Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 557 558 [559] 560 561 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2819373 times)

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8370 on: November 13, 2011, 10:39:36 pm »

...Oh. Huh. Well, no idea. You seem to be pretty damn advanced, so no idea why you are getting blown up. Either the enemy is much more advanced... or something I have no idea of.

But now that I think about it, my point still stands. Even with .1 MSP for warhead, you probably have enough to blow the hell out of any missile, which leaves more room for agility and engine and etcetera, and it's size of 2 is still a problem/thing of note, as well.
I have over 100 labs running constantly, missiles were one my first crackdowns on research. I've come far in missiles, lagging a bit in the rest of the tech...

I also realized you can't fire 8 launchers with 4 magazines. It never ocurred to me that the magazines would be connected to the launchers themselves...

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8371 on: November 13, 2011, 10:42:38 pm »

Welp, my fleet I sent to deal with some aliens guarding wrecks were just crushed. My AMM escorts couldn't stop the missiles worth shit, I need you guys to help me with the design...

Quote
Missile Size: 2 MSP  (0.1 HS)     Warhead: 10    Armour: 0     Manoeuvre Rating: 24
Speed: 31200 km/s    Endurance: 60 minutes   Range: 112.3m km
Thermal Sensor Strength: 0.207    Detect Sig Strength 1000:  207,000 km
Cost Per Missile: 4.0987
Chance to Hit: 1k km/s 748.8%   3k km/s 240%   5k km/s 149.8%   10k km/s 74.9%
Materials Required:    2.5x Tritanium   0.207x Uridium   1.4667x Gallicite   Fuel x1250

The missiles are too big. Work your warhead down to a fractional size that results in strength one, dump the thermal sensor (why would you need that for AMM work?), and pour every spare point into agility and engine power. Although if you're already at AM warheads, I don't really understand why your ENG and AGI (in particular) tech for missiles is so much worse in comparison, unless you put practically nothing into it.  :-\

On the ship, you're also going to need a hell of a lot more launchers for AMM work, and likely deeper magazines as well, or collier escorts.

On top of that, your missiles are far too long ranged. You have enough fuel in them to cover more than 100m km, but your fire control only has ~12m km of range.


...Oh. Huh. Well, no idea. You seem to be pretty damn advanced, so no idea why you are getting blown up. Either the enemy is much more advanced... or something I have no idea of.

But now that I think about it, my point still stands. Even with .1 MSP for warhead, you probably have enough to blow the hell out of any missile, which leaves more room for agility and engine and etcetera, and it's size of 2 is still a problem/thing of note, as well.
I have over 100 labs running constantly, missiles were one my first crackdowns on research. I've come far in missiles, lagging a bit in the rest of the tech...

I also realized you can't fire 8 launchers with 4 magazines. It never ocurred to me that the magazines would be connected to the launchers themselves...

You only need one magazine; missiles route to each of your launchers. The only reason to have multiple magazines is to prevent a hit and ejection of ordinance from being a complete disarm.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8372 on: November 13, 2011, 10:46:57 pm »

Huh, I had my PD set to fire 2 missiles at each incoming enemy missile, only half my launchers would fire sending only 4 missiles at volleys of 4...

Repulsion

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8373 on: November 14, 2011, 09:23:20 am »

What does a commercial spaceport do? Also, how can I get my civilian company building ships? I've subsidized it a whole lot, but no luck.
Logged
Electrum, pedophilia, and necrophilia at the same time!?

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8374 on: November 14, 2011, 09:29:29 am »

What does a commercial spaceport do? Also, how can I get my civilian company building ships? I've subsidized it a whole lot, but no luck.

1. A commercial spaceport speeds up loading and unloading by civilian ships at that planet. It also seems to increase the chances for civilian mining colonies to spawn in-system, but I have nothing to base that on other than a gut feeling.

2. Civvies will only start building ships if there is a demand for their services. (i.e. at least one colony world that needs stuff moved to it and/or colonists moved to it). Just declaring a colony is insufficient, it needs to actually have colonists on it that require infrastructure or other trade goods (or who are producing trade goods that your mainworld is short on).
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8375 on: November 14, 2011, 09:33:47 am »

Oh, and when you need to stop them from building any more, click the little 'obsolete' checkbox for all your freighters and colony ships. If you let them get out of control, you probably won't even be able to look at Sol in system view. I usually cap it at around 20 or so ships, which, if you do things right, is more than enough. So for me, about 15 super-cash-generator colony ships/lux liner combos, and 5 100k space superfreighters.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Repulsion

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8376 on: November 14, 2011, 09:44:36 am »

Hmmm. I've designed all the designs I need, so I probably just need to drop off some colonists and give the company a little shock. I've designed a colony-hybrid (the super-wealth luxury liner/colony ship), and I've also designed a normal colony ship and luxury liner. Should I just use the C-hybrid, and obsolete the other designs?
Logged
Electrum, pedophilia, and necrophilia at the same time!?

