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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2819472 times)

Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8295 on: November 11, 2011, 02:36:13 pm »

I found this 12500 ton... Thing floating around a system with 2 wrecks in it. It's hostile, I thought it did nothing at first. I sent my scout ship over to the wrecks, then I suddenly get 8 size 24 missile contacts. I don't know what happened, but the missiles just vanished when they reached my ship, no PD, no explosion... Now the ship is flying away from me, at 7200 km/s. The scout is flying away from it, back towards the jump point it came from. Maybe I should chase it?
« Last Edit: November 11, 2011, 02:38:48 pm by Jacob/Lee »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8296 on: November 11, 2011, 02:43:05 pm »

I found this 12500 ton... Thing floating around a system with 2 wrecks in it. It's hostile, I thought it did nothing at first. I sent my scout ship over to the wrecks, then I suddenly get 8 size 24 missile contacts. I don't know what happened, but the missiles just vanished when they reached my ship, no PD, no explosion... Now the ship is flying away from me, at 7200 km/s. The scout is flying away from it, back towards the jump point it came from. Maybe I should chase it?

You know what they say about cats and giant, hostile contacts, don't you? GO FOR IT.

Lol in regards to my encounter with the Precursors.. they ran out of missiles before I ran out of ships :D However, they're now fleeing and theres no way i'm gonna be able to catch 'em and get into range.  >.>  Plus I only have 3 Kestrels and my 4 sensor ships left.. *sigh*  At least most of my vice admirals and rear admirals survived in life pods.

You had rear admirals (PLURAL)?!? Did you start with massive population, or have you just been doing almost no research over a very long period of time? Because in most of my standard starts, even if I take pains to keep any officers from being culled, I rarely have a single rear admiral by the time I hit the 35 year mark.

I'm terraforming mars (standard human race), and what would you say is the best amount of gasses?
also, can you remove gasses from the planets?

To the first: http://aurora2.pentarch.org/index.php/topic,3871.0.html
Code: [Select]
CO2 - 0.227 atm (~61%)
O2 - 0.105 atm (~28%)
N2 - 0.043 atm (11%)
Total: 0.375 atm

Total changes in atmosphere: 0.365 atm
Effort: Minor
Notes: None

To the second: Yes. Otherwise Venus would be completely impossible to terraform, instead of being a project best measured in centuries.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8297 on: November 11, 2011, 02:45:14 pm »

It's kiting my ship now. Joke's on them, they have no missiles! I also discovered a random "unexplored" jump point out of the blue in that system.

Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8298 on: November 11, 2011, 03:29:00 pm »


Lol in regards to my encounter with the Precursors.. they ran out of missiles before I ran out of ships :D However, they're now fleeing and theres no way i'm gonna be able to catch 'em and get into range.  >.>  Plus I only have 3 Kestrels and my 4 sensor ships left.. *sigh*  At least most of my vice admirals and rear admirals survived in life pods.

You had rear admirals (PLURAL)?!? Did you start with massive population, or have you just been doing almost no research over a very long period of time? Because in most of my standard starts, even if I take pains to keep any officers from being culled, I rarely have a single rear admiral by the time I hit the 35 year mark.


I have 5 military academies, I've been playing for 59 years (conventional start), and I've been turtling in my system for a while :P Not long after the massacre, I'm at 14 rear admirals, 4 vice admirals, and 1 admiral.  Also got 42 commodores, 128 captains, and 384 commanders.. no one's been laid off  :P

But yea, now I'm going for 4 levels of ECCM (It'll only decrease my range by 10%, since they have 5 levels of ECM), and I'm going to beef up my missile tech considerably. 
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8299 on: November 11, 2011, 04:08:28 pm »

No, you can keep the CO2 and Nitrogen. They aren't hurting anything, and probably help maintain Mar's temperature.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8300 on: November 11, 2011, 05:50:39 pm »


Lol in regards to my encounter with the Precursors.. they ran out of missiles before I ran out of ships :D However, they're now fleeing and theres no way i'm gonna be able to catch 'em and get into range.  >.>  Plus I only have 3 Kestrels and my 4 sensor ships left.. *sigh*  At least most of my vice admirals and rear admirals survived in life pods.

You had rear admirals (PLURAL)?!? Did you start with massive population, or have you just been doing almost no research over a very long period of time? Because in most of my standard starts, even if I take pains to keep any officers from being culled, I rarely have a single rear admiral by the time I hit the 35 year mark.


I have 5 military academies, I've been playing for 59 years (conventional start), and I've been turtling in my system for a while :P Not long after the massacre, I'm at 14 rear admirals, 4 vice admirals, and 1 admiral.  Also got 42 commodores, 128 captains, and 384 commanders.. no one's been laid off  :P

But yea, now I'm going for 4 levels of ECCM (It'll only decrease my range by 10%, since they have 5 levels of ECM), and I'm going to beef up my missile tech considerably.

Ah, forgot you were running a conventional start. That explains the strange gap between officers and tech.  :P


I think my latest game is urging me to turtle hard.

Current researchers:
+2x C&P
+2x P&P
+1x DEF
+1x L/GF

Current systems controlled, apart from Sol:

2x Quadrinary
2x Single Star

Close to 12 habitable worlds with 3.00 cost or less, most of which are only that high because of small amounts of toxic gas. One 0.00 cost right next to a 3.00 cost moon in the C-component of Prox. Cent.; the former has a partially intact colony, the latter has a partially intact city, both from the same TL3 civ, with >1000 total recoverable ruins. No Precursors at all yet. Welp, turtle it is.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8301 on: November 11, 2011, 06:16:46 pm »

DEAR GOG.

