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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2817550 times)

Scout1

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9600 on: January 13, 2012, 10:25:08 pm »

Do those commands make a difference when using a jump gate?
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Jay

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9601 on: January 13, 2012, 10:49:19 pm »

Do those commands make a difference when using a jump gate?
Very much so. Jumpgate transit has the worst sickness rating, as they're meant for commerce.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9602 on: January 13, 2012, 11:19:15 pm »

Do those commands make a difference when using a jump gate?
Very much so. Jumpgate transit has the worst sickness rating, as they're meant for commerce.

But note that it also allows you to transit any number and size of ships, without the limitations imposed by a JD. So you could, say, jump in a squadron of frigates or destroyers, and use them to lure the enemy ships away from the JP, allowing you to transit, say, a 15 ship carrier group in with enough time to open a gap and recover from jump sickness before being attacked. Another reason to use CIWS, as well, as IIRC it isn't affected in the same way that normal FCs are.

But yes, for small task groups, the best solution is high levels of training and squadron transits.
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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

EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9603 on: January 14, 2012, 01:30:41 pm »

Do fighters in hangers/bays suffer jump sickness?  Can they be launched prior to the sickness going away?

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9604 on: January 14, 2012, 02:04:24 pm »

Previously launching self-guided missiles was a way around jump sickness, but it was changed so that you couldn't launch even without a lock. Haven't tried it with fighters, but I suspect it's the same for them; either they get jump sickness or can't be launched until sickness ends.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9605 on: January 14, 2012, 02:50:32 pm »

Previously launching self-guided missiles was a way around jump sickness, but it was changed so that you couldn't launch even without a lock. Haven't tried it with fighters, but I suspect it's the same for them; either they get jump sickness or can't be launched until sickness ends.
Can't you launch them at a waypoint?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9606 on: January 14, 2012, 02:56:12 pm »

One would assume so; fighters aren't just recoverable first stages, after all. When you launch a squadron, all that does is automatically put it into a seperate TG, and engines aren't affected by jump sickness.
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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 #9607 on: January 14, 2012, 03:25:48 pm »

Previously launching self-guided missiles was a way around jump sickness, but it was changed so that you couldn't launch even without a lock. Haven't tried it with fighters, but I suspect it's the same for them; either they get jump sickness or can't be launched until sickness ends.
Can't you launch them at a waypoint?

This is exactly what you could do previously that was the problem.

When you jump through, your fire control and sensors are down, but you could still launch something at a waypoint. If that waypoint was right on top of yourself and what you launched had its own sensors, then it was a shortcut around the jump sickness. It was changed so that you can no longer launch anything while a ship is suffering from jump sickness.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9608 on: January 14, 2012, 05:00:32 pm »

Makes sense to me that you could just rig the launchers to toss missiles out the instant you complete jump. You don't need to target anything if they're self guiding IFF missiles.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9609 on: January 14, 2012, 05:12:58 pm »

Makes sense to me that you could just rig the launchers to toss missiles out the instant you complete jump. You don't need to target anything if they're self guiding IFF missiles.

Except there's no reason their sensors would work when the ship's didn't.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9610 on: January 14, 2012, 05:18:22 pm »

Actually, my goal in sending out fighters would be to give the enemy something else to shoot at, or at least more targets to divide their fire.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9611 on: January 14, 2012, 05:32:48 pm »

Thing is, in the seconds it takes to launch, they'll lock on to your ships. This is why the best way to clear a JP is to lure the defenders off with expendable ships, get them into a stern chase, and then jump your fleet in, which should give you time to recover from the sickness.
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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

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9612 on: January 14, 2012, 05:36:52 pm »

Makes sense to me that you could just rig the launchers to toss missiles out the instant you complete jump. You don't need to target anything if they're self guiding IFF missiles.

Except there's no reason their sensors would work when the ship's didn't.
When their sensors recover they will already be outside the ship and can light off and kill rather than wait for recovery to launch, no? I suppose it doesn't make much difference really and no point in arguing as we don't even know what 'causes' the jump sickness.
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Scout1

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9613 on: January 14, 2012, 08:45:32 pm »

So does power output for beam weapons need to be how much it recharges per 5 second, or total output for the charge of the weapon?

Quote
Crystal Rain II class Jump Point Defence Satellite    1,550 tons     175 Crew     932.2 BP      TCS 31  TH 0  EM 0
1 km/s     Armour 11-11     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 3.44 Years     MSP 376    AFR 19%    IFR 0.3%    1YR 49    5YR 728    Max Repair 338 MSP


Single 35cm C8 X-Ray Laser Turret (1x1)    Range 480,000km     TS: 9100 km/s     Power 32-8     RM 7    ROF 20        32 32 32 32 32 32 32 27 24 22
Satellite Fire Control (1)    Max Range: 480,000 km   TS: 9375 km/s     98 96 94 92 90 88 85 83 81 79
Magnetic Confinement Fusion Reactor Technology PB-1.2 (1)     Total Power Output 24    Armour 0    Exp 16%

Active Search Sensor MR5-R1 (1)     GPS 36     Range 5.0m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes


e.g. Do I need a bigger reactor?
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RulerOfNothing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #9614 on: January 14, 2012, 08:47:31 pm »

The power requirements are based off how much it recharges every 5 seconds.
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