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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2820616 times)

Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7275 on: October 10, 2011, 08:48:01 pm »

Scout, have you been keeping them up on maintenance? If ship components start failing with nothing to fix them with, the ships may explode
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The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7276 on: October 10, 2011, 08:50:04 pm »

Scout, have you been keeping them up on maintenance? If ship components start failing with nothing to fix them with, the ships may explode
Maintenance is off. It's really annoying when I get salvagers to get the stuff back, when they explode half way their.
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Sowelu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7277 on: October 10, 2011, 09:00:05 pm »

What does the event log say?
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7278 on: October 10, 2011, 09:05:24 pm »

You probably didn't resupply them, so enough stuff broke down that the ship couldn't hold together.
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LostCosmonaut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7279 on: October 10, 2011, 09:07:19 pm »

Are beam weapons affected in any way by nebulae? I just discovered a hostile NPR on a col cost planet, so I'm sending in my laser armed frigates to initiate a beat down, and I would like to make sure they don't get catastrophically exploded.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7280 on: October 10, 2011, 09:33:43 pm »

I don't believe nebula affect beam weapons.
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LostCosmonaut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7281 on: October 10, 2011, 09:42:23 pm »

Sweet. I spend a stupid amount of RP on laser wavelength, so I should be able to outrange them. Their ships are probably going to be a lot more heavily armored than mine though.

Edit: Recent combat tests reveal that dust levels absolutely trash your to hit chances. I'm sitting at point blank range, and I'm getting 14% hit chances against stationary targets. Awesome.
« Last Edit: October 10, 2011, 09:51:28 pm by LostCosmonaut »
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Sowelu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7282 on: October 10, 2011, 10:28:37 pm »

Effects of nebulas, from http://aurora2.pentarch.org/index.php/topic,965.0.html :

- No missiles.  Period.
- No shields.  Period.
- Passive sensor strength is divided by nebula level.
- Active sensor strength is divided by nebula level.
- Chance to hit with beam fire controls is divided by nebula level.
- Max ship speed is (2500km/s / nebula level) * ship armor level.  So, a level II nebula limits an armor-1 ship to 1250km/s.

Also the planet generation might be different. 
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7283 on: October 10, 2011, 10:33:27 pm »

Effects of nebulas, from http://aurora2.pentarch.org/index.php/topic,965.0.html :

- No missiles.  Period.
- No shields.  Period.
- Passive sensor strength is divided by nebula level.
- Active sensor strength is divided by nebula level.
- Chance to hit with beam fire controls is divided by nebula level.
- Max ship speed is (2500km/s / nebula level) * ship armor level.  So, a level II nebula limits an armor-1 ship to 1250km/s.

Also the planet generation might be different.
...Y'know, I think I'll just delete nebula from now on. There doesn't seem to be a single upside to them, but a hell of a lot of downsides.
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Anvilfolk

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7284 on: October 10, 2011, 10:35:23 pm »

Thanks for the tips. I always start from the ground up, it's the only way for me to get to understand stuff :)

To whoever is starting, I would HIGHLY suggest you 1) read the tutorials on the aurora forums, and 2) read Paul's LP in the Let's Play subforum. That's how I got an idea for what I should do, research, and generally start up :)

I can't do any more research centers, because I don't have enough mercassium. Hard to find, that thing. Trying to figure out system jumps. My starting scientists were like, CP 0%, then 2 energy scientists at 10% and 20% and one defensive at 10% or 20%. I think I got the short end of the stick researchwise :D

In general, is it better to build a colony with a bajillion infrastructure, having to carry it all there, just so you can have mines, or ignore pop completely and have automated mines everywhere? I really like mass drivers, but once I go out of my system that won't work anymore.

How about mining ships? Is that better?

Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7285 on: October 10, 2011, 10:39:50 pm »

It's really what you think for *real* planets. Mines are good if you can spare the freighters/fuel/infrastructure to set up many standard mines. Automated mines, however, can be put on inhospitable worlds (see: that mineral rich world that has just a little too little gravity) and require absolutely no infrastructure. With the minerals you use to build 2 automated mines, however, you can build 3-4 standards mines IIRC. Personally, I just turn almost all my mines into automated ones then start throwing them all over the place, keeping a reserve of ~400 normal ones on Earth for that occasional perfectly-hospitable world where you can drop colonists right off the bat.

Mining ships only work on asteroids. They're better than placing mines on the rock, but they are useless beyond that.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7286 on: October 11, 2011, 03:54:39 am »

Just remember, if you are going to use ship based mines, that you still need to create an empty colony on the rock you are mining for them to work. One thing to use is to make mining bases with just the mining modules, bridge, engineering and crew quarters and then use a tractor tug to move them to where they will be mining.

For mines verses automines, I tend to go with automines even on habitable worlds as it frees up the population that would be working in them to work in more research labs/construction factories/financial centers.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7287 on: October 11, 2011, 05:55:30 am »

Effects of nebulas, from http://aurora2.pentarch.org/index.php/topic,965.0.html :

- No missiles.  Period.
- No shields.  Period.
- Passive sensor strength is divided by nebula level.
- Active sensor strength is divided by nebula level.
- Chance to hit with beam fire controls is divided by nebula level.
- Max ship speed is (2500km/s / nebula level) * ship armor level.  So, a level II nebula limits an armor-1 ship to 1250km/s.

Also the planet generation might be different.
...Y'know, I think I'll just delete nebula from now on. There doesn't seem to be a single upside to them, but a hell of a lot of downsides.
If you design a defense base for operating in the nebula (super armor, better sensors, massive beam arrays, etc) and plant it on the wormhole towards your space it can make a very good defensive chokepoint. The enemy will come in with no missile (no need for point defense) no shields, and at least SOME of your beams should hit. You should have a lot of beams.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7288 on: October 11, 2011, 06:57:19 am »

Yeah, nebulas can make for some nice guarded locations. I actually have run a couple of games where I've *started* in a nebula system. It's interesting to see how it affects your ship design and research choices such as investing a crapload into defensive systems (specifically armor and fire control) and not being as concerned with propulsion, missiles, or thermal reduction.
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Sowelu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7289 on: October 11, 2011, 11:43:24 am »

That IS a nice layered defense.  They need beams to get through the nebula, and then need to bring in missiles after the way is clear to deal with your homeworld.
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!
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