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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2817027 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10665 on: July 08, 2012, 06:42:39 am »

Which tutorials are you following? How far do you get into the game before not being sure what to do next? Can you get to the point where you've allocated all your starting research points and ship/OOB points?

Generally once you've gotten the setup out of the way, you'll just want to look at your situation and see what to do. Start by doing a lot of research in the Construction/infrastructure techs (unless you don't have any specialists in it); figure out what minerals you're going to run out of soonest; start surveying your home system. Aurora is as much of a sandbox/storytelling device as Dwarf Fortress. When I started playing, I read through the (woefully incomplete) tutorial Steve made and then went through a dozen games or so, tinkering around with things until I figured them out.
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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

Aptus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10666 on: July 08, 2012, 07:17:29 am »

Gah why must you people talk about this game and have all these cool stories and ideas from it... now I have to try it again even though I know it is far too complex for me :p
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Felius

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10667 on: July 08, 2012, 08:02:43 am »

A tip: Create a sandbox game to help you learn. A game with no NPRs, turn space master on, and never turn it off. Experiment with all the tech, with loads of designs, etc.
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Tibbz2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10668 on: July 08, 2012, 08:43:59 am »

Which tutorials are you following? How far do you get into the game before not being sure what to do next? Can you get to the point where you've allocated all your starting research points and ship/OOB points?

Generally once you've gotten the setup out of the way, you'll just want to look at your situation and see what to do. Start by doing a lot of research in the Construction/infrastructure techs (unless you don't have any specialists in it); figure out what minerals you're going to run out of soonest; start surveying your home system. Aurora is as much of a sandbox/storytelling device as Dwarf Fortress. When I started playing, I read through the (woefully incomplete) tutorial Steve made and then went through a dozen games or so, tinkering around with things until I figured them out.

I watched the video tutorials on the forums and also read through all the tutorials in the "Tutorial" section there.

The thing is I don't know stuff like what to get as starting research, how much to research at a given time, what to build for industry etc.
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Felius

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10669 on: July 08, 2012, 09:34:34 am »

Which tutorials are you following? How far do you get into the game before not being sure what to do next? Can you get to the point where you've allocated all your starting research points and ship/OOB points?

Generally once you've gotten the setup out of the way, you'll just want to look at your situation and see what to do. Start by doing a lot of research in the Construction/infrastructure techs (unless you don't have any specialists in it); figure out what minerals you're going to run out of soonest; start surveying your home system. Aurora is as much of a sandbox/storytelling device as Dwarf Fortress. When I started playing, I read through the (woefully incomplete) tutorial Steve made and then went through a dozen games or so, tinkering around with things until I figured them out.

I watched the video tutorials on the forums and also read through all the tutorials in the "Tutorial" section there.

The thing is I don't know stuff like what to get as starting research, how much to research at a given time, what to build for industry etc.
As for the poster above, a sandbox game is a very good idea for experimentation. For building and researching, each person have its own style. I'm a fan of constant growth, that is, set about 10%-20% of your factories to be building more factories, permanently, and try to research fast the better building, mining and better research speeds, as well very good fuel efficiency.
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10670 on: July 08, 2012, 09:56:51 am »

Also keep in mind that in pretty much every game, you'll have at least one TN mineral that'll run dry within 5 years; geosurveying the system and setting up mining operations is almost always going to be a top priority.

Which tutorials are you following? How far do you get into the game before not being sure what to do next? Can you get to the point where you've allocated all your starting research points and ship/OOB points?

Generally once you've gotten the setup out of the way, you'll just want to look at your situation and see what to do. Start by doing a lot of research in the Construction/infrastructure techs (unless you don't have any specialists in it); figure out what minerals you're going to run out of soonest; start surveying your home system. Aurora is as much of a sandbox/storytelling device as Dwarf Fortress. When I started playing, I read through the (woefully incomplete) tutorial Steve made and then went through a dozen games or so, tinkering around with things until I figured them out.

I watched the video tutorials on the forums and also read through all the tutorials in the "Tutorial" section there.

The thing is I don't know stuff like what to get as starting research, how much to research at a given time, what to build for industry etc.

