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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2817954 times)

Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11010 on: August 04, 2012, 04:12:04 pm »

Yea, rotating guns like that works well for the swarm.

I've done it with missile launchers as well, having 6 missile launchers with 30 second reload times fire at a diff target each time. Start with one launcher, add second, add third, add fourth, add fifth, add sixth, then the next cycle the first fires again, then second, third, etc. Was able to use a single ship with 6 launchers to rotate firing and take out a whole swarm of around 100 ships coming at it (each missile was killing a ship, I forget what my warhead size was). If I had been firing once every 30 seconds they would have got close and shredded my ship before I had fired enough missiles to kill them all.
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darkrider2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11011 on: August 04, 2012, 04:14:51 pm »

Just discovered 4 of the swarms 6000 tonners and practiced rotating my fire controllers, yep, it completely works. PEW PEW PEW PEW.

Also I created the medals, but by some miracle the four surviving thunders had no commanding officers. XD So I awarded the Crimson Star medal to the two commanders I found in life pods.
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11012 on: August 05, 2012, 03:25:53 am »

as usual, I found my favourite brand of spoilers just at the first system explored ever.

Now I'm fighting a desperate tower defence game, against missiles capable of 80000km/s. With ship still powered by nuclear thermal engines.

The tactical information I have about them:
Spoiler: the enemy (click to show/hide)

the victory escort missile is almost useless against their missiles, but they do have a smallish salvo so the escorts are able to pop one or two of them, lessening the pressure on the battleships.

they also help in sandblasting their shield away


this ship only exist to provide coverage from their missile. I scrapped offensive capabilities and enhanced the tracking speed after the previous 12000 tracking turrets were so lacking in coverage.

and so we come to the last of the ship, the backbone of this fleet offensive, which got the beam turrets removed from the invincible class cruiser:


the 8 lasers won't win this war, but at least they're rapid firing so, if they survive to close in enough for shooting, maybe they have a chance of keeping their shield worn down.

that is, until earth is a glassy, radioactive desert or I actually get my hand on some juicy tech to defend the jump point from where they come
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FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11013 on: August 05, 2012, 05:08:20 am »

Swarm is not jump capable.


What are those LP1, LP2 orbiting the star? I found them in two systems connected to the black hole hub, are they alien?

Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11014 on: August 05, 2012, 05:14:23 am »

Langrange points.
They are basically warp points. Just go in one of them and go out of the other. No need for jump drives IIRC.
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darkrider2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11015 on: August 05, 2012, 06:27:28 am »

Langrange points.
They are basically warp points. Just go in one of them and go out of the other. No need for jump drives IIRC.

Yeah sometimes in those gigantic binary systems you'll get an LP near the primary star and an LP on the far star. It really helps if you're like me and hate screwing around with hyper drive.

But beware, if you put any colonies on the far star, civilian shipping completely ignores LPs and will travel the entire distance on their regular engines.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11016 on: August 05, 2012, 07:05:11 am »

Swarm is not jump capable.

If only this were true. Once the swarm has consumed sufficient material they will spawn a new queen that will proceed to jump to an adjacent system to begin feeding, until sufficient material has been consumed to spawn a new queen and the cycle repeats.

I can't recall off the top of my head if the queen will bring some workers/soldiers with her when she jumps, but even if not a new swarm force gets built up pretty quickly.
« Last Edit: August 05, 2012, 07:09:16 am by Metalax »
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11017 on: August 05, 2012, 08:34:18 am »

Quote
Size 1 Anti-missile Missile (120)  Speed: 16,200 km/s   End: 9.2m    Range: 9m km   WH: 1    Size: 1    TH: 81 / 48 / 24

Active Search Sensor MR2-R1 (1)     GPS 50     Range 2.5m km    Resolution 1

If you don't have another ship that has a more powerful resolution 1 sensor, you're giving up a lot of chances to fire at incoming missiles because the actual detection range of the above sensor vs size 1-6 missiles is gonna be around 280k km, which is a bit short with 9m range anti-missiles (the listed sensor range is vs a 50 ton object, and missiles are smaller than that.  It took a LONG time for this to sink in for me - look at the sensor in the Component Design panel, it's the only place I know that lists the ACTUAL range vs Size 1-6,8 and 12 missiles).  And even that range will be reduced by their ECM advantage...
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11018 on: August 05, 2012, 08:49:16 am »

as it stand it's only a backup sensor for the gauss turrets, the amm are useless in intercepting enemy salvoes, and are used for pinning their shields

but thanks for the remainder, I forgot that took

crapola, I can't get the pd to fire   >:(

how do I debug that? they were firing good the last time and now I've five times the enemy and they're getting free shots at me  :-\
« Last Edit: August 05, 2012, 09:13:58 am by LoSboccacc »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11019 on: August 05, 2012, 05:08:05 pm »

Incidentally, from what I recall lasers are the most effective PD against Invaders and their plasma torpedos. But in any case if you've been wormholed while you're still at essentially little better than conventional tech, you're probably doomed.  :P

Bad news:
Spoiler (click to show/hide)

I now only have 3 paths that aren't blocked by Precursors. And that other hostile flag? Swarm, at least 30 Soldiers when they popped my survey ship.

Good news?
Spoiler (click to show/hide)

I've got Saber as an officer.  :P

Anyhow, I've got my typical lineup of missile and PD frigates to take down the various Precursor threats, but I also managed to work out a FAC design with the speed and firepower necessary to bring down a system full of Swarm.

