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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2837894 times)

BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6975 on: September 22, 2011, 10:05:15 pm »

2. Ignore specific interrupts.  I know my grav surveyor has 8% fuel left.  It'll hit earth before it runs out, TRUST ME.  I don't need the game to get in the way of my autoturns.  Can I say "Display these warnings but do not interrupt"?  Same for Martian unrest.  Trust me, I am building you that PDC.  I don't care how whiny you are, it won't get it done faster.

As far as I can tell, this is impossible, and it's one of the reasons I stopped playing. I know the moon people I created are mad they are a minority in my empire, I don't care. I know venus's population keeps ping-ponging between happy and mad because civs keep dropping too many colonists and overpopulating it (yes I know they aren't supposed to do this anymore but they still do) there's nothing I can do about it, and I don't care anyway because it's only 0.000001% or whatever. etc.

it's so frustrating.
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6976 on: September 22, 2011, 10:31:40 pm »

2. Ignore specific interrupts.  I know my grav surveyor has 8% fuel left.  It'll hit earth before it runs out, TRUST ME.  I don't need the game to get in the way of my autoturns.  Can I say "Display these warnings but do not interrupt"?  Same for Martian unrest.  Trust me, I am building you that PDC.  I don't care how whiny you are, it won't get it done faster.

As far as I can tell, this is impossible, and it's one of the reasons I stopped playing. I know the moon people I created are mad they are a minority in my empire, I don't care. I know venus's population keeps ping-ponging between happy and mad because civs keep dropping too many colonists and overpopulating it (yes I know they aren't supposed to do this anymore but they still do) there's nothing I can do about it, and I don't care anyway because it's only 0.000001% or whatever. etc.

it's so frustrating.

A lot of those messages can be filtered off, though.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6977 on: September 22, 2011, 11:26:18 pm »

2. Ignore specific interrupts.  I know my grav surveyor has 8% fuel left.  It'll hit earth before it runs out, TRUST ME.  I don't need the game to get in the way of my autoturns.  Can I say "Display these warnings but do not interrupt"?  Same for Martian unrest.  Trust me, I am building you that PDC.  I don't care how whiny you are, it won't get it done faster.

As far as I can tell, this is impossible, and it's one of the reasons I stopped playing. I know the moon people I created are mad they are a minority in my empire, I don't care. I know venus's population keeps ping-ponging between happy and mad because civs keep dropping too many colonists and overpopulating it (yes I know they aren't supposed to do this anymore but they still do) there's nothing I can do about it, and I don't care anyway because it's only 0.000001% or whatever. etc.

it's so frustrating.

A lot of those messages can be filtered off, though.

And if you don't want civs dropping colonists onto an unihabitable world, you could always set it as a colonist source, rather than destination.
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BurnedToast

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6978 on: September 22, 2011, 11:51:31 pm »

2. Ignore specific interrupts.  I know my grav surveyor has 8% fuel left.  It'll hit earth before it runs out, TRUST ME.  I don't need the game to get in the way of my autoturns.  Can I say "Display these warnings but do not interrupt"?  Same for Martian unrest.  Trust me, I am building you that PDC.  I don't care how whiny you are, it won't get it done faster.

As far as I can tell, this is impossible, and it's one of the reasons I stopped playing. I know the moon people I created are mad they are a minority in my empire, I don't care. I know venus's population keeps ping-ponging between happy and mad because civs keep dropping too many colonists and overpopulating it (yes I know they aren't supposed to do this anymore but they still do) there's nothing I can do about it, and I don't care anyway because it's only 0.000001% or whatever. etc.

it's so frustrating.

A lot of those messages can be filtered off, though.

The filter option does NOT stop the turns from pausing, I tried that at one point. It still pauses, just with nothing listed in the event log.

As for the colonists thing, yeah, I forgot about that... I did eventually do that, but they still kept reproducing over the limit anyway and since venus's colony cost was so high even if I manufactured 10,000 infrastructure and shipped it over it only stopped it for a few months anyway (yes I probably should have done the 500 years of terraforming before I sent people there, oh well).
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6979 on: September 23, 2011, 12:05:02 am »

2. Ignore specific interrupts.  I know my grav surveyor has 8% fuel left.  It'll hit earth before it runs out, TRUST ME.  I don't need the game to get in the way of my autoturns.  Can I say "Display these warnings but do not interrupt"?  Same for Martian unrest.  Trust me, I am building you that PDC.  I don't care how whiny you are, it won't get it done faster.

As far as I can tell, this is impossible, and it's one of the reasons I stopped playing. I know the moon people I created are mad they are a minority in my empire, I don't care. I know venus's population keeps ping-ponging between happy and mad because civs keep dropping too many colonists and overpopulating it (yes I know they aren't supposed to do this anymore but they still do) there's nothing I can do about it, and I don't care anyway because it's only 0.000001% or whatever. etc.

it's so frustrating.

A lot of those messages can be filtered off, though.

The filter option does NOT stop the turns from pausing, I tried that at one point. It still pauses, just with nothing listed in the event log.

