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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818095 times)

Sirian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9345 on: December 31, 2011, 12:44:19 pm »

It was a while since i last played Aurora, so i decided to give it another try... But i'm getting a bunch of error pop ups as soon as i press the time buttons. It may be related to the fact of having a NPR, from what i quickly gathered on the aurora forums.

I tried starting a new game with different settings but with still one NPR (i don't really see the challenge without one), but i got the same problem.
Is it always like that or am i unlucky ?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9346 on: December 31, 2011, 12:50:50 pm »

Yeah, looking at it, the majority of my CVL's tonnage comes from the PD system, because I anticipate using them against Precursors, so I tailored both them and the PD cruisers to countering the typically 100+ volleys of AMM in offensive mode, which it looks like you may have trouble with, unless you're using massive numbers of those DEs. That forced me to cram in absurd amounts of drives and fuel, to allow their escorts to operate at full efficiency. And TBH, the 1-thick armor belt and 20 shields on those cruisers makes me shudder; they look like they'll go down very quickly under sustained fire, and the range you accepted on the ASM to get WH9 and 40kps velocity wil force you to get well inside enemy ASM range. Admittedly, you can probably swamp Precursors with sheer numbers, but if you run into an NPR with a decent military (particularly if you had one spawn at start), you might have trouble, as they tend to build much heavier ships with longer ranges as their primary missile platforms. That said, your ships will be much more efficient once you've got the armor and shield tech to let them take hits without drastically increasing tonnage than my monsters will, but in the early game, a crude approach tends to (in my experience) result in fewer losses.

One thing I would suggest, though: Split the roles of the Warrior class into two missile combatants. If you go with dedicated ASM and AMM cruisers, you'll be able to field much heavier volleys or thicker armor for each.


Regarding my own ships, I suspect that they'll actually get smaller as I develop the tech to fit the same functionality into less volume.


It was a while since i last played Aurora, so i decided to give it another try... But i'm getting a bunch of error pop ups as soon as i press the time buttons. It may be related to the fact of having a NPR, from what i quickly gathered on the aurora forums.

I tried starting a new game with different settings but with still one NPR (i don't really see the challenge without one), but i got the same problem.
Is it always like that or am i unlucky ?

I tried to start several new games with the latest patch as well, and each of them generated errors with practically every action. It may be because of an issue with the new patch, so you might want to try the previous version.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9347 on: December 31, 2011, 12:53:49 pm »

It was a while since i last played Aurora, so i decided to give it another try... But i'm getting a bunch of error pop ups as soon as i press the time buttons. It may be related to the fact of having a NPR, from what i quickly gathered on the aurora forums.

I tried starting a new game with different settings but with still one NPR (i don't really see the challenge without one), but i got the same problem.
Is it always like that or am i unlucky ?
What's the errors? Could be an installation problem if it's happening right away. Generally, NPR-related issues don't crop up for at least 10-15 years, until they get spacefaring.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9348 on: December 31, 2011, 01:03:38 pm »

It was a while since i last played Aurora, so i decided to give it another try... But i'm getting a bunch of error pop ups as soon as i press the time buttons. It may be related to the fact of having a NPR, from what i quickly gathered on the aurora forums.

I tried starting a new game with different settings but with still one NPR (i don't really see the challenge without one), but i got the same problem.
Is it always like that or am i unlucky ?
What's the errors? Could be an installation problem if it's happening right away. Generally, NPR-related issues don't crop up for at least 10-15 years, until they get spacefaring.

I've been getting errors as well with V5.56:

Quote
Error in SetupNPRClasses
Error 3265 was generated by DAO.Fields
Item not found in this collection

14 occurances during game generation.

For some reason, this new game didn't generate errors with every action after creation. I'm going to play it for a while to try and duplicate them.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9349 on: December 31, 2011, 01:40:09 pm »

So, seeing as the old community game seems to have died, I'm considering taking another stab at an LP. Like my last one (the four nation competitive LP), I don't trust NPRs to provide a fair fight. However, it doesn't look like there's enough participation to handle a multiple nation game like my last one, so I was considering doing a USA/USSR game modeled after Steve's, with posters controlling the actions of the US and me controlling the USSR. Like my previous game I'd probably have an peace zone around Earth (enforced by the UN), and let the nations bicker over planets/jump points.

Any thoughts on this? Interest?
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Sirian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9350 on: December 31, 2011, 01:53:30 pm »

What's the errors? Could be an installation problem if it's happening right away. Generally, NPR-related issues don't crop up for at least 10-15 years, until they get spacefaring.

The errors i'm getting are :
Error 3061 was generated by DAO.Database (and something in french about "not enough parameters. 1 expected")
Error 91 was generated by Aurora (and in french "variable object or variable block With undefined")

Both are spammed and i need to click "Ok" many times to get rid of them.

