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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818976 times)

Sowelu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8700 on: November 24, 2011, 11:03:30 pm »

Hmm, lets see, how is this:

Spoiler (click to show/hide)

I have warhead strength 10, missile engine power 6.25, missile agility 128, and fuel efficiency 0.6.

I have 0.1 in warhead, 0.014 in fuel, 0.4821 in engine, and 0.4039 in agility.

I get a 51.6992 in agility, which I know is unnecessary, but when I tweak the agility I seem to get a slightly lowered 10km/s hit chance.

wait, just tweaked agility to 0.403 and put the rest into engines, bringing it up to 0.483, getting me a hit chance of 374.5%. I still have a decimal'ized agility rating, however.

edit: also, anyone has that naming system steve used in some of his campaigns? The AAA-X one?

Looks very good.  You might consider looking at your intercept odds vs. your enemy's fastest, and seeing if you can weaken your missile's chance to hit by making it smaller, and come out ahead.  Diminishing returns are like that, sometimes, and cramming way more AMMs in can be pretty nice...  Your tech level is such that that's viable.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8701 on: November 24, 2011, 11:04:21 pm »

Due to the way the rounding works, for a size 1 missile you want to adjust the space for agility so that the agility value is just above(or equal to) x.5(where x is some integer) to get the optimal speed/to hit balance. Use the formula below to get the start points to do your adjusting from.

Code: [Select]
If S = the missile size,
and M = your current missile agility per MSP (depends on tech),
and T = the total MSP available for Engines plus Agility,

Then E = (T/2)+(5xS/M) is the amount of MSP that should be used for Engines
and A = (T/2)-(5xS/M) is the remaining MSP that should be used for Agility.

Note that this produces designs optimised to fight against missiles of roughly the same tech level as you. If your enemy is fielding missiles that are significantly faster than your anti-missiles calculated by this, you may want to sacrifice agility and to-hit in order to up the speed to be able to catch them.
« Last Edit: November 24, 2011, 11:07:55 pm by Metalax »
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Repulsion

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8702 on: November 24, 2011, 11:57:38 pm »

Due to the way the rounding works, for a size 1 missile you want to adjust the space for agility so that the agility value is just above(or equal to) x.5(where x is some integer) to get the optimal speed/to hit balance. Use the formula below to get the start points to do your adjusting from.

Code: [Select]
If S = the missile size,
and M = your current missile agility per MSP (depends on tech),
and T = the total MSP available for Engines plus Agility,

Then E = (T/2)+(5xS/M) is the amount of MSP that should be used for Engines
and A = (T/2)-(5xS/M) is the remaining MSP that should be used for Agility.

Note that this produces designs optimised to fight against missiles of roughly the same tech level as you. If your enemy is fielding missiles that are significantly faster than your anti-missiles calculated by this, you may want to sacrifice agility and to-hit in order to up the speed to be able to catch them.
Yeah, I used the formula, and did a few small tweaks.

And related, my ASM design:

Spoiler (click to show/hide)
« Last Edit: November 25, 2011, 12:14:08 am by Repulsion »
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Acperience

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8703 on: November 25, 2011, 01:23:53 am »

Spoiler (click to show/hide)


Cannot pick up ground unit as the fleet has insufficient space.
Battle Task Group failed to Load 15th Engineer Brigade from Ciel. Any additional orders will be on hold until the problem is resolved.


What's wrong with the current design?
And, no the ship isn't already carrying troops.
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RulerOfNothing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8704 on: November 25, 2011, 01:33:59 am »

Engineer Brigades occupy the same space as 5 normal battalions.
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Acperience

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8705 on: November 25, 2011, 01:40:59 am »

Engineer Brigades occupy the same space as 5 normal battalions.

Anything else like that I should know for transporting troops.
Multipliers etc.
And do I even need the drop module since I'm not doing a combat drop?
« Last Edit: November 25, 2011, 01:46:18 am by Acperience »
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8706 on: November 25, 2011, 01:46:10 am »

I don't think you need the drop module unless you are invading something. I haven't played for a while, so I may be wrong, but that was my impression.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8707 on: November 25, 2011, 01:48:04 am »

I think you only need drop modules for boarding and instantaneous landing on planets. You can normally ferry troops with troop transport bays, which don't lower morale/readiness when soldiers are inside.

RulerOfNothing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8708 on: November 25, 2011, 01:48:55 am »

Engineer Brigades occupy the same space as 5 normal battalions.

Anything else like that I should know for transporting troops.
Multipliers etc.
And do I even need the drop module? Or would I need more.
The only other differently sized troop is the Marine Company, which takes one fifth of a normal battalion (and can obviously fit into a company sized space, though I am not sure if you can combine company sized spaces into battalion sized spaces). You only need drop modules if you want to put troops on a planet quickly (like if you were trying to make a contested landing on an enemy planet) or if you want to board another spacecraft. If you put troops in drop modules for any substantial period of time, their morale drops quite significantly.
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Acperience

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8709 on: November 25, 2011, 03:25:19 am »

Engineers found some good stuff on the ruins on Mars, but I triggered the "robotic guardian" event twice.

I've transferred more ground troops from Earth and it seems like I'm forever fighting the robotic guardians. They never seem to be defeated despite me inflicting ~40% "enemy casualties" constantly. It's already been over a year into this little "war" and every few months they manage to destroy a mine or some infrastructure, and it's really getting annoying.

Does anyone know when they'll finally lie down and die?
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8710 on: November 25, 2011, 03:29:17 am »

They most likly reassamble themselves?`At least I'd like to imagine that.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8711 on: November 25, 2011, 04:04:03 am »

I might have already mentioned this but it seems mass drivers are bugged, when a freighter picks up a partial mass driver (0.2 or whatever) It removes a whole mass driver from the planet without leaving the remaining .8, when the freighter goes to pick up the next load, it breaks down ANOTHER mass driver.
I keep forgetting this bug and end up needing to build 4 mass drivers just to get one onto my first mining colony while keeping one on earth.
Later it doesn't affect me since i usually have minimum 25000 cargo in each freighter after a few years.
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Flare

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8712 on: November 25, 2011, 05:09:31 am »

From my impressions, the game's menu becomes more and more complex and crowded as the series went on, so I think in the context of lessening the pain of the last two games, the first three will help.
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Acperience

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8713 on: November 25, 2011, 05:47:48 am »

Is there any way to destroy or scrap shipyards?
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8714 on: November 25, 2011, 07:20:54 am »

Why would you want to scrap a shipyard?  It's easier to retool them to another class than build a new one, and they're zero maintenance anyways.  Just add a few tons and make it a shipyard for the next biggest size or somesuch.

You can also tow shipyards, so if you absolutely have to get rid of a shipyard you can use a tug to tractor beam it to a nearby system body, and then abandon that colony.  If you're being invaded, I guess you're SOL.
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