Get whatever you want; experiment until you figure out something that works for you. Typically, you'll want to spend your initial RP mainly in fields where you don't have m/any experts. You can safely ignore biological research, though. Generally, it is best to nab most of the basic C&P techs, get the first upgrade or two for your drives and fuel efficiency, and get the basic Jump Drive techs. You should always be researching at your maximum capacity.

Construction is dictated by your circumstances and playstyle. I tend to drop ~40% of my capacity on producing more factories early on, eventually shifting down to around 10%; around 20% constantly producing labs; 20% constantly producing automines; and the remainder building whatever else I need. An extra academy or two, a spaceport (not a shipyard), more shipyards, etc. Whatever you need and have the resources to make, basically. Just play around with things, it will help you far more than any number of explanations.
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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

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10671 on: July 08, 2012, 10:20:01 am »

The thing is I don't know stuff like what to get as starting research, how much to research at a given time, what to build for industry etc.

A very brief list of some techs you should probably research early on, you probably won't be able to get all of these with your initial tech points but it provides at least a base from which to start.

Active sensor strength, EM sensor strength - these let you design the active sensors that will let you spot and target other factions ships and colonies, and are required for your missile fire controls. Keep them even in research done on each line. I like to get them to EM 11, Active 21 before starting to build any real ships as before that you need to bulk up the sensors size to get any real range.

Beam fire control range, fire control speed rating - if you are going to be using weapons other than missiles then you need these for your firecontrols to have the range and ability to track your targets.

Jump point theory - without this you cant research gravitational sensors to let you find jump points meaning you are trapped in your home system. You will also need to research the first tech in jump drive efficiency, max jump squadron size and max squadron jump radius before you can design your first jump engine.

Reactor and engine techs - you have to research each level of the reactor tech to be able to research the corresponding engine tech, which in turn is required to research the matching missile engine tech. It is usually a good idea to keep all three at the same level, ie research the engine and missile engine techs before researching the next reactor tech.

Capacitor recharge rate - If you are using powered beam weapons, ie everything but gauss, you want to get this up to the level that you can design weapons that fire every 5 second increment for point defense.

Fuel efficiency - It is a good idea to get the first few levels of this as it helps extend you ships range tremendously and means your missiles need to carry less fuel freeing up space to make them faster/more accurate. Leave it after the cost starts to shoot up until it starts looking cheap compared to your other tech.

Magazine feed efficiency - I tend to get this up to 90% then leave it, until armour tech has increased to the point that amouring the magazines using the extra couple of % will not reduce it's capacity.

Missile launcher reload rate - get this up to 3 allowing your size 1 launchers to fire every 10 seconds then leave it until you have the research labs available.

Missile agility - get the cheap first few levels then upgrade to keep up with your missile engine tech.

Warhead strength - again get the cheap first few levels then continue upgrading as research allows.

Reduced size launchers - cost quite a bit early on to get up to box launchers but can be worth it for massive alpha strike capability.

If you are going to use Gauss cannon, then you want to get the rate of fire up to 4 then concentrate on improving the launch velocity(range). 50% size gauss cannon pretty much match lasers for final fire point defence at RoF 3 and are better at RoF 4.

The reduced size vesions of crew quarters/fuel tanks/engineering sections can be a good idea to get early, particularly if you are going to be using gunboats/fighters. - note that there are quite a few changes to requirements for all of these in the upcoming version.

Improved command and control - lets you build sector commands that let you place another governor that applies their bonuses to all colonies within the system/sector.

Ship to ship tractor beam - very useful for recovering damaged ships that have lost their engines or towing stations into position.

Turret tracking speed - this influences how much extra space is taken up to create a turret that can track at a specified speed. While you can design a turret to track any speed regardless of the level of this tech they will have much more 'wasted space' untill you improve this tech.

It is usually a good idea to focus on one beam weapon type and keep the size and range techs more or less even.

Armour tech - research as you are able. Low level armour takes up a significant space on your ship design for even moderate levels of protection.

Shield tech - keep the shield strength and recharge techs balanced. Most don't find much use for shields until at least the 4th-5th level shields are available.

