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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2815236 times)

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10140 on: April 01, 2012, 06:26:30 pm »

Microwave weapons can be an interesting weapon to use. One use for them is as shield strippers as they do triple damage to shields. Research the range increase half of the tech and put them on fighters/facs so they are fast enough to stay out of range of shorter ranged beam weapons like gauss/mesons and they can be quite effective at taking ships out of the fight while leaving them available for boarding.

Microwaves do tend to be more useful if you are playing a multiplayer/multifaction game as you can use them to take out dedicated sensor ships that tend to get used by players, or to cripple ECM/ECCM leaving the enemy ships as easier targets.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10141 on: April 01, 2012, 08:33:04 pm »

Steve has added several new things for the next version. The data for the various bodies in the solar system has been corrected, which along with the shift to base gravity range being increased to 90% gives several new potential colony sites on the Jovian moons and Luna. The dwarf planets have also been added, and dwarf planets in generated systems will be labeled as such instead of as chunks.

From the work steve has been doing on newtonian aurora there is a new production overview screen added to regular aurora that lets you see everything that is being produced with indicators for what will complete in the next 3 month/1 year. In SM mode it will display the production for all player controled races making multi faction games a lot easier to manage.

Also a new toggle to disable all sensor checks system wide on a per system basis, which should help speed up turn processing at later stages or if you are playing a multi faction game within a system and know that there is going to be no combat done for a while.
« Last Edit: April 01, 2012, 08:35:11 pm by Metalax »
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Canuhearmenow

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10142 on: April 02, 2012, 10:29:51 am »

Are Magazines exactly what they sound like? Ammunition storage for Railguns, Gauss Cannons and other kinetic weapons?
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TwilightWalker

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10143 on: April 02, 2012, 10:43:24 am »

Are Magazines exactly what they sound like? Ammunition storage for Railguns, Gauss Cannons and other kinetic weapons?

Nah, just missiles. Other kinetic weapons have built in, infinite magazines. AKA handwaved away.
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TwilightWalker

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10144 on: April 02, 2012, 10:56:36 am »

is it possible to get a mass driver for ships, so an asteroid miner could continually launch it's cargo at a planet, rather than go back and forth?

Mounted on ships as a component? No, but if your asteroid miner has the cargo space, you could load one up in the bay and unload it on the asteroid it's mining, and have it send the minerals back. You could RP it as the mass driver mounted on the ship needing anchoring or somesuch, but the effect is the same.
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Canuhearmenow

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10145 on: April 02, 2012, 12:08:24 pm »

Another silly question incoming: Is it possible to refit ships with new hardware, and if so, how? I don't want to be forced to rebuild my entire fleet of freighters, colony ships and terraformers just because I want to give them stronger engines.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10146 on: April 02, 2012, 12:11:47 pm »

Yes. Tool a shipyard for the new class which has the upgraded equipment. You can then after it is completed, send ships there to be refit into that class(or any other class that can be builtat that shipyard), taking up one slip per ship.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10147 on: April 02, 2012, 12:13:16 pm »

Another silly question incoming: Is it possible to refit ships with new hardware, and if so, how? I don't want to be forced to rebuild my entire fleet of freighters, colony ships and terraformers just because I want to give them stronger engines.

In the shipbuilding screen, there is a dropdown bar that includes new construction, refitting, and scrapping. Send the ships you want to refit to a new design to a colony with shipyards, select 'Refit', set 'from' to whatever the older class is, and 'to' to the new class, then create the tasks for the individual ships you want to refit. Keep in mind that this is essentially rebuilding in terms of mechanics, but it can be much less costly than building new ships if you aren't making major changes. Not sure if refit time is affected by the amount of changes being made.
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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 #10148 on: April 02, 2012, 06:22:03 pm »

Note that in many cases, refitting engines either won't work or will not be cost/time effective.  But you can certainly try all the above.

MehMuffin

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10149 on: April 02, 2012, 08:27:53 pm »

Is a combination AMM/ASM corvette with 8ASM launchers (10.75 reloads) and 9AMM launchers (25 reloads) reasonable/possibly effective?
EDIT: they're designed to work in groups of four in a flotilla with a gauss PD/jump/sensor ship and a collier/msp supply/tanker ship.
« Last Edit: April 02, 2012, 08:31:14 pm by MehMuffin »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10150 on: April 02, 2012, 08:52:39 pm »

Corvette!? I think you misspelled Missile Cruiser.


And no, combination ASM/AMM ships are generally not very cost-effective, at least in my experience. Also note that 234 AMM probably won't even last through a single engagement with a Precursor ship/battle group, much less a major, extended battle, though you might scrape by if you only use a single ship at a time for defensive fire.
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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

PTTG??

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10151 on: April 02, 2012, 09:09:52 pm »

Corvette!? I think you misspelled Missile Cruiser.


And no, combination ASM/AMM ships are generally not very cost-effective, at least in my experience. Also note that 234 AMM probably won't even last through a single engagement with a Precursor ship/battle group, much less a major, extended battle, though you might scrape by if you only use a single ship at a time for defensive fire.

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Eagle_eye

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10152 on: April 02, 2012, 09:12:05 pm »

Why would you use anything other than gauss cannons for point defense? Late stage missiles are going to be fairly weak, and gauss cannons shoot five times a second each.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10153 on: April 02, 2012, 09:14:30 pm »

Late stage missiles are going to be fairly weak, and gauss cannons shoot five times a second each.
Not the entire truth. They can fire from 1 to 8 times each five seconds based on the tech you've researched.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10154 on: April 02, 2012, 09:23:29 pm »

Late stage missiles are going to be fairly weak, and gauss cannons shoot five times a second each.
Not the entire truth. They can fire from 1 to 8 times each five seconds based on the tech you've researched.

He probably mixed them up with railguns, which always fire five projectiles.
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