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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2817730 times)

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9510 on: January 09, 2012, 05:50:01 am »

I don't really get while your maintenance base got engines if you intend to tow it.
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lavenders2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9511 on: January 09, 2012, 08:41:24 am »

So after playing this game for a fair while, I decided to make some tutorial videos so people could get into the game much easier and so they have something to refer to while the play the game. It will be an interactive tutorial of sorts, hopefully teaching the basic concepts to plow you through the first year of the game. Everyone on the bay 12 forum is as nerdy as hell (as in they probably know the game inside and out by now) but I wouldn't mind even veterans watching this, giving me feedback, and helping me make better and more informative videos for the future to come.

Right now, nothing is uploaded, but I plan to have the first video up in a few hours, and I will be sure to link it here when it has been uploaded (or not. I might be asleep while it is uploading, it is pretty late right now but I plan to do this videos really late anyway) and I want to get at least 1 video up a day, if not more. Hopefully new players will have a much easier time getting into the game with these!

http://aurora2.pentarch.org/index.php/topic,4516.0.html

EDIT: First video is up! Tell me what you think!
http://www.youtube.com/watch?v=wUfDLUx-iEs&feature=youtu.be
« Last Edit: January 09, 2012, 08:57:17 am by lavenders2 »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9512 on: January 09, 2012, 11:49:24 am »

6000 + tons... for scouts?

At that point you might just tow a radar dish into the system you care about or if its combat centric, shot drones at them.

A good chunk of that tonnage is from the cloaking device. The whole point of it is that it lets me get detailed passive readings on pretty much everything I want in a system, without letting them know I'm there (RP) or expending sensor drones (RP + practicality).

I don't really get while your maintenance base got engines if you intend to tow it.

Because, while I plan to tow them most places, I won't always have tugs available, and even then, I'd prefer that they have some sort of mobility, because I'm hesitant to make everything too much more interdependent than it is.

So after playing this game for a fair while, I decided to make some tutorial videos so people could get into the game much easier and so they have something to refer to while the play the game. It will be an interactive tutorial of sorts, hopefully teaching the basic concepts to plow you through the first year of the game. Everyone on the bay 12 forum is as nerdy as hell (as in they probably know the game inside and out by now) but I wouldn't mind even veterans watching this, giving me feedback, and helping me make better and more informative videos for the future to come.

Right now, nothing is uploaded, but I plan to have the first video up in a few hours, and I will be sure to link it here when it has been uploaded (or not. I might be asleep while it is uploading, it is pretty late right now but I plan to do this videos really late anyway) and I want to get at least 1 video up a day, if not more. Hopefully new players will have a much easier time getting into the game with these!

http://aurora2.pentarch.org/index.php/topic,4516.0.html

EDIT: First video is up! Tell me what you think!
http://www.youtube.com/watch?v=wUfDLUx-iEs&feature=youtu.be

Not bad, though I pity you once you start trying to explain every single detail of the UI, because that is going to a sheer nightmare just remembering everything.  :P
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9513 on: January 09, 2012, 12:06:32 pm »

I'd like to see a tutorial of combat, explaining how to link fire controls to missiles and EW, and so forth.  Out of all the things in Aurora, combat skills are probably the most important but least practiced by most players.

Scout1

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9514 on: January 09, 2012, 01:17:34 pm »

Which goddamn part of this interface shows the size and conditions of found ruins? I got an event saying I found some, even put down a xenology team and I can see there's a hidden number of installations on the planet. There's a "Known Ruins" part of the Display 2 tab but that's empty. What the hell?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9515 on: January 09, 2012, 01:25:48 pm »

You need to wait for your xenologist team to finish working. Once they have, you'll get an event, and you'll be able to view the tech level and number of potentially recoverable installations in the Summary tab of the Economics window.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9516 on: January 09, 2012, 01:29:10 pm »

And once the engineering brigades have recovered all the installations, the note about the name of the previous civ and tech level will disappear.

