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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818383 times)

FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11280 on: August 19, 2012, 12:42:34 pm »

Oi. 'm back from a week-long vacation, and since the only games that I had there were Aurora and Stronghold Legends - with me failing at playing the latter - I had some time.

A 1000m real stars with 40 labs, was suppoused to be fictional systems, but I got mistaken.

So.

'm in 33 years now, and I explored 53 systems, or rather found them, as not all of them are fully surveyed. I found precursors in three of them, one featuring a PDC with str 24 missiles.
I am not a combat man, but I came up with some designs.

Code: [Select]
Invincible II class Fighter    300 tons     12 Crew     90.9 BP      TCS 6  TH 60  EM 0
10000 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 4.59 Years     MSP 19    AFR 7%    IFR 0.1%    1YR 1    5YR 22    Max Repair 43 MSP

FTR Internal Confinement Fusion Drive E600 (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (13 hours at full power)

10cm C5 Far Ultraviolet Laser (1)    Range 64,000km     TS: 10000 km/s     Power 3-5     RM 5    ROF 5        3 3 3 3 3 2 0 0 0 0
Fire Control S01 32-5000 (1)    Max Range: 64,000 km   TS: 5000 km/s     84 69 53 37 22 6 0 0 0 0

This design is classed as a Fighter for production, combat and maintenance purposes

First fighter I've ever designed. I looked for a random name, and I had a good laugh at this one. Left it in for the sake of irony.

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Resolution II class Light Cruiser    8,250 tons     839 Crew     2235 BP      TCS 165  TH 550  EM 450
6666 km/s     Armour 5-36     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 15     PPV 41.6
Maint Life 3.31 Years     MSP 847    AFR 108%    IFR 1.5%    1YR 117    5YR 1758    Max Repair 280 MSP

Internal Confinement Fusion Drive E6 (11)    Power 100    Fuel Use 60%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 109.1 billion km   (189 days at full power)
Epsilon R300/18 Shields (5)   Total Fuel Cost  90 Litres per day

Quad 15cm C5 Ultraviolet Laser Turret (1x4)    Range 240,000km     TS: 20000 km/s     Power 24-20     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
25cm C4 Plasma Carronade (2)    Range 160,000km     TS: 6666 km/s     Power 16-4     RM 1    ROF 20        16 8 5 4 3 2 2 2 1 1
Fire Control S08 128-10000 (1)    Max Range: 256,000 km   TS: 10000 km/s     96 92 88 84 80 77 73 69 65 61
Fire Control S04 32-20000 (1)    Max Range: 64,000 km   TS: 20000 km/s     84 69 53 37 22 6 0 0 0 0
Tokamak Fusion Reactor Technology PB-1 (2)     Total Power Output 32    Armour 0    Exp 5%

Active Search Sensor MR16-R1 (1)     GPS 280     Range 16.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Tried to design a light cruiser capable of destroying enemy missiles. Not really sure about this one, rather going to count on carriers and fighters.

Code: [Select]
Trafalgar II class Cruiser    7,750 tons     488 Crew     1581.4 BP      TCS 155  TH 650  EM 540
8387 km/s     Armour 3-34     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 3.08 Years     MSP 510    AFR 120%    IFR 1.7%    1YR 81    5YR 1211    Max Repair 75 MSP
Hangar Deck Capacity 3000 tons     

Internal Confinement Fusion Drive E6 (13)    Power 100    Fuel Use 60%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 96.8 billion km   (133 days at full power)
Epsilon R300/18 Shields (6)   Total Fuel Cost  108 Litres per day

Strike Group
10x Invincible II Fighter   Speed: 10000 km/s    Size: 6

This design is classed as a Military Vessel for maintenance purposes

Nothing special about this one. I fortunately just researched into Internal Fusion engines, so I got a significant jump in terms of speed.

