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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818767 times)

LostCosmonaut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8940 on: December 03, 2011, 12:00:24 pm »

I am also using a 1200 x 800 laptop, and what I did was set the taskbar to autohide (it only appears when I mouse over it). Works very nicely.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8941 on: December 03, 2011, 12:32:12 pm »

If you turn star swam/precursor/invader OFF, then if you turn it ON later you can encounter them in new systems.  Except invaders appear wherever the hell they want.

Imofexios

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8942 on: December 03, 2011, 12:37:25 pm »

Any Suggestions for setting up game for new player?
I have fiddled with Aurora before but never got time to plunge in as i do now.

Allways been big fan of challenges.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8943 on: December 03, 2011, 12:41:16 pm »

Challenge?  100% NPR generation rate, real stars, realistic promotions, and maintenance on.  And all the star swarm and precursor stuff enabled.

Learn to play?  NPR at 50%, starting NPR at 0, swarms and precursor and such off.  That gives you a good chance to play the early game faster, as it'll only have your system loaded, and when the universe is 1 system wide then you get great turn speed.  If any NPR are there at start, then they cause drag, and the systems they explore cause drag, and any fights they have cause drag AND reduced time intervals (the 5 second ticker of doom is Aurora's version of catsplosion).

Imofexios

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8944 on: December 03, 2011, 12:45:14 pm »

Ah so even turned the NPR off game will generate 1 eventually?
And thanks for the settings now i need to find good ambient in background and my note book.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8945 on: December 03, 2011, 01:07:10 pm »

If you set the NPR generation to 0% and the initial NPR to 0, then there will never be one.  Initial NPR start at the same time as you do.  NPR Generation means that when a new system is explored, it may or may not create an NPR on a habitable planet.  If it does generate an NPR, then you'll be meeting an infant race, a "first contact" situation where they've just discovered trans-newtonian elements.  Easy to wipe out, or leave alone and let them grow.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8946 on: December 03, 2011, 01:44:56 pm »

Honestly, I'd leave Precursors on. They give you a good way to test milship designs, usually don't travel between systems, and can give you a good tech boost if you salvage their ships.
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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

The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8947 on: December 03, 2011, 02:18:46 pm »

How do I move the systems on the galaxy map?
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LostCosmonaut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8948 on: December 03, 2011, 02:42:33 pm »

Hold shift, then click and drag. There is a button under the system position tab to save the modified map.
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Imofexios

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8949 on: December 03, 2011, 03:10:29 pm »

*SOLVED* Im little confused about how i click the turn.
As now im pressing the 30 day cyckle and watch event list so i wont miss anything.
Is there any convinient way of doing this? *SOLVED*

I somehow screwed my Aurora and cant enter to fleet orders without crashing.
Starting over and reading now instructions how to geoscan Mars.
« Last Edit: December 03, 2011, 05:43:57 pm by Imofexios »
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8950 on: December 04, 2011, 11:22:56 am »

I just noticed that Lieutenant Horatio Throgmorton was furloughed out of service as excess personnel. I'm sad. If I had noticed him, I would have made him Chief Officer of Floppy Hats, because a name like that must be preserved.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8951 on: December 04, 2011, 02:51:39 pm »

I just noticed that Lieutenant Horatio Throgmorton was furloughed out of service as excess personnel. I'm sad. If I had noticed him, I would have made him Chief Officer of Floppy Hats, because a name like that must be preserved.


I churn out FACs half because they make good officer-preserving placeholders.  :P
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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 #8952 on: December 04, 2011, 03:11:33 pm »

Code: [Select]
Furious II class Strike Cruiser    5,000 tons     525 Crew     901.8 BP      TCS 20  TH 28.8  EM 0
1200 km/s    JR 3-50     Armour 1-26     Shields 0-0     Sensors 80/1/0/0     Damage Control Rating 3     PPV 9
Maint Life 2.3 Years     MSP 338    AFR 66%    IFR 0.9%    1YR 86    5YR 1296    Max Repair 312 MSP

Furious E4 Jumper     Max Ship Size 5000 tons    Distance 50k km     Squadron Size 3
Whisper - Ion E50 (1)    Power 120    Fuel Use 500%    Signature 28.8    Armour 0    Exp 15%
Fuel Capacity 465,000 Litres    Range 33.5 billion km   (322 days at full power)

10cm Laser 3-30k (1)    Range 20,000km     TS: 1250 km/s     Power 3-3     RM 1    ROF 5        3 1 0 0 0 0 0 0 0 0
10cm Microwave 3-30k (2)    Range 20,000km     TS: 1250 km/s     Power 3-3     RM 3    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S01 10-1250 (1)    Max Range: 20,000 km   TS: 1250 km/s     50 0 0 0 0 0 0 0 0 0
Gas-Cooled 2-9 (1)     Total Power Output 9    Armour 0    Exp 5%

Active Search Sensor MR0-R100 (1)     GPS 160     Range 800k km    Resolution 100
Active Search Sensor MR0-R50 (1)     GPS 80     Range 560k km    Resolution 50
Thermal Sensor 10-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km
Cloaking Device: Class cross-section reduced to 20% of normal

ECM 20

This design is classed as a Military Vessel for maintenance purposes

Experimental stealth ship.  You'll notice that it has the sensor ping of a 20HS large fighter, while the size of a 100HS destroyer, and it's running a 25% thermal profile.  It's also armed to fight differently, as it won't be brawling, it's meant to blind an enemy and then take potshots with the laser.  Conflict should involve microwaves from long range until the enemy sensors are destroyed, then moving in to 0 range where the laser can do maximum damage at minimal range.  The firecon needs to be updated, but my colonies were complaining about the lack of guns and I didn't want to stall another 2 years.

Next version will see a more radical change.  The jump drive is going to be put onto another ship, and this other ship will be equipped with the drive, some engines, some fuel, and a tractor beam.  The Furious III will be armed with more weapons, including more microwave to break shields, some mesons to destroy targets outright, and some box launchers for special ordinance like sensor probes.  The main purpose of the Furious model is to cripple ships for my troopships to move in (still in design).  The microwaves are there to prevent weapon fire by destroying firecon - the five second fire rate ensures that it can keep a steady hail of microwave to prevent repairs, and the laser is to get in close and punch a hole in armor for the marines to move through.  Future mesons will be needed to destroy ships that aren't marked for stealing, and to take pot-shots at the enemy's engines to try and slow down a marked ship without destroying it.

Further designs will feature a carrier.  Like the drive ship currently planned, the carrier's purpose is to sit one system away and act as a jump tender and refueler, but the carrier will also allow for better fuel use, as that gunboat engine burns a lot of fuel during normal travel, carry the troop ship along with it, and perhaps carry back the stolen ship once it's captured.  I may give the Furious a tractor beam so that it can pull the troop ship along, but I don't see this being an issue as the troop ship is made to be a fighter engine, a drop pod, and about 5 hours of fuel.  Speed is the concern for the troop ship, all else be damned.  My 50% fuel efficiency should help a lot though.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8953 on: December 04, 2011, 05:56:04 pm »

You might want to consider more engines for the next design, rather than more weapons, as that won't even be able to catch up to the average NPR freighter, even if they can't see you coming.
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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

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #8954 on: December 04, 2011, 06:04:45 pm »

No matter how stealthy a ship is its not going to close to 20,000km without being detected. In fact, even a ship with no sensors would spot the thermal signature at 28,800km and then run away, since as mentioned any other ship will be faster than 1,200 km/s. If you want a true stealth ship that can launch attacks from stealth, the way to go is probably passive sensors and long range missiles with their own sensors.
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