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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2852419 times)

RulerOfNothing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6780 on: September 11, 2011, 09:15:47 pm »

If a planet has an atmosphere that is more than 40% oxygen, the oxygen counts as a toxic gas with colony cost 2.0.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6781 on: September 11, 2011, 09:16:38 pm »

If a planet has an atmosphere that is more than 40% oxygen, the oxygen counts as a toxic gas with colony cost 2.0.
30%. Not 40%.
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Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6782 on: September 11, 2011, 09:18:58 pm »

@ Flying Dice: Of course not. I have Nevada for that  :P

@ Tarran: That must be it. I fired up Aurora in response to Ruler's post, and Oxygen content is at 30.38%
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6783 on: September 11, 2011, 10:29:06 pm »

Yeah, terraforming won't automatically shut off if you reach zero colony cost.  That's probably it.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6784 on: September 12, 2011, 12:43:25 am »

It bugs me that CO2 isn't considered a toxic gas when anything over 5% is generally a very bad idea..
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6785 on: September 12, 2011, 12:59:33 am »

You're just jealous that you don't have the CO2 immunity that the humans in this game have. :P
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Duuvian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6786 on: September 12, 2011, 06:04:49 am »

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?

I think it depends on whether you think the cost of redoing the shipyards and designs to two different ships is greater than putting both components on a general purpose ship.

I think in my game I had started with a general purpose ship, and then once I was in the process of refitting that ship to use new engine tech I decided to make two specific purpose ships, since I found that if a ship was doing one thing then it can't do the other, so I ended up making two ships anyways.
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6787 on: September 12, 2011, 07:07:23 am »

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? :/
.........
As Awesome as that would be, sadly you can only make your missiles upto size 100 :(

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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

TheBronzePickle

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6788 on: September 12, 2011, 08:30:01 am »

I just thought of something...

Since missiles have just a very little bit of power even without engines, would it be possible to make a suicide ship carrying a size 100 warhead to run up to the enemy ship and blow it to smithereens?
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6789 on: September 12, 2011, 08:45:47 am »

I just thought of something...

Since missiles have just a very little bit of power even without engines, would it be possible to make a suicide ship carrying a size 100 warhead to run up to the enemy ship and blow it to smithereens?
it would probably miss
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6790 on: September 12, 2011, 09:10:58 am »

On the topic of dual-role survey ships: I never use them, because whichever standing order you place first will constantly spam unable to complete messages while the ship follows the second order. So you've got gravsurvey prioritized over geosurvey, and your ship completes the grav survey in a system, and then moves on to the geo survey. Every turn: "Ship #42526 cannot complete orders: No survey locations within 5 billion kilometers."
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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 #6791 on: September 12, 2011, 09:14:29 am »

Well, you can just change the primary order to secondary. That way it's also easier to keep track on the progress they make.
One bad thing about combined geograv surveys are the sensors. Grav sensors are military while geo sensors are not. So by combining them you'll only have military designs.
I combine them myself though, saves in the number of TG's
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6792 on: September 12, 2011, 10:16:04 am »

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?

I usually have a general jump-capable, deep-space surveyor that mounts both. Primarily so I can check out any promising-looking planets/moons as I'm doing system surveys. Later on, I'll use a batch of purely commercial geosurveyors to finish up the full system survey, especially if it's asteroid-rich.

You can move ships between task groups by going to the naval organization tab. From there, you can shift ships between groups (if at the same location), or split ships off to form a new TG, or divide the TG into lots of new TGs.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6793 on: September 12, 2011, 10:16:40 am »

I'll concede that it is more efficient, but I'm obsessive over little things like that.  :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

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6794 on: September 12, 2011, 11:29:46 am »

I just thought of something...

Since missiles have just a very little bit of power even without engines, would it be possible to make a suicide ship carrying a size 100 warhead to run up to the enemy ship and blow it to smithereens?

You need speed and maneuverability to hit the target, even if launched at point blank. All you could save on is fuel.

And one big missile isn't ideal due to point defense. It only takes 1 AMM to shoot down your super missile. Or a single hit by final defensive fire from a laser or gauss weapon.

A more effective way of doing things is to have fighters armed with short ranged missiles on box launchers, with a very long range active sensor on the carrier. The carrier spots the targets and the fighters fly in close and fire the missiles. The carrier can stay out of missile range of the enemy, and the enemy can't shoot down the fighters until they're close unless it has specialized sensors and fire control. Since fighters are size 10 or below, they can often get really close before being detected. Even facing high tech ships fighters can get a lot closer than large ships. Against a ship with sensors tuned for larger ships you should be able to close safely to 10m km or closer without them shooting you, against ships tuned for FACs or missiles you can usually safely close to 40m or 50m km. It all depends on the size of your fighter and what their sensor resolution is. The only problem you might face is if a race has ships deployed specifically set for dealing with fighters, in that case they might have big sensors set up to detect your fighters out to 100m km or more. I haven't seen too many of them though.

I usually like having my fighter missiles set for around 40m km. They can fly in to that range, fire their ordnance, and turn around to return to the carrier. Even if enemies detected them at 40m km and started firing, chances are your missiles will all hit before theirs reach the fighters since they will have to chase them moving away while the enemy is probably moving toward your carrier still.

I remember playing one game where an NPR deployed some fighter killing ships that were detecting and firing at my fighters at 110m km, but the missiles they were firing only had like a 30% hit rate with warhead 6 and my fighters were armored enough to take several before going down - so I still didn't suffer too many losses. I remember one time having two of their ships fire around 240 missiles, about 6 each, at my 40 fighters - and they all just completely shrugged them off and kept going, to be repaired when they landed for reloading. My fighters were really cheap to produce too, I had hundreds of them waiting at my planets docked in PDCs maxing out their training just waiting to replace losses aboard the carriers (or be deployed in defense of the system). I had their engines with a 100% explosion rate, so all it took was one engine hit and they were goners - but I still didn't lose many.



On the topic of survey ships, I like making teams of small ships early on. One ship has a jump drive and extra fuel storage (so it can act as a tanker) and is commercial, another has geo sensors and is commercial, and the third has grav sensors and is the only military ship. The actual survey ships have nothing but engine sensors and fuel, so they're faster than you could get making one with an early bulky jump drive. I'll group several geo survey ships with one jump ship, then several grav survey ships with another. You can give the order to detach non-survey ships to have them ditch the jump ship at the gate, then "transit and divide fleet" to have them split up. This keeps the orders, so they'll split up and go about surveying the system separately. When they run out of stuff to survey I just order them back to refuel from and join with the jump ship and then they're off to the next system. When the fuel starts to run low the jump ship can head back, refuel, and often get back while the other ships are still busy surveying. The grav survey ships have to return every so often for overhaul, but since they're faster I can just have the jump capable ship ferry them to the nearest jump gate and have new grav ships meet it there. They swap out and the jump ship heads back out while the old grav ships go to get overhauled.

I also like making a military sensor ship to tag along with the grav survey ships, with a big thermal sensor and basic missile defense, to sweep the system for potential enemies before I send in the geo survey group. If I don't I'll occasionally lose the geo surveyors to mines and precursors and swarm and stuff. I only put basic defenses on it designed to deal with stray mines, not enough to fend off a real threat.

The only downside to doing it this way is you need 4 separate shipyards, but they don't need to be very big.
« Last Edit: September 12, 2011, 11:59:31 am by Paul »
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