Oh and while i was testing again, another message appeared :
Error 3075 was generated by DAO.Database (and in french "syntax error (comma) in the expression 'SystemID = 4800 and Xcor^2 > 3.47113860684374E+19")

(edit : i assume that it's using french because that's my system language, what i wrote is a rough translation)
(edit2 : i'm using the version 5.60 and a fresh install)
« Last Edit: December 31, 2011, 01:59:16 pm by Sirian »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9351 on: December 31, 2011, 02:05:35 pm »

What's the errors? Could be an installation problem if it's happening right away. Generally, NPR-related issues don't crop up for at least 10-15 years, until they get spacefaring.

The errors i'm getting are :
Error 3061 was generated by DAO.Database (and something in french about "not enough parameters. 1 expected")
Error 91 was generated by Aurora (and in french "variable object or variable block With undefined")

Both are spammed and i need to click "Ok" many times to get rid of them.

Oh and while i was testing again, another message appeared :
Error 3075 was generated by DAO.Database (and in french "syntax error (comma) in the expression 'SystemID = 4800 and Xcor^2 > 3.47113860684374E+19")

(edit : i assume that it's using french because that's my system language, what i wrote is a rough translation)
(edit2 : i'm using the version 5.60 and a fresh install)

I'd say that the easiest way to resolve this would be to reinstall with 5.56 or 5.54 and wait for a patched version of 5.60, as it didn't contain any major updates (just a few changes to the database).


ED: In regards to the earlier discussion, I've gotten a bit into the game I made to search for errors, and these are what I'd use if I were going for small, expendable designs:

Spoiler (click to show/hide)
« Last Edit: December 31, 2011, 02:07:57 pm by Flying Dice »
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Canalan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9352 on: December 31, 2011, 02:40:12 pm »

Does anyone else make sure their ship hull designations match up with the tonnage and mission profile of the ship?  Like how my cruisers can weigh up to 10,000 tons, but anything over is a battleship (unless it's a carrier), etc.

BishopX

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9353 on: December 31, 2011, 03:24:29 pm »

Yeah, looking at it, the majority of my CVL's tonnage comes from the PD system, because I anticipate using them against Precursors, so I tailored both them and the PD cruisers to countering the typically 100+ volleys of AMM in offensive mode, which it looks like you may have trouble with, unless you're using massive numbers of those DEs. That forced me to cram in absurd amounts of drives and fuel, to allow their escorts to operate at full efficiency. And TBH, the 1-thick armor belt and 20 shields on those cruisers makes me shudder; they look like they'll go down very quickly under sustained fire, and the range you accepted on the ASM to get WH9 and 40kps velocity wil force you to get well inside enemy ASM range. Admittedly, you can probably swamp Precursors with sheer numbers, but if you run into an NPR with a decent military (particularly if you had one spawn at start), you might have trouble, as they tend to build much heavier ships with longer ranges as their primary missile platforms. That said, your ships will be much more efficient once you've got the armor and shield tech to let them take hits without drastically increasing tonnage than my monsters will, but in the early game, a crude approach tends to (in my experience) result in fewer losses.

One thing I would suggest, though: Split the roles of the Warrior class into two missile combatants. If you go with dedicated ASM and AMM cruisers, you'll be able to field much heavier volleys or thicker armor for each.


Regarding my own ships, I suspect that they'll actually get smaller as I develop the tech to fit the same functionality into less volume.

Maybe we're just facing different precusors, I'm seeing multiple 4x missles salvoes, engaging from ~50m km. The nice thing about the fighters is that a) they can close to 20m km easily without being seen and b) Assuming I'm willing to burn fuel I can keep my first strike wave (14 fighters) ~250m km out from my main fleet body, which gives me at least two strikes before the precusors enter firing range. That gives a nice alpha strike.

With regards to the warrior class, it's a bit of an experiment. I usually leave all it's active sensors off and let the destroyer screen light up the missles and the recon fighters light up the enemy ships, when it does take fire usually onlly a missle or two leaks. It's worked so far, although I'm not sure how effective it is offensivly.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9354 on: December 31, 2011, 03:24:56 pm »

What's the errors? Could be an installation problem if it's happening right away. Generally, NPR-related issues don't crop up for at least 10-15 years, until they get spacefaring.

The errors i'm getting are :
Error 3061 was generated by DAO.Database (and something in french about "not enough parameters. 1 expected")
Error 91 was generated by Aurora (and in french "variable object or variable block With undefined")

Both are spammed and i need to click "Ok" many times to get rid of them.

Oh and while i was testing again, another message appeared :
Error 3075 was generated by DAO.Database (and in french "syntax error (comma) in the expression 'SystemID = 4800 and Xcor^2 > 3.47113860684374E+19")

(edit : i assume that it's using french because that's my system language, what i wrote is a rough translation)
(edit2 : i'm using the version 5.60 and a fresh install)

Your system language is in french? I recall that Aurora has a problem on systems that use "," instead of "." as a decimal separator.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9355 on: December 31, 2011, 03:28:30 pm »

I do, and my designations are flexible based on my tech level. So at I-C Drive level tech, a BB would probably be around 40-50K tons, at Nuclear Pulse Drive level tech, around 15K tons, and at Solid Core AM Drive level tech, somewhere around 100-150K tons.


Also, just found ruins classified as "Deserted Intact Cities". Holy shit, can't wait to see the estimated levels of recoverable installations in that...

