on: August 30, 2011, 06:24:10 pm »

No, I believe species only complain if they're only >5% of your total pop. Or maybe >10%. Something like that.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6503 on: August 30, 2011, 06:45:57 pm »

Wow, delayed NPR generation.

I jumped to a system that took a long time to gen, so I figured it must have an NPR or something (thats a telltale sign when it takes a while to gen its probably making something). Only 1 planet. I flew in and did a full geo survey of the planet. Nothing, no signal or anything. I activate my active sensors (big enough to sweep the entire system) and see nothing there either.  I wait a few days while my grav survey vessels are surveying the system and suddenly BAM a population, shipyard, and dozens of ships appear on the planet (my survey ship was still in orbit).


My newest exploration group is doing well though. I made a 6000 capacity carrier with huge active and passive sensors and no engines, a tug ship with enough engines to pull them both at 12,000 km/s, and small 750 ton survey ships armed with advanced sensors and one military engine with fuel. The whole setup has enough fuel for years, and the only part that breaks down is the carrier section - and I have it set where it'll probably last 6+ years before it needs to overhaul. Right now I have it set up with 4 grav survey ships and 4 geo survey ships, it can fly in a system and have the surveying all done within a month or two unless it has a ton of planets. If it does have loads of planets it can just leave behind a geo surveyer to finish up while it hits the next system then come back and pick it up later. Funny thing is the exploration group has 10 commanders, but I have so many with all my military academies that it doesn't really matter. It had already explored 5 systems in 8 the months since I built it.

Plus if the system turns out to be hostile, the most expensive part of the group is sitting by the JP ready to bug out and the small survey ships can travel at 16,000 km/s. Even if I have to abandon a few they only cost 400 each and build in less than a month.
« Last Edit: August 30, 2011, 06:47:58 pm by Paul »
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6504 on: August 30, 2011, 06:49:01 pm »

So I was puzzled at a rather large military vessel I designed (11,000 tons) was that big. I kept checking and re-checking the design, it didn't add up.

Turns out I had installed my commercial ion engines instead of the (non-existant) military ones. Cue facepalm.

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6505 on: August 30, 2011, 07:31:52 pm »

Haha, I've had moments like that.

I once designed a ship and was using bridges to fill in for the jump drive while I designed it, that way I could get it the way I wanted it then design a jump drive in the size necessary for the ship. This is handy since bridges have the same crew requirement per HS as military jump engines, so when you swap them out you don't have to make any changes to the rest of the design.

The problem was after I researched the jump drive I forgot to swap them out. So I wound up building a jump ship with a bunch of extra bridges in place of the jump drive. I didn't realize it until I ordered the ship to jump and it couldn't.

I used SM mode to unlock the design and correct it and removed the jump engine I had in storage that didn't get used.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6506 on: August 30, 2011, 09:05:33 pm »

ARGH!

Damn NPR! Not sure if NPR or precursor, but these guys are assholes. My engine speed is much better than theres, my slowest ship going 5,500 km/s while theirs go 4,500 km/s, but I'm getting spanked by A SINGLE ENEMY SHIP.

This damn ship's missile range is 90 mil or so while my missiles are only 40 mil, and their missiles are size 7s. My point-defense is working though I'm using it on manual for a much better turnover rate, yet this thing fires volleys so damn quickly, heavy anti-ship missiles at 38,000 km/s, that I'm having trouble approaching it...

Its already hit my capitol ship (only ship with anti-ship missiles, escorted by two Particle Beam cruisers, two dedicated PD ships with CIW, anti-missiles and Gauss cannons turrets.

Needless to say, I've already shot at least a dozen salvos out of the sky, my Pegasus M-1 Destroyer is getting hammered, and I'm still quite far away from the ship. Once its in range its getting murdered, problem is getting it in range...

Fucking super-sensors... Their active sensors and firing range is ridiculous.
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6507 on: August 30, 2011, 09:16:39 pm »

Ah, sorry to tell you this now, but CIWS won't protect other ships in the fleet - it can only protect the ship it's on (which is one of the the tradeoffs for being rather effective for the size). So those dedicated PD ships are going to need to be redesigned (if they survive).
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6508 on: August 30, 2011, 09:23:24 pm »

Oh no, thrust me, I know that. Their CIWS end up killing half of the enemy missiles thankfully, I specifically added CIWS on every ship to ensure they all have a bit of personal PD, just in case. :)

The one problem I'm facing is OVERKILL... I'm firing way too many Anti-missiles, even with PD at 1 missile fired per enemy missile. Having 4 missiles shooting anti-missiles at 1 volley isn't working. My next project will be anti-missiles with sensors, that'll save me a lot of grief, extra costs, and headaches.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6509 on: August 30, 2011, 09:24:51 pm »

Oh no, thrust me, I know that. Their CIWS end up killing half of the enemy missiles thankfully, I specifically added CIWS on every ship to ensure they all have a bit of personal PD, just in case. :)

The one problem I'm facing is OVERKILL... I'm firing way too many Anti-missiles, even with PD at 1 missile fired per enemy missile. Having 4 missiles shooting anti-missiles at 1 volley isn't working. My next project will be anti-missiles with sensors, that'll save me a lot of grief, extra costs, and headaches.

Edit: A dozen more volleys and not one hit, thankfully. Getting closer >_> Growing more annoyed. Used up 20% of my anti-missiles on my dedicated AM ships...
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