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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2819707 times)

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8130 on: November 07, 2011, 08:19:18 am »

Ahah, me too, but I usually play with fuel or something useful. How big are cargo handling system?

P.S. I love the civies. They saved me from my duranium+corundium crunch by building aver 15 ships and setting up colonies on Mars and Mercury all on their own.
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8131 on: November 07, 2011, 08:22:58 am »

Ahah, me too, but I usually play with fuel or something useful. How big are cargo handling system?

P.S. I love the civies. They saved me from my duranium+corundium crunch by building aver 15 ships and setting up colonies on Mars and Mercury all on their own.

Its just the basic handling system, so I have 10 of 'em.  I often do add fuel or engineering bays, but since these were commercial ships, I only added one extra fuel tank. 

I also love Civ Mining Colonies.. got four so far bringing in precious precious minerals.  Mars sadly doesn't have everything I need in terms of minerals, but it does have some stuff.

Still need more Corundium.. got tons of Duranium, though.


Edit: You guys should see my starting Frigate combat ship.. its so.. crappy its hilarious.  Just to placate the civilians I made 10 of 'em.  Each one has the lowest level of gauss cannon Rof/range technologies, beam fire control speed/range, turret speed, and active sensors.  Each 1500 ton frigate has three quad gauss cannon turrets (5 HS per turret, 17% accuracy lol) and a single fire control for 'em, with a sensor thats meant to detect 1500 tons.  I have a feeling they're utterly useless if they got into a real combat situation at this technology level.  With 12 shots per 5 seconds at 17% accuracy, thats only 2 shots hitting per 5 seconds, but only if you don't take into account that the fire control has 50% accuracy at the 10 km mark, so in reality, 1 shot per 5 seconds should hit.  And thats at a target moving 1250 km/s.  XD  I feel these ships will eventually become amazing anti-fighter ships though in due time, with higher tech levels.  For now, they're good at keeping the peace on Mars.


I've noticed I design ships like I make D&D characters.. sure they might be useless, sure I may never use 'em, but I love making 'em!
« Last Edit: November 07, 2011, 08:31:48 am by Crustypeanut »
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8132 on: November 07, 2011, 09:22:27 am »

I thought colonies only want PDCs and not ships?
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8133 on: November 07, 2011, 09:25:03 am »

No the colony defence desired is covered by any ship or pdc in the system the colony is in.
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Croquantes

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8134 on: November 07, 2011, 09:32:08 am »

Oh god. I certainly don't play this game like you all do. All I try and do is colonize new systems, while heavily subsidising the civilian shipping lines. New ship designs are sort of an afterthought for me. I only design new ships if there's something that needs to be done economically... As a result, I don't have any combat ships, and the civilian sector has 40 ships.

I do have 20 taskgroups of exploration vessels and cargo ships though. A few tanker taskgroups to transport fuel to new colonies and one military transport task group to transport garrisons to frontier planets.

If I get attacked, I'm going to go down so quickly. ^^; Serves me right for playing a game heavily centered around space (mortal) combat, which is something I have like, no interest in...
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8135 on: November 07, 2011, 09:35:22 am »

I play a heavily colonization style game myself.. but with a more militaristic approach.  I want to colonize as many habitable worlds as possible, destroying anything in my way.  :D

Plus, I enjoy designing ships --WAY-- too much. 

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« Last Edit: November 07, 2011, 09:45:03 am by Crustypeanut »
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8136 on: November 07, 2011, 09:52:51 am »


Plus, I enjoy designing ships --WAY-- too much. 


me too. too bad you either have too strong or to weak enemy  :P (that and the 5 second death that linger over every game)
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8137 on: November 07, 2011, 11:07:53 am »

Does anyone have any functional fighter designs? I've found that even with relatively high tech, I can't get them to have any useful weapons while staying under the weight limit.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8138 on: November 07, 2011, 11:16:06 am »

Does anyone have any functional fighter designs? I've found that even with relatively high tech, I can't get them to have any useful weapons while staying under the weight limit.

Box launcher x1.
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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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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8139 on: November 07, 2011, 11:26:53 am »

Doesn't that just make them basically the same as a multi-stage missile?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8140 on: November 07, 2011, 11:34:52 am »

Doesn't that just make them basically the same as a multi-stage missile?

Well, that is pretty much what they are, save that they have much longer range and are reusable. Even with endgame tech it isn't easy to design an EW fighter that fits within the tonnage limits, and there really isn't much point to it, as you could get much more efficient results with pretty much anything else.
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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

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8141 on: November 07, 2011, 12:23:55 pm »

Fighters are small, treat them as such.  A quick google revealed that at 10 HS, 500 tons, this is a comparable size for a real-life 500 ton truck.  When you're dealing with those sizes, it's hard to fit a lot of punch into anything!  A single laser or box launcher is really doing very well, these things are lucky to be flying at all!

But what fighters can do is deliver missile payloads relatively cheaply.  If you've got a 5bil km range enemy, you can send your 2,000 km/s warships after them, and send your 8,000 km/s fighters to deploy missiles.  If the missiles are getting some 50m km range, and your fighters have 4bil km flight range, then you can engage enemies at 2,050,000km (counting fuel for return trip) using short ranged missiles.  Fighters are reusable, and missile fighters are virtually immune to counterattack given their extreme range, speed, and size.  It lets you effectively and repeatedly use your high-warhead-short-range missiles at long range at only the cost of fuel.  Second stage warheads suffer significant costs in terms of launchers and missile costs.  A comparative drone+second stage for 2.05b km range might weigh in at 15-20 MSP.