As for the colonists thing, yeah, I forgot about that... I did eventually do that, but they still kept reproducing over the limit anyway and since venus's colony cost was so high even if I manufactured 10,000 infrastructure and shipped it over it only stopped it for a few months anyway (yes I probably should have done the 500 years of terraforming before I sent people there, oh well).
If you're not averse to cheating modifying, there's always SM mode. Pretend a meteor hit Venus and blew away most of the atmosphere, or something.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6980 on: September 23, 2011, 12:06:31 am »

Neither low fuel warnings nor unrest from overpopulation cause turns to pause, though. They just put warnings in the log.
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shadenight123

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6981 on: September 23, 2011, 01:21:23 am »

isn't there now also the "stable" option? which stops colonist from coming and going?
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6982 on: September 23, 2011, 01:34:20 am »

Yes, there is indeed a Stable option.
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Trorbes

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6983 on: September 23, 2011, 08:35:20 am »

You can't choose Stable or Source if the population is below 25 million, though.
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6984 on: September 23, 2011, 08:40:05 am »

From my experience colony ships won't drop people there unless there is infrastructure to support them. What gets you is the growth rate of the colonists already there. Even if no colonists ever get sent, a population on a place like Venus would quickly outgrow any infrastructure hauled there - unless you're hauling it in by the thousand.
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6985 on: September 23, 2011, 08:54:41 am »

I kinda wish there was an intermediate maintenance option that made ships have a set rate of failure not based on an overhaul clock, and just require resupply with maintenance supplies every so often. That way resupplying a fleet of defense bases would be as simple as sending a supply ship every few years, instead of having to send tugs and give a bunch of orders to tow them back and forth. Maintenance facilities could be changed so that instead of keeping a ship at 0 clock or rewinding the clock they would reduce the failure rate of ships in orbit and take the supplies from the planet so you don't have to give the order for the ships to resupply constantly. With a system like this I'd even like to see civilian ships require maintenance, maybe at a reduced failure rate so they can go further between resupply and don't require as many engineering sections. It'd make more sense to have civilian and military parts instead of the whole ship, so you could still use civilian engines on a military ship for reduced maintenance cost if you wanted to - and putting one military part on a civ ship (like, say, grav sensors) wouldn't suddenly make your commercial engine start breaking down.

I'm putting this on the suggestion thread in the Aurora forums if you don't mind.

Also, you can already put commercial engines in military designs.
« Last Edit: September 23, 2011, 08:58:24 am by Dutchling »
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Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6986 on: September 23, 2011, 09:25:55 am »

Yes, but they break down if it's a military ship.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6987 on: September 23, 2011, 10:52:25 am »

I'd love to see a sort of large-scale maintenance or overhaul module which can be added to larger ships that will completely eliminate the need for maintenance in it's taskgroup, instead costing wealth. Spin it as a well-equipped engineering facility built into large stations or ships which the other ships can use for spares and supplies. The wealth cost is the cost of operating the recycling and machining facilities as well as wages for personnel and replacement parts shipments. As it is, building large defense bases is a huge pain in the ass because they cannot be overhauled or maintained 'in place' unless you park them on a planetary population.

I'd also love the ability to mothball ships, stopping their maintenance clock but requiring a length (6 month?) reactivation period. While mothballed, they would cost wealth to maintain but suffer no failures and have no crew on board. They would be useless stationary targets if drawn into combat.
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ndkid

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6988 on: September 23, 2011, 10:58:27 am »

The filter option does NOT stop the turns from pausing, I tried that at one point. It still pauses, just with nothing listed in the event log.

As for the colonists thing, yeah, I forgot about that... I did eventually do that, but they still kept reproducing over the limit anyway and since venus's colony cost was so high even if I manufactured 10,000 infrastructure and shipped it over it only stopped it for a few months anyway (yes I probably should have done the 500 years of terraforming before I sent people there, oh well).

There are certainly NPR combat pauses that one can't jump around, but I do not believe your low fuel problem will cause an interrupt, unless the ship has bingo fuel and has orders. I'm quite positive that in my most recent game I've had ships with < 10% fuel and still been able to run 30-day turns.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #6989 on: September 23, 2011, 11:36:21 am »

I'd love to see a sort of large-scale maintenance or overhaul module which can be added to larger ships that will completely eliminate the need for maintenance in it's taskgroup, instead costing wealth. Spin it as a well-equipped engineering facility built into large stations or ships which the other ships can use for spares and supplies. The wealth cost is the cost of operating the recycling and machining facilities as well as wages for personnel and replacement parts shipments. As it is, building large defense bases is a huge pain in the ass because they cannot be overhauled or maintained 'in place' unless you park them on a planetary population.

I'd also love the ability to mothball ships, stopping their maintenance clock but requiring a length (6 month?) reactivation period. While mothballed, they would cost wealth to maintain but suffer no failures and have no crew on board. They would be useless stationary targets if drawn into combat.

Well, we already have maintenance modules, and the developer has admitted that industry modules only working in planetary orbit is a limitation of the game. Last I heard he was working on changing that, so eventually it might be possible to send a maintenance fleet with modules and a cargo bay full of minerals off to maintain your defense bases.
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