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8377 on: November 14, 2011, 10:07:19 am »

Hmmm. I've designed all the designs I need, so I probably just need to drop off some colonists and give the company a little shock. I've designed a colony-hybrid (the super-wealth luxury liner/colony ship), and I've also designed a normal colony ship and luxury liner. Should I just use the C-hybrid, and obsolete the other designs?

Yes. They almost never build straight lux liners (which are practically useless if they do), and colony ships don't make good money. The combo lets you have both the benefits while reducing the slowdown from having a ton of civ ships. Also, once they get going, make sure to design a massive superfreighter which is beyond your own production capablility, as they can and will churn those out, and as they set up their own infrastructure, they can get colonies up incredibly fast.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8378 on: November 14, 2011, 10:33:23 am »

I tend to let the civvies have a large number of freighters, because then I use contracts to get them to ship most of the starting facilities I need to set up a new colony.
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Zebulon

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8379 on: November 14, 2011, 10:35:10 am »

Man, I always forget how fast a B12 topic can move.

First just sniping a couple of questions:

On the bridge topic from last page, I can confirm that a hit on the bridge will kill your commander. I had a rising star of a captain who had the misfortune of a meson exploding right in his face (in the only damaging hit of that particular excursion, too - damn the Star Swarm).

What does a commercial spaceport do? Also, how can I get my civilian company building ships? I've subsidized it a whole lot, but no luck.

Though this has been answered, I was curious exactly how it worked and so tested/looked it up; It seems it divides the loading time of cargo holds by Spaceport Level +1 (so 1st level is /2, 2nd level is /3, etc.) I was curious if this applied to troop transports or not, and it turns out it doesn't (regardless of whether they're civilian or military).

The shipping line stuff seems to be handled.

-

As regards the tutorial business from yesterday, after having slept on it I think my opinion is basically that it certainly can't hurt, and I've got both the itch to do it (I occasionally enjoy writing treatises on how to play games, as evidenced by the post I linked last time  :P ) and an abundance of free time. I do believe that Aurora lends itself to a certain 'try and try again' self-sufficient mindset, but between the obtuse interface and potentially paralytic freedom it gives the player, a gentle shove in the right direction would probably help quite a few folks.

I'll start plucking away at it and when I've got the basics of it down (in a few days, likely) I'll post it on the Aurora forums for review and feedback.
Logged

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8380 on: November 14, 2011, 03:39:20 pm »

No planets in Sol ever have ruins.
Logged
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.

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8381 on: November 14, 2011, 04:01:53 pm »

No. You can create a race of methane-breather with SM mode though.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Hanzoku

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8382 on: November 14, 2011, 04:24:22 pm »

are xenologists actually useful in the sol system, or do none of the sol planets have any ruins on them?

To be fair, it's possible to add ruins to a planet with SM-mode, if you'd like to play around with archeology or it fits your storyline to find alien ruins on Earth, Mars, etc.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8383 on: November 14, 2011, 04:39:47 pm »

are xenologists actually useful in the sol system, or do none of the sol planets have any ruins on them?

To be fair, it's possible to add ruins to a planet with SM-mode, if you'd like to play around with archeology or it fits your storyline to find alien ruins on Earth, Mars, etc.

+1. I usually SM some ruins onto Mars or Titan or something, for flavor, and to give me something to do while I turtle.

And dammit, 15 years in and still no Sensors specialist, even with a L6 academy. Oh, and one of my civilian shipping lines has more tonnage than me and all the other lines combined, and is approaching the millions in terms of wealth. I've already obsoleted the designs they use, but I'm sick of them dumping millions of colonists to their deaths on worlds that aren't fully terraformed, especially when I don't have enough workers on Earth.

 Is there any way to buy, shut down, fire on, or confiscate civilian vessels short of gifting some of your warships to a hostile power while near them?
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8384 on: November 14, 2011, 04:41:57 pm »

Yes, build a ship with a tractor beam. Tractored ships are removed from their current taskgroup and placed in that of the towing ship. As that task group belongs to you, so does the ship you just requisitioned from the civilians.  :D
Logged
In the beginning was the word, and the word was "Oops!"

Pages: 1 ... 557 558 [559] 560 561 ... 1347