Fighters are also extremely cheap and can pack comparatively heavy weapons.  Your anti-ship fighters (not dogfighters) can pack in large caliber lasers with a reduced size that can punch some deep holes in an enemy ship.  If your lasers are getting 3 damage at 500k km, you might get 35 damage at 0 range, or something.  Most beams tapper off the damage with range, so if your quick fighters can rush in under enemy fire and score a hit, they'll do a ton of damage for their size and cost.  Plus a higher survival chance.  A hyper-capable fighter can reach unreasonable speeds that enemy fire control simple can't handle.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8142 on: November 07, 2011, 12:29:43 pm »

Some quick designs I knocked up using mid-level tech (any tech that has an individual cost under 20,000 rp).

All the fighter engines are using +25% power, as are the power plants. Powerplants are using the 0.2 size.

No active sensors on the fighters, a dedicated sensor fighter accompanies each wing.

At this tech level no point in investing in defences, the mass reuired will cut your speed too much.

Fighter only beam FC's get a free 4x to tracking speed so no need to increase that.

This one uses a 50% range on the firecontrol to save space, if you are willing to sacrifice some speed with a full size FC the meson has a max range of 75,000.

Code: [Select]
Tribal class Fighter    270 tons     10 Crew     57.1 BP      TCS 5.4  TH 14.4  EM 0
11111 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 54%    IFR 0.7%    1YR 4    5YR 55    Max Repair 20 MSP

FTR Magneto-plasma Drive E750 (1)    Power 60    Fuel Use 7500%    Signature 14.4    Armour 0    Exp 100%
Fuel Capacity 5,000 Litres    Range 0.4 billion km   (11 hours at full power)

R7.5/C3 Meson Cannon (1)    Range 40,000km     TS: 11111 km/s     Power 3-3     RM 7.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S00.5 20-5000 (FTR) (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1.25 (2)     Total Power Output 3    Armour 0    Exp 20%

This design is classed as a Fighter for production, combat and maintenance purposes

This one uses a full size FC, along with a 75% size laser. Note that you can cut the number of power plants as the longer recharge time of the reduced size means a reduced effective capacitor.

Code: [Select]
Victory class Fighter    235 tons     7 Crew     87.1 BP      TCS 4.7  TH 14.4  EM 0
12765 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 47%    IFR 0.7%    1YR 7    5YR 105    Max Repair 30 MSP

FTR Magneto-plasma Drive E750 (1)    Power 60    Fuel Use 7500%    Signature 14.4    Armour 0    Exp 100%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (11 hours at full power)

10cm C1 Far Ultraviolet Laser (75%) (1)    Range 80,000km     TS: 12765 km/s     Power 3-1     RM 5    ROF 15        3 3 3 3 3 2 2 1 0 0
Fire Control S01 40-5000 (FTR) (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
Stellarator Fusion Reactor Technology PB-1.25 (1)     Total Power Output 1.5    Armour 0    Exp 20%

This design is classed as a Fighter for production, combat and maintenance purposes

The Missile FC on this can target size 6 missiles(smallest target size) at 1,280,664km. this makes it effective for anti missile escort duty as well as sand papering larger targets.
Code: [Select]
Agincourt class Fighter    245 tons     3 Crew     65.7 BP      TCS 4.9  TH 14.4  EM 0
12244 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.4
Maint Life 0 Years     MSP 0    AFR 49%    IFR 0.7%    1YR 1    5YR 21    Max Repair 28 MSP
Magazine 16   

FTR Magneto-plasma Drive E750 (1)    Power 60    Fuel Use 7500%    Signature 14.4    Armour 0    Exp 100%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (11 hours at full power)

Size 1 Box Launcher (16)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC11-R1 (1)     Range 11.8m km    Resolution 1
Size 1 Anti-missile Missile (16)  Speed: 38,900 km/s   End: 0.5m    Range: 1.3m km   WH: 1    Size: 1    TH: 492 / 295 / 147

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 Fighter for production, combat and maintenance purposes

and a heavy variant
Code: [Select]
Agincourt-H class Fighter    495 tons     3 Crew     87.3 BP      TCS 9.9  TH 14.4  EM 0
6060 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.2
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 1    5YR 22    Max Repair 28 MSP
Magazine 48   

FTR Magneto-plasma Drive E750 (1)    Power 60    Fuel Use 7500%    Signature 14.4    Armour 0    Exp 100%
Fuel Capacity 5,000 Litres    Range 0.2 billion km   (11 hours at full power)

Size 1 Box Launcher (48)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC11-R1 (1)     Range 11.8m km    Resolution 1
Size 1 Anti-missile Missile (48)  Speed: 38,900 km/s   End: 0.5m    Range: 1.3m km   WH: 1    Size: 1    TH: 492 / 295 / 147

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 Fighter for production, combat and maintenance purposes

For heavier anti ship missiles just swap out the appropriate number of launchers with larger ones. You shouldn't need to go larger than size 3-4 to get good anti ship missiles.
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8143 on: November 07, 2011, 12:32:20 pm »

mass of meson fighters are very nice, if a bit on the heavy side of fighters. but you can get them smaller on later tech, using a higher focusing and smaller size.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8144 on: November 07, 2011, 12:40:35 pm »

Actually meson fighters you can't reduce the size of (other than slight reductions in powerplant and firecontrol) as there is no reduced size tech for mesons. Lasers and gauss on the other hand can both be reduced in size.
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