The Known Ruins bit you mention is only for ruins you've detected but not investigated. I believe it takes a site off the list as soon as you drop a xeno team on them.
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BishopX

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9517 on: January 09, 2012, 01:52:17 pm »

Has anyone had any sucess using FAC? I can't seem to come up with a design I like, or that couldn't be done better on another platform. Ideally I would like to use them either as torpedo boats or a swarm of beam armed skiffs. Fighters seem to work better as a missle delivery system (faster, better stand off distance, esentially disposable) and my attempts at building a beam armed FAC are either a) too slow or b) ineffectually armed.
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Scout1

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9518 on: January 09, 2012, 02:23:30 pm »

And once the engineering brigades have recovered all the installations, the note about the name of the previous civ and tech level will disappear.

The Known Ruins bit you mention is only for ruins you've detected but not investigated. I believe it takes a site off the list as soon as you drop a xeno team on them.


I checked before and after, it wasn't there. I did, however, find that it was a ruined colony from checking the system information screen. Now we've unearthed some robotic guardians who are fighting back an engineer brigade and a heavy assault batallion!
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9519 on: January 09, 2012, 02:31:38 pm »

If you've already started recovering ruins, you should be able to see it on the Summary tab now.

Has anyone had any sucess using FAC? I can't seem to come up with a design I like, or that couldn't be done better on another platform. Ideally I would like to use them either as torpedo boats or a swarm of beam armed skiffs. Fighters seem to work better as a missle delivery system (faster, better stand off distance, esentially disposable) and my attempts at building a beam armed FAC are either a) too slow or b) ineffectually armed.

For me, they're mainly useful for keeping populations happy without spending much time or many resource, and for soaking up missiles. If you develop a missile that they can launch from a decent distance out (50m+ish km), they make for much better missile platforms than fighters, because you can very easily fit 12+ box launchers on a 1kton FAC with room left for engine, fuel, FC, and a small AS. If you're trying to launch from within 15-20m km with FACs, they'll likely be wrecked before they make it to firing range. As for general use, take a leaf from the Starfire novels and use them as JP defence forces, because you won't be able to close with a missile-armed enemy unless you have very large numbers of them available.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9520 on: January 09, 2012, 03:09:28 pm »

Actually, in my current game FACs seem to make up the bulk of my firepower. I don't have the greatest missile tech so the way it works is that my carrier and its PD escorts fend off the enemy missile volleys as they try to close the range. Once the enemy goes bingo ammo, the FACs and fighters get launched and close in on the now-fleeing enemies to unleash particle beam death (and the fighters launch a wave of short-range missiles, return to hangar, reload, launch another sortie, etc.)

The enemy ships I'm fighting (pretty much all Precursors) have too much PD for big missiles to be effective, but only gauss guns for close-in armament. So as long as my FACs stay inside 200k range but outside 60k or so, they can pound away untouched. I've also started working on a FAC design with a single large-caliber microwave cannon so I can try blinding and disabling their FC for a 3rd boarding FAC design to land the Star Marines.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9521 on: January 09, 2012, 03:21:14 pm »

Now we've unearthed some robotic guardians who are fighting back an engineer brigade and a heavy assault batallion!

Heavy assault batallion might not be the best defenders.  When defending, only the defense value determines the strength of the unit.  Thus Garrison Infantry would be your best bet, as the robots are attacking your team.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9522 on: January 09, 2012, 03:25:57 pm »

Now we've unearthed some robotic guardians who are fighting back an engineer brigade and a heavy assault batallion!

Heavy assault batallion might not be the best defenders.  When defending, only the defense value determines the strength of the unit.  Thus Garrison Infantry would be your best bet, as the robots are attacking your team.

What? Heavy Assault units have a higher offense and defense than any other ground unit in the game.
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9523 on: January 09, 2012, 03:37:06 pm »

But you can build three garrison battalions in the same time (at least two), which will have a higher combined defense value.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9524 on: January 09, 2012, 03:38:33 pm »

Indeed. You can't beat garrisons for defense on the basis of cost per effectiveness.
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