Yeah, looking at it, the majority of my CVL's tonnage comes from the PD system, because I anticipate using them against Precursors, so I tailored both them and the PD cruisers to countering the typically 100+ volleys of AMM in offensive mode, which it looks like you may have trouble with, unless you're using massive numbers of those DEs. That forced me to cram in absurd amounts of drives and fuel, to allow their escorts to operate at full efficiency. And TBH, the 1-thick armor belt and 20 shields on those cruisers makes me shudder; they look like they'll go down very quickly under sustained fire, and the range you accepted on the ASM to get WH9 and 40kps velocity wil force you to get well inside enemy ASM range. Admittedly, you can probably swamp Precursors with sheer numbers, but if you run into an NPR with a decent military (particularly if you had one spawn at start), you might have trouble, as they tend to build much heavier ships with longer ranges as their primary missile platforms. That said, your ships will be much more efficient once you've got the armor and shield tech to let them take hits without drastically increasing tonnage than my monsters will, but in the early game, a crude approach tends to (in my experience) result in fewer losses.

One thing I would suggest, though: Split the roles of the Warrior class into two missile combatants. If you go with dedicated ASM and AMM cruisers, you'll be able to field much heavier volleys or thicker armor for each.


Regarding my own ships, I suspect that they'll actually get smaller as I develop the tech to fit the same functionality into less volume.

Maybe we're just facing different precusors, I'm seeing multiple 4x missles salvoes, engaging from ~50m km. The nice thing about the fighters is that a) they can close to 20m km easily without being seen and b) Assuming I'm willing to burn fuel I can keep my first strike wave (14 fighters) ~250m km out from my main fleet body, which gives me at least two strikes before the precusors enter firing range. That gives a nice alpha strike.

With regards to the warrior class, it's a bit of an experiment. I usually leave all it's active sensors off and let the destroyer screen light up the missles and the recon fighters light up the enemy ships, when it does take fire usually onlly a missle or two leaks. It's worked so far, although I'm not sure how effective it is offensivly.


Ah, that would be why. Precursor ASMs are absolute rubbish, and they tend to launch absurdly small salvos. The danger is in their AMM ships, which like use AMMs as offensive weapons. Against a couple of those, you can easily see salvos of more than 100 AMMs, and they typically carry enough missiles to launch 20+ salvos. Add this to their (when you normally encounter them) superior ECM and engines, and they'll absolutely slaughter anything you field until they deplete their ammunition. But if all you've encountered are ASM/EW ships, you shouldn't have any problem killing them with that sort of tech.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9356 on: December 31, 2011, 03:44:21 pm »

One thing to note is that the Precursor AMM launchers tend to be stationary platforms. So if you can outrange them, you've got a shot (although they're typically paired with a gauss platform that acts as a giant anti-missile umbrella). Only way I've done it in my current game is to head inbound with a full detachment of battle squadrons. The Precursor AI has the odd habit of targeting me with ALMOST enough missile to kill me, and right about when I'm expecting to see a wreck appear, the incoming salvos switch to the next target. With enough large, heavily armored ships in the lead, you can deplete their ammo stores and then charge in (but don't get TOO close...I charged in with my gauss-armed fighters and destroyers and got my ass handed to me on a plate by the gauss platform).
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Quote from: Neil DeGrasse Tyson
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9357 on: December 31, 2011, 03:59:54 pm »

The really nasty part is when you run into a squadron of Precursor ships that include a couple AMM platforms, and they outmass you by 2-1 or more, and have an edge in speed as well. What tends to happen if they catch you too deep in-system to retreat before they engage is that you'll run the gauntlet to try and get hits in, and they expend their munitions, break off, and rearm while you try to catch up.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9358 on: December 31, 2011, 04:02:18 pm »

Does anyone else make sure their ship hull designations match up with the tonnage and mission profile of the ship?  Like how my cruisers can weigh up to 10,000 tons, but anything over is a battleship (unless it's a carrier), etc.
Steve has address this, and it makes a fair amount of sense. There has never been set ratio between tonnage and ship class. Ship class and tonnage has increased rather steadily through the years. An 18th century battleship, doesnt even way half as much as a 21st century battleship, so on.

So, the top range of tonnage you can produce, could sanely  be named battleships or carriers.
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BishopX

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9359 on: December 31, 2011, 04:10:17 pm »

One thing to note is that the Precursor AMM launchers tend to be stationary platforms. So if you can outrange them, you've got a shot (although they're typically paired with a gauss platform that acts as a giant anti-missile umbrella). Only way I've done it in my current game is to head inbound with a full detachment of battle squadrons. The Precursor AI has the odd habit of targeting me with ALMOST enough missile to kill me, and right about when I'm expecting to see a wreck appear, the incoming salvos switch to the next target. With enough large, heavily armored ships in the lead, you can deplete their ammo stores and then charge in (but don't get TOO close...I charged in with my gauss-armed fighters and destroyers and got my ass handed to me on a plate by the gauss platform).

Or just just build a missle to out range them and launch them in simulatneous waves of 50 volleys of 2-4 missles each. Remember that missle agility does nothing against a stationary target, so punch up the engine speed.
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