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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2839145 times)

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6765 on: September 11, 2011, 02:03:47 pm »

A ship armed only with 4000 size-1 box launchers. Madness?
SPARTAAAA!

wait...

yes, madness.

Can it even land to be reloaded?
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6766 on: September 11, 2011, 02:04:55 pm »

A ship armed only with 4000 size-1 box launchers. Madness?
Oh god...

And yes, madness.

shadenight123

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6767 on: September 11, 2011, 02:10:35 pm »

A ship armed only with 4000 size-1 box launchers. Madness?
Oh god...

And yes, madness.

wait a second...is he actually meaning a ship that shoots 4000size missiles? or 4000 1 size missiles? :/
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SirAaronIII

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6768 on: September 11, 2011, 02:11:30 pm »

4000 1-size missiles would be crazier, I think.

But a 4000-size missile would be pretty crazy, too.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6769 on: September 11, 2011, 02:14:37 pm »

Yeah, 4000 size one missiles. As in, 4000 missiles. All at once. Because it would be badly designed and only have one fire control module.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6770 on: September 11, 2011, 04:15:18 pm »

Code: [Select]
Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    Resolution 1
Active Search Sensor MR11-R1 (1)     GPS 0     Range 0k km    Resolution 1

Somehow an active sensor I designed got totally fucked up and I had to design a new one.
Anyone knows how this happens?
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6771 on: September 11, 2011, 04:29:38 pm »

Did you instant research it from the design window?

I had that happen when I was trying to set up my Lost scenario, the first sensors I made I instanted straight from the design window and it made them do that. Designing new ones and then instanting them in the research window instead fixed them.
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6772 on: September 11, 2011, 04:36:47 pm »

No, they were just designed and researched by my researchers.
Researching it again solved the problem but I was kinda worried for a moment.

EDIT:
My first warships.
Code: [Select]
Horned One class Destroyer    8,800 tons     1005 Crew     1732.12 BP      TCS 176  TH 880  EM 0
5000 km/s     Armour 5-37     Shields 0-0     Sensors 56/44/0/0     Damage Control Rating 3     PPV 60
Maint Life 2.23 Years     MSP 369    AFR 206%    IFR 2.9%    1YR 100    5YR 1495    Max Repair 84 MSP
Magazine 566   

Military Internal Confinement Fusion Drive E7.2 P110 (8)    Power 110    Fuel Use 72%    Signature 110    Armour 0    Exp 10%
Fuel Capacity 450,000 Litres    Range 127.8 billion km   (295 days at full power)

00:30 HS6 MS6 Launcher (10)    Missile Size 6    Rate of Fire 30
Missile Fire Control FC105-R80 (1)     Range 105.2m km    Resolution 80
Dread Mk I ASM (94)  Speed: 26,700 km/s   End: 62.5m    Range: 100.1m km   WH: 9    Size: 6    TH: 267 / 160 / 80

Active Search Sensor MR105-R80 (1)     GPS 6720     Range 105.2m km    Resolution 80
Military Thermal Sensor TH4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km
Military EM Detection Sensor EM4-44 (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Cursed One class Destroyer Escort   8,800 tons     871 Crew     1738.88 BP      TCS 176  TH 880  EM 0
5000 km/s     Armour 5-37     Shields 0-0     Sensors 56/44/0/0     Damage Control Rating 6     PPV 40
Maint Life 5.9 Years     MSP 741    AFR 103%    IFR 1.4%    1YR 36    5YR 545    Max Repair 84 MSP
Magazine 799   

Military Internal Confinement Fusion Drive E7.2 P110 (8)    Power 110    Fuel Use 72%    Signature 110    Armour 0    Exp 10%
Fuel Capacity 450,000 Litres    Range 127.8 billion km   (295 days at full power)

00:05 HS1 MS1 Launcher (40)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC11-R1 (4)     Range 11.8m km    Resolution 1
Blight Mk II AMM (799)  Speed: 47,100 km/s   End: 0.4m    Range: 1.2m km   WH: 1    Size: 1    TH: 785 / 471 / 235

Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    Resolution 1
Military Thermal Sensor TH4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km
Military EM Detection Sensor EM4-44 (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
I think they are ok. They don' t have PD because I've never used it and assume AMM will be good enough
« Last Edit: September 11, 2011, 04:55:00 pm by Dutchling »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6773 on: September 11, 2011, 07:27:25 pm »

The only note is that you'll get 20 volleys of AMM, meaning that you'll either need a lot of DEs to spread the load or some colliers in the background for resupply. The main disadvantage of using AMM exclusively is that you have limited ammunition and if you run out you are royally boned. Actually, part of the reason that I use laser PD turrets on my ships is because they help save ASMs by allowing you to move in to kill cripples with EW fire rather than expending more missiles.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6774 on: September 11, 2011, 07:28:18 pm »

Look pretty good.

One thing I like doing that you might want to consider is making the anti-ship missile fire control longer range, to make up for ECM penalties. The way it works is if the enemy has ECM 1 your launcher is 10% less range against them, and so on. So an enemy with ECM5 would cut your missile fire control range down to half.

Just by upping the range you can effectively ignore ECM without even requiring ECCM. Getting a fire control with range 168.5 would allow you to completely ignore enemy ECM up to level 4, and even level 5 you could fire at 84.25m km instead of 52.6m km which is what you'd get now vs an ECM 5. The active sensor could stay the same size, since ECM doesn't affect that.

Having multiple fire controls is handy too. I usually try to put at least 2 on my ships. Even if you target the same ship, splitting the volley in two can help with enemy final defensive fire. Since you have twice the number of volleys impacting at the same time, the enemy has to have twice the number of beam fire controls to target them all. Say an enemy has the capability to destroy 8 missiles with its gauss turret controlled by a beam fire control. If you have a volley of 10 missiles, it will destroy 8 of them. If you have two volleys of 5 missiles, it will only destroy 5 because it can only target one volley at a time. It doesn't matter against AMMs, but against ships with PD turrets it can make all the difference.

Plus if you take damage and the fire control happens to be destroyed, it's nice to have a backup to keep firing.

That's one of the reasons fighters with box launchers can be so effective, even compared with ships with very fast firing launchers. It's much more difficult for final defensive fire to shoot down 40 volleys of 4 all hitting at the same time than it would be to shoot down even 10 volleys of 40 coming 5 seconds apart. Against a ship with 4 fire controls linked with turrets capable of destroying 10 missiles each with a 5 second recharge would shoot down only 10% of the first, but be able to shoot down most if not all of the second.
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SirAaronIII

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6775 on: September 11, 2011, 08:07:47 pm »

I put both a gravitational sensor and a geological sensor on the same ship. Good idea or not?
EDIT: How do you move ships between task groups?
« Last Edit: September 11, 2011, 08:20:31 pm by SirAaronIII »
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6776 on: September 11, 2011, 09:04:48 pm »

I need help/advice D:

Standard Earth game, earlier today got Mars to 0.00 colony cost. I began removing the infrastructure to Venus while I left the terraforming installations to get Mars a bit more Earth-like by adding more oxygen. Well, I suddenly got the warning that unrest was rising on Mars due to overcrowding, and sure enough Mars had somehow shot back up to 1.8 cost.

I've checked oxygen and temperature levels, and they are both well within the required range. Unfortunately, at this point even if I brought back all of the infrastructure Mars had previously, it would still have about 5 million too many people. What's wrong with Mars?
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6777 on: September 11, 2011, 09:06:57 pm »

Check the pressure. Is there any toxic gas?
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6778 on: September 11, 2011, 09:10:37 pm »

Not unless safe greenhouse gas can suddenly become not-safe. Aside from Nitrogen, Carbon Dioxide, and Oxygen, Mars has nothing else in the atmosphere.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6779 on: September 11, 2011, 09:14:47 pm »

Been testing dirty nukes in the Martian wastes?  :P
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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