Code: [Select]
Illustrious class Missile Destroyer    9,950 tons     943 Crew     2948.2 BP      TCS 199  TH 550  EM 300
5527 km/s     Armour 6-41     Shields 10-300     Sensors 24/18/0/0     Damage Control Rating 15     PPV 51.2
Maint Life 2.1 Years     MSP 926    AFR 158%    IFR 2.2%    1YR 280    5YR 4194    Max Repair 384 MSP

Internal Confinement Fusion Drive E6 (11)    Power 100    Fuel Use 60%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 30.1 billion km   (63 days at full power)
Gamma R300/12 Shields (5)   Total Fuel Cost  60 Litres per day

Quad 15cm C5 Ultraviolet Laser Turret (2x4)    Range 240,000km     TS: 20000 km/s     Power 24-20     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Fire Control S16 128-20000 (2)    Max Range: 256,000 km   TS: 20000 km/s     96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor Technology PB-1 (2)     Total Power Output 32    Armour 0    Exp 5%

Active Search Sensor MR16-R1 (1)     GPS 280     Range 16.8m km    Resolution 1
Thermal Sensor TH3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Military Vessel for maintenance purposes

Putting some hopes into this one. Illustrious is suppoused to stay out of the fight with the carriers while the parasites do the dirty work. Two missile controls and two turrets let me target two different missiles at once, correct?

Also, found a perfect world, 0 col cost, hilarious amount of resources at 0.1, but few jumps far. Is it worth to upgrade my cargo and colony ships with faster engines and create a commercial jump tender to travel with them?

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11281 on: August 19, 2012, 12:50:25 pm »

Yup, but frankly, two turrets ain't much for a 10000 t ship. Also, you don't have enough power to fire the at full speed, and your lasers are probably too big: you want a lot of small lasers, since 1 damage will usually suffice.
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FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11282 on: August 19, 2012, 12:53:15 pm »

So what you mean is that I should rather put 4 quad 10cm lasers there instead of 2 15cm quad?

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11283 on: August 19, 2012, 01:01:58 pm »

Depending on the range drop and the missile speed you're likely to encounter, yes.

Also, I usually don't use quad-turret to have more flexibility, but that's my call.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11284 on: August 19, 2012, 01:20:28 pm »

How do I scrap PDCs? I'm doing a conventional start, and have some 200 missile bases that I want to get rid of, but under my shipyard there is no option to scrap them.

You can't. The closest you can get is to abandon them from the individual ship details screen then have a ship with a salvage module + freighter in the same task group salvage the wrecks. You will likely want a ship to pick up the lifepods of the ejecting crew as well.

As PDC's don't have any cost for maintainance there shouldn't really be any pressing need for getting rid of them.
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MehMuffin

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11285 on: August 19, 2012, 01:22:21 pm »

Your carrier might want to have more fuel in order to refuel its fighters, unless these will operate close to a base or with a fleet train with tankers and supply ships, I would add more fuel.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11286 on: August 19, 2012, 02:58:55 pm »

Code: [Select]
Invincible II class Fighter    300 tons     12 Crew     90.9 BP      TCS 6  TH 60  EM 0
10000 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 4.59 Years     MSP 19    AFR 7%    IFR 0.1%    1YR 1    5YR 22    Max Repair 43 MSP

FTR Internal Confinement Fusion Drive E600 (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (13 hours at full power)

10cm C5 Far Ultraviolet Laser (1)    Range 64,000km     TS: 10000 km/s     Power 3-5     RM 5    ROF 5        3 3 3 3 3 2 0 0 0 0
Fire Control S01 32-5000 (1)    Max Range: 64,000 km   TS: 5000 km/s     84 69 53 37 22 6 0 0 0 0

This design is classed as a Fighter for production, combat and maintenance purposes

First fighter I've ever designed. I looked for a random name, and I had a good laugh at this one. Left it in for the sake of irony.

You need a power plant for that laser to fire. Drop the capacitor on the laser down to 3, there is no point having it above the power required level, it only makes it cost more.