Code: [Select]
Dragon class Fast Attack Craft    850 tons     96 Crew     317.4 BP      TCS 17  TH 184  EM 0
10823 km/s     Armour 1-7     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 5.96 Years     MSP 117    AFR 11%    IFR 0.2%    1YR 6    5YR 84    Max Repair 150 MSP

GB Magneto-plasma Drive E65 (1)    Power 184    Fuel Use 650%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 65,000 Litres    Range 21.2 billion km   (22 days at full power)

10cm C5 Far Ultraviolet Laser (1)    Range 150,000km     TS: 10823 km/s     Power 3-5     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Fire Control S04 80-12500 (1)    Max Range: 160,000 km   TS: 12500 km/s     94 88 81 75 69 62 56 50 44 38
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR2-R16 (1)     GPS 58     Range 2.6m km    Resolution 16
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Military Vessel for maintenance purposes

Just barely enough speed to keep Soldiers at ideal standoff range, and a dozen or two should be able to out-DPS a Queen's shields. Obviously they'll drop like flies to anything else, but they are specialized FACs. I can easily get a bit more than 3 per year per slipway. On another note, I'm really enjoying going with the Arthurian naming theme with Norse and Japanese commanders added to the mix. Much better than nigh-infinite Gliese # systems.
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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 #11020 on: August 05, 2012, 05:47:18 pm »

Swarm is not jump capable.

I hope you never find out just how wrong you are.

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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11021 on: August 05, 2012, 05:59:18 pm »

I forgot how to send a geological al survey team to survey. Any help?

Also. The list that shows all the planets and other bodies you know us seems to be bugged for me. Is this normal, or do I he to reinstall?
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11022 on: August 05, 2012, 06:30:43 pm »

You can load teams from the task group screen or if you're lazy like me you can create a colony from the system view then go to economics (f2) -> teams and create a team right where you need it.

Remember to disband it once they've finished! Works great with civ mines
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11023 on: August 05, 2012, 06:46:15 pm »

1. Create geosurvey team.
2. Load team onto a ship.
3. Order ship to unload team onto body.


What do you mean by 'bugged'? Post some screenshots, maybe? If your database is corrupted, you'll probably have to reinstall, but that might not be it.



Incidentally, in my current (SM Race start) game, I'm getting /0 errors whenever I select civilian mining colonies in the economics tab that go away after 4 clicks of the 'ok' button; the colonies are listed as an Unknown Species but still as an imperial population. The U/S doesn't show up in the diplomacy window, but does appear in the Race information window as a member species of the race--it has identical stats to the default Human species and disappears when I abandon the civ colonies. Wat do?

Edit: After a bit more testing, I have more relevant data. So the total summary of my knowledge on the issue is this:

1. When civilian mining colonies are founded and when I found colonies via the System Information window or by dropping off installations with freighters, the population is listed as being "Unknown Species" rather than "Human", and the Colony Cost is listed as being Unsuitable, regardless of what it actually is. When I found colonies by dropping off colonists, they are created normally.

2. When I select one of these abnormal colonies in the Economics tab, it generates multiple but non-infinite /0 error messages, typically between 1-5. Other error messages are occasionally generated.

3. The "Unknown Species" is listed in the Species dropdown bar in the Races window, but not in the Diplomacy/Intelligence window.

4. The "Unknown Species" has no independent stats, instead visually copying those of the Human species.

5. The "Unknown Species" is confirmed to not be Precursors or an NPR, before anyone asks.

6. The /0 errors appear to be generated due to the fact that the "Unknown Species" is both listed as the species for the population of the faulty colonies and does not actually exist; the game is probably trying to reference the stats for the "Unknown Species" in order to determine the colony cost of the faulty colonies, which it cannot do, seeing as how those numbers don't exist.

7. The "Unknown Species" selection disappears from the Race window if all faulty colonies are abandoned, but any future ones formed through the same methods will bring it back.

8a. The only datum I have indicating a possible solution that is yet untested would be the fact that the Human species has "Unknown" in the listing for Homeworld in the Race window. I'm going to add the Sol system to the game and see if that fixes things. Edit 2: It did not help.

8b. Therefore, I need to do one of the following:
i. Determine a method for preventing this from reoccuring (I know of none, and have exhausted what I know of the game in trying various workarounds).
ii. If the above is not possible, determine if this is restricted to this game or is now a wider problem due to database corruption, etc. which will require a reinstall.

Bleh. Anyone have any ideas, or should I just trash my saves and start over?
« Last Edit: August 05, 2012, 09:31:05 pm by Flying Dice »
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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

Spectre714

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11024 on: August 05, 2012, 11:11:14 pm »

Hello all,

I've just started to get into Aurora, I still have no idea what I'm doing but that is not the point of this post.
I've been playing on my laptop with a resolution of 1366x768, and was somewhat unsatisfied with Flying Dice's solution to the small screen size. Therefore I did some research and have come up with, in my opinion, a better way and thought I would share.

The solution involves a program called AutoHotkey(http://www.autohotkey.com), which runs scripts that can do various things, in this case a script that will remove the windows border, and make the window fullscreen (even covering the taskbar). This is a perfect fit at a resolution of 1366x768 with all windows I tried.

The Script code is available here:
Spoiler (click to show/hide)
You can create a script with this using the instructions available on the AutoHotkey site, or use premade scripts below.

Premade .ahk file: http://www.mediafire.com/?n1b97z2221wma0w (requires AutoHotkey)
Or a compiled .exe: http://www.mediafire.com/?fcsfqk8xk5sdxdi (this does not require AutoHotkey to be installed)

To use, run the script or exe, and hold the Windows key whilst left clicking on the window in question. Repeat to return to normal. Doing this repeatedly appears to cause the window contents to shift off the screen, so just close and re-open the window if this happens.
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