Whoever mentioned making dual colony ship/luxury liner classes for civilian lines to build... THANK YOU. My first civilian line just built one and dropped a load of colonists off on Mars, and:

My combined income from all others sources, including a +25% Wealth bonus admin. on Earth: 1301.2

The income from that single ship: 1236


A single one of those nearly doubled my income. Once my civ lines have a dozen or so running, I can do pretty much anything I want within my mineral limits.  I could upgrade two dozen shipyards at the same time, while also using my full industrial and research capacity, as well as supporting scores of ground units.  :o
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8302 on: November 12, 2011, 02:05:22 am »

The strange ship I mentioned earlier has vanished. It left behind a couple volleys of size 28 missiles for my fleet, though!

My scientists have reasearched Advanced Antimatter Warheads. No wait, the lead scientist died >:(

He was our best in that field too >:( >:( >:(

Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8303 on: November 12, 2011, 03:05:23 am »

DEAR GOG.

Whoever mentioned making dual colony ship/luxury liner classes for civilian lines to build... THANK YOU. My first civilian line just built one and dropped a load of colonists off on Mars, and:

My combined income from all others sources, including a +25% Wealth bonus admin. on Earth: 1301.2

The income from that single ship: 1236


A single one of those nearly doubled my income. Once my civ lines have a dozen or so running, I can do pretty much anything I want within my mineral limits.  I could upgrade two dozen shipyards at the same time, while also using my full industrial and research capacity, as well as supporting scores of ground units.  :o

That would be me :D And its funny, it all came out of me being OCD about wanting to get my ship to be exactly 30,000 tons.  :P
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8304 on: November 12, 2011, 01:14:00 pm »

DEAR GOG.

Whoever mentioned making dual colony ship/luxury liner classes for civilian lines to build... THANK YOU. My first civilian line just built one and dropped a load of colonists off on Mars, and:

My combined income from all others sources, including a +25% Wealth bonus admin. on Earth: 1301.2

The income from that single ship: 1236


A single one of those nearly doubled my income. Once my civ lines have a dozen or so running, I can do pretty much anything I want within my mineral limits.  I could upgrade two dozen shipyards at the same time, while also using my full industrial and research capacity, as well as supporting scores of ground units.  :o

That would be me :D And its funny, it all came out of me being OCD about wanting to get my ship to be exactly 30,000 tons.  :P

All my thanks. My only serious problem with expansion has always been balancing production with income. Now off to play more Aurora while I wait for someone on YT to get a 1080p Cutie Mark Pox video up.
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8305 on: November 12, 2011, 01:30:36 pm »

Lol yea, I'm still here playing Aurora myself due to not having Skryim.  Q.Q

Anyways, I actually survived a battle with the Precursors in my neighboring system.  They ran out of missiles long before I ran out of AMM's, but my own Kestrels ran out of missiles too.  That, and I didn't have long enough range even after getting enough ECCM to counter their ECM.  I figured 120m km would be enough, but all my missiles ran outa juice before then.  Luckily, I recieved no casualties due to my excellent destroyer escorts.  My frigate escorts, each armed with four tri-gauss cannon turrets didn't even need to fire a shot.

Now, I'm returning home and I'm going to research even better missile engine tech, as well as bring in a new ship - an 18,000 ton missile cruiser.  Right now I'm using size-3 missiles from my Kestrels, but I'm going to design probably size 8 missiles for the cruiser.  And I'm aiming for a 200m km range on them.  It might mean I need to start using drones though.. What do you guys think?
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8306 on: November 12, 2011, 02:26:50 pm »

Humans can't tolerate oxygen levels over 30% of the overall atmosphere on a planet, thats probably what did it.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8307 on: November 12, 2011, 02:32:52 pm »

Humans can't tolerate oxygen levels over 30% of the overall atmosphere on a planet, thats probably what did it.

+1.



Also, don't bother with drones unless you're going to be using them pretty much forever. I just let my missile tech build naturally; towards later stages in the tech trees, you can easily get 1b+ km ranges with normal missiles.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8308 on: November 12, 2011, 02:34:58 pm »

I managed to terraform mars so I didn't need any infrastructure.
suddenly, I need it again, why? all I did was add a bit more O2 to the atmosphere, making the O2 levels nearer to the perfect, and it did the same for the temprature.

EDIT: resolved, it seems to game thinks that the max deviation is 0.02 atmospheres ::)

Did you alter the initial settings when setting up the game? Because the default is 50% or 0.1 atmospheres deviation.

Humans can't tolerate oxygen levels over 30% of the overall atmosphere on a planet, thats probably what did it.

It's not that they can't tolerate it, it is because with greater than that level of concentration of oxygen the atmosphere becomes rather prone to exploding.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8309 on: November 12, 2011, 02:41:32 pm »

I managed to terraform mars so I didn't need any infrastructure.
suddenly, I need it again, why? all I did was add a bit more O2 to the atmosphere, making the O2 levels nearer to the perfect, and it did the same for the temprature.

EDIT: resolved, it seems to game thinks that the max deviation is 0.02 atmospheres ::)

Did you alter the initial settings when setting up the game? Because the default is 50% or 0.1 atmospheres deviation.

Humans can't tolerate oxygen levels over 30% of the overall atmosphere on a planet, thats probably what did it.

It's not that they can't tolerate it, it is because with greater than that level of concentration of oxygen the atmosphere becomes rather prone to exploding.



Actually.


Although if you want to get into the semantics of it, I don't think we can >tolerate< O2 poisoning or an atmosphere that will ignite with an accidental spark.
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