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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2819509 times)

Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8250 on: November 10, 2011, 01:39:10 pm »

appaerantly I cannot vcolonise callisto because it is unsuitable.
how do I fix this? terraform it?
I'd go for titan, but it has no resources whatsoever.
Unsuitable Colony Cost=too low gravity, which cannot be Terraformed. If the Colony Cost is "Unsuitable", then there's no chance of that body ever being a habitable body for that race.
Not quite true.

With genetic engineering, you could make a new species of human with much greater gravity tolerance. Of course, that's a long an expensive process, and some people say that it's more trouble than it's worth, but it may be a fun project.
Actually, yes it's 100% true.

A genetically modified race is a different race entirely last I remember.

But yes, genetic engineering is one way to get around the gravity limits, but it does nothing to help the unmodified race get on the planet.
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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.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8251 on: November 10, 2011, 02:32:12 pm »

Even then the tech tops out at shifting the new race's base gravity by 50% from the base species. It doesn't actually change the gravity range which will be the same, ie if your humans have 70% grav tolerance, the new race will have 70% grav tolerance of the new base value.

So if you want to colonise low grav moons and start off with humans with a 70% range the lowest gravity you can colonize is (1 - grav tolerance) x (base gravity x new race gravity modifier)= (1-0.7)x(1x.5) = 0.3 x .5 = 0.15g

And the greatest gravity world that could be colonized by a species derived from these humans would be, (1+.7)x(1x1.5) = 1.7 x 1.5 = 2.55g
« Last Edit: November 10, 2011, 02:43:04 pm by Metalax »
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Mormota

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8252 on: November 10, 2011, 03:07:11 pm »

I entered Proxima Centauri A in around 2040. There were two 14650 ton and one 1200 or so ton wreckages at Proxima Centauri A II. I ordered my scout ship to investigate. After it arrived at the planet, it detected 64 contacts, moving at a speed of 32600 km/s. Five seconds later, the ship was destroyed in a ball of nuclear fire. It is now 2061. I went back with a fleet of 3 of these:

Code: [Select]
Nassau class Escort    11 300 tons     1147 Crew     1984.7 BP      TCS 226  TH 600  EM 0
2654 km/s     Armour 7-44     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 79.34
Maint Life 1.57 Years     MSP 1220    AFR 510%    IFR 7.1%    1YR 569    5YR 8535    Max Repair 307 MSP
Magazine 513   

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 150 000 Litres    Range 59.7 billion km   (260 days at full power)

Triple R4/C1 Meson Cannon Turret (3x3)    Range 40 000km     TS: 10000 km/s     Power 12-3     RM 4    ROF 20        1 1 1 1 0 0 0 0 0 0
Bereich Abwehr 2x5 Fire Control 2 (1)    Max Range: 256 000 km   TS: 16000 km/s     96 92 88 84 80 77 73 69 65 61
Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 40    Armour 0    Exp 5%

Krieg-1 Launcher (5)    Missile Size 7    Rate of Fire 55
Abwehr-1 Fire Control (1)     Range 50.4m km    Resolution 1
Abwehr-1 (73)  Speed: 52 200 km/s   End: 6.2m    Range: 19.6m km   WH: 5    Size: 6.9    TH: 504 / 302 / 151

Bereich-Abwehr Search Sensor (1)     GPS 63     Range 5.0m km    Resolution 1

ECCM-1 (2)         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

and 4 of these:

Code: [Select]
Rheinland class Cruiser    7 000 tons     593 Crew     1142.7 BP      TCS 140  TH 400  EM 0
2857 km/s     Armour 10-32     Shields 0-0     Sensors 1/16/0/0     Damage Control Rating 2     PPV 35
Maint Life 4.78 Years     MSP 1204    AFR 196%    IFR 2.7%    1YR 87    5YR 1300    Max Repair 50 MSP
Magazine 513   

Internal Confinement Fusion Drive E4 (4)    Power 100    Fuel Use 40%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 150 000 Litres    Range 96.4 billion km   (390 days at full power)

Krieg-1 Launcher (5)    Missile Size 7    Rate of Fire 55
Krieg-1 Fire Control (1)     Range 35.3m km    Resolution 100
Krieg-1 (73)  Speed: 21 400 km/s   End: 25m    Range: 32.1m km   WH: 20    Size: 7    TH: 135 / 81 / 40

Krieg-1 Active Sensor (1)     GPS 4200     Range 33.6m km    Resolution 100
EM Detection Sensor EM2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECCM-1 (1)         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

Having built a jump gate on my side, they did not need a jump tender. After making the jump, I was massively surprised. All 4 wreckages (The original 3 plus my ship's wreck) disappeared. I engaged my active sensors and headed straight for II. Upon arriving directly at the planet, I advanced time by 5 seconds. During this 5 seconds, my meson PDs found and destroyed 3 enemy missiles at a range of 0km. I suppose they were fired from the planet. I then went to III and I, and nobody shot at me again, nor did I find anything. I am now guarding the JP while a gate is being built.

I am scared, through and through. WHAT WERE THESE THINGS?
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The only thing that happened in general was the death of 71% of the fort, and that wasn't really worth mentioning.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8253 on: November 10, 2011, 03:20:53 pm »

Heh, you have run into at least one of the hidden fun races
Spoiler (click to show/hide)
which are
Spoiler (click to show/hide)

The missiles however suggest that someone else may have been there. Either an NPR that got
Spoiler (click to show/hide)
or
Spoiler (click to show/hide)

edit: ah no nested spoilers?
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ndkid

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8254 on: November 10, 2011, 03:38:25 pm »

About the Swarm:
Spoiler (click to show/hide)
I haven't really bothered the Swarm in my game so far, I've fed them enough already :P. I'm going to drop by one day then drop some missiles with powerful sensors and warheads just short of planet busters then get the hell out of there.
Spoiler (click to show/hide)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8255 on: November 10, 2011, 03:58:52 pm »

Heh, you have run into at least one of the hidden fun races
Spoiler (click to show/hide)
which are
Spoiler (click to show/hide)

The missiles however suggest that someone else may have been there. Either an NPR that got
Spoiler (click to show/hide)
or
Spoiler (click to show/hide)

edit: ah no nested spoilers?