If you research any of the increased production/mining/research/etc techs then remember to research expand civilian economy tech as well. Each point of production/research/construction costs money and it is quite easy to boost your production to the point you can't afford to do anything.

Sorium harvester - I usually wait and see if any of the gas giants has sorium deposits before getting this tech but pick it up when you start expanding as it is the only way to use the sorium in the gas giants.

Terraforming module - while you can build planet based terraformers I usually find it a lot easier to place a large number of modules on a single vessel that can move/be towed in one go rather than having to use freighters to move the ground based terraformers.
« Last Edit: July 08, 2012, 10:24:53 am by Metalax »
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Aptus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10672 on: July 08, 2012, 10:33:35 am »

I'll play around in sandbox some then, but right now I am busy stalling as much as possible by playing SPAZ :p
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Tibbz2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10673 on: July 08, 2012, 10:52:13 am »

Thanks guys, ill give it a try with your advice :)

Just one thing though... I don't get the BP system when assigning ships to TGs in the Fast OB window? When the value depletes completely can you not have anymore ships?

Edit: And oh, how do I get minerals off of/build stuff on asteroids/other planets?
« Last Edit: July 08, 2012, 10:55:55 am by Tibbz2 »
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10674 on: July 08, 2012, 11:06:48 am »

You can keep adding ships but then you're "cheating" :D  (Not that there's anything wrong with it if you're RPing, setting up some specific situation you want, experimenting, fixing a glitch where you built something wrong and had to delete it, or just plain would have moer fun by doing it - just realize that you are altering the "game balance" such as it is, heh). 

Space Master Mode is powerful stuff.

(ED: That staring BP allowance is to allow for "approximately the amount of stuff that would have already built before the formal start of the game for a civ of your size at this point in its development, as a guideline if you don't have some specific scenario you want to create" )
« Last Edit: July 08, 2012, 11:14:44 am by gimlet »
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Tibbz2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10675 on: July 08, 2012, 11:34:32 am »

So there is really no point to having them apart from to remind you that you're 'cheating'? :p
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THE DEMONS ESCAPED MY ICE TRAP AND NOW MY LAST WARRIOR IS SMACKING THEM ALL DOWN WITH HER DECEASED TODDLER OH GOD THE BOOZE JUST EXPLODED AND THERE'S SMOKE AND FIRE EVERYWHERE JESUS CHRIST.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10676 on: July 08, 2012, 11:39:34 am »

Pretty much. They exist to show what sort of level your civ would be operating at, and also regulate how much stuff you'll get if you let the game allocate your starting RP and BP.
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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

Tibbz2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10677 on: July 08, 2012, 11:51:39 am »

Hm, confusing, im sure I will get used to all this! Maybe not in the next few weeks, a lot of school work is ahead, but I shall have most the holidays free to learn and play!
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10678 on: July 08, 2012, 12:02:09 pm »

Yeah pretty much - those starting BP/research allowances are to keep every game from having the 1st 10 hours being the same dull "OK I'm starting with nothing, the first thing I always research is X, yawn advance time 4 months, the 2nd thing I always research is Y" and then waiting forever to even build a scout.  (If you like that kind of torture do a pre-newtownian start :D)  This way you immediately have some ships to dink around with and realize how awful your designs are, picked some research to give your civ some personality, you can start exploring without waiting 10 years to research the tech and then build the ships, etc.

You can work out your own limits if you decide "I want to be X years after the Newtonian discoveries" or whatever scenario you want, but for people doing their first few games even deciding on a scenario would be just another obstacle.  The default BP/RP allowance is a pretty good start imo - it's at the "OK we prudently spent a couple years building up SOME defenses and now we're at the threshold of sending our our first survey ships to see What's Out There" sweet spot...
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Tibbz2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #10679 on: July 08, 2012, 12:13:01 pm »

Ah right, so they are basically there to use "Instant" on? Where do you view the RP? Because all I can find is the no. of labs and RP per lab?

Also from earlier: And oh, how do I get minerals off of/build stuff on asteroids/other planets?

Cheers guys, you're a great help!
« Last Edit: July 08, 2012, 12:31:18 pm by Tibbz2 »
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