Sounds like
Spoiler (click to show/hide)
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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

PTTG??

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8256 on: November 10, 2011, 04:05:02 pm »

I've got to try a "Busy" game.

First, All JP have gates.
Second, 90% NPR creation.
Third, 16 starting races.

It'd probably be best to have a lot of diplomacy skill and diplomatic teams...
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8257 on: November 10, 2011, 04:08:21 pm »

I've got to try a "Busy" game.

First, All JP have gates.
Second, 90% NPR creation.
Third, 16 starting races.

It'd probably be best to have a lot of diplomacy skill and diplomatic teams...

It would also be best to have the next month free. I can imagine the time delays now.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8258 on: November 10, 2011, 04:10:02 pm »

Run a game with jumpgates, a max number of systems 50-100, with 4-5 NPR's and all "special" NPR's on. Gets really busy, really fast.

For added bonus, you start with a conventional start.
« Last Edit: November 10, 2011, 04:12:11 pm by Metalax »
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8259 on: November 10, 2011, 04:51:55 pm »

I just found out about subsidising.
GO MY PRETTY COLONY COMPANY! GO!
also, I noticed a few civian mines on some planets. how do you go about promoting this sort of growth?

EDIT: now they are only doing this on unsuitable planets.
SOMEONE DO IT ON F*CKING VENUS!
EDIT2: ok, slow down a bit! you are placing too many colonists on mars! I'll just stop that for now...
Heh, good luck with that when you have 20 civilian colony ships sitting at earth waiting for the freighters to ship enough infrastructure for 1 colony ships worth of colonists, then they all head there at the same time and drop vast numbers above what it can support :).

CMC's are random in where and when they will crop up. They don't seem to crop up on any body that you have already created an (empty)colony on. Sometimes they will produce large numbers of CMC's other times they wil create a couple and increase them in size to a ridiculous extent.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8260 on: November 10, 2011, 05:40:54 pm »

Soldiers will only forcibly lower the unrest (which I assume they do by shooting dissenters :P). To stop it from happening in the first place, you need to station military vessels there.

Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8261 on: November 10, 2011, 05:56:51 pm »

Why would you need a new game? No Sorium just means you can't produce any more fuel and you can't build any new jump gate constructing parts. It's hardly the end of the world unless you're desperately low on fuel already.
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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.

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8262 on: November 10, 2011, 06:07:54 pm »

Why would you need a new game? No Sorium just means you can't produce any more fuel and you can't build any new jump gate constructing parts. It's hardly the end of the world unless you're desperately low on fuel already.
ah, so I could still produce a colony ship and send it over to a planet with sorium?
YAY!

Its an important thing to note that automated mines will work on otherwise uninhabited colonies. They really are automated; just have a freighter drop some from orbit and the planet starts filling up with minerals you can grab. No need to limit yourself to mining planets that can support populations.

If you run out of sorium you probably need to stop fuel production; its good to save a little sorium for producing jump drives.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8263 on: November 10, 2011, 06:22:07 pm »

Also if you do need to SM in sorium you have 2 ways of doing it. After activating SM mode, first you can open up the colony summary screen and there will be a 'SM Mods' button along the bottom. You can set the ammount of minerals in the stockpile from there. Alternatively you can add unmined sorium to a body through the system view (F9) screen. In there there will be a large number of buttons in the lower right. one of these will allow you to specify the unmined minerals of the selected body. (to get rid of it hit specify minerals again)

If you do do this I'd just SM in enough sorium to get a jumpdrive built and go prospect another system for sorium.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8264 on: November 10, 2011, 07:34:16 pm »

I just found out about subsidising.
GO MY PRETTY COLONY COMPANY! GO!
also, I noticed a few civian mines on some planets. how do you go about promoting this sort of growth?

EDIT: now they are only doing this on unsuitable planets.
SOMEONE DO IT ON F*CKING VENUS!
EDIT2: ok, slow down a bit! you are placing too many colonists on mars! I'll just stop that for now...
Heh, good luck with that when you have 20 civilian colony ships sitting at earth waiting for the freighters to ship enough infrastructure for 1 colony ships worth of colonists, then they all head there at the same time and drop vast numbers above what it can support :).

CMC's are random in where and when they will crop up. They don't seem to crop up on any body that you have already created an (empty)colony on. Sometimes they will produce large numbers of CMC's other times they wil create a couple and increase them in size to a ridiculous extent.


There really isn't much you can do to control it, beyond surveying only select bodies (IIRC).


Also if you do need to SM in sorium you have 2 ways of doing it. After activating SM mode, first you can open up the colony summary screen and there will be a 'SM Mods' button along the bottom. You can set the ammount of minerals in the stockpile from there. Alternatively you can add unmined sorium to a body through the system view (F9) screen. In there there will be a large number of buttons in the lower right. one of these will allow you to specify the unmined minerals of the selected body. (to get rid of it hit specify minerals again)

If you do do this I'd just SM in enough sorium to get a jumpdrive built and go prospect another system for sorium.

+1. I don't have anything against SMing minerals into your unmined deposits if the shortage would otherwise completely stop or radically slow your game. Though unless you started with something like 10k Sorium, you should probably have been able to find and exploit new deposits before running out of fuel.
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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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