Did you design the fire control as fighter only on the component design? Doing so gives you a 4x bonus to tracking speed for no cost in size. It may be worth using the reduced range, reduced size when designing the firecontrol as well, as you are pretty much going to be fighting pointblank anyway, and the smaller size leads to higher speed. In either case you want to get the tracking speed up to closer to the fighters speed.

I'd strip the extra layer of armour off, it's not really going to do much to protect the fighter and You will get better survivability from the increase in speed due to lower size.

I assume you will have a fighter leader that accompanies the wing with the laser stripped out and replaced by an active sensor, so no need for an active on the actual weapon bearing fighters. In order to reduce the size and hence increase the speed of the fighter, you may want to get rid of the engineering space entirely as it is usually very unlikely you will suffer a repairable breakdown in the short period that the fighters are out.

Code: [Select]
Resolution II class Light Cruiser    8,250 tons     839 Crew     2235 BP      TCS 165  TH 550  EM 450
6666 km/s     Armour 5-36     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 15     PPV 41.6
Maint Life 3.31 Years     MSP 847    AFR 108%    IFR 1.5%    1YR 117    5YR 1758    Max Repair 280 MSP

Internal Confinement Fusion Drive E6 (11)    Power 100    Fuel Use 60%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 109.1 billion km   (189 days at full power)
Epsilon R300/18 Shields (5)   Total Fuel Cost  90 Litres per day

Quad 15cm C5 Ultraviolet Laser Turret (1x4)    Range 240,000km     TS: 20000 km/s     Power 24-20     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
25cm C4 Plasma Carronade (2)    Range 160,000km     TS: 6666 km/s     Power 16-4     RM 1    ROF 20        16 8 5 4 3 2 2 2 1 1
Fire Control S08 128-10000 (1)    Max Range: 256,000 km   TS: 10000 km/s     96 92 88 84 80 77 73 69 65 61
Fire Control S04 32-20000 (1)    Max Range: 64,000 km   TS: 20000 km/s     84 69 53 37 22 6 0 0 0 0
Tokamak Fusion Reactor Technology PB-1 (2)     Total Power Output 32    Armour 0    Exp 5%

Active Search Sensor MR16-R1 (1)     GPS 280     Range 16.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Tried to design a light cruiser capable of destroying enemy missiles. Not really sure about this one, rather going to count on carriers and fighters.

A decent design, the 15cm laser isn't optimal for shooting down missiles as the range is too short to get off more than the single shot of final fire mode. However using it as adding a bit of extra weight of fire to support dedicated anti-missile ships is perfectly fine.

Really should have significantly more armour on this design. Using plasma cannonades means you want to close to point blank range to get past the severe damage drop-off and then survive at that range.

You may want to add a higher resolution active sensor to let you pick up ships at longer range, unless you are going to have dedicated sensor ship carrying your longer range sensors.

Code: [Select]
Trafalgar II class Cruiser    7,750 tons     488 Crew     1581.4 BP      TCS 155  TH 650  EM 540
8387 km/s     Armour 3-34     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 3.08 Years     MSP 510    AFR 120%    IFR 1.7%    1YR 81    5YR 1211    Max Repair 75 MSP
Hangar Deck Capacity 3000 tons     

Internal Confinement Fusion Drive E6 (13)    Power 100    Fuel Use 60%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 96.8 billion km   (133 days at full power)
Epsilon R300/18 Shields (6)   Total Fuel Cost  108 Litres per day

Strike Group
10x Invincible II Fighter   Speed: 10000 km/s    Size: 6

This design is classed as a Military Vessel for maintenance purposes

Nothing special about this one. I fortunately just researched into Internal Fusion engines, so I got a significant jump in terms of speed.

Might want to add some additional maintainance supplies and fuel storage for your fighters to refuel/repair.

Code: [Select]
Illustrious class Missile Destroyer    9,950 tons     943 Crew     2948.2 BP      TCS 199  TH 550  EM 300
5527 km/s     Armour 6-41     Shields 10-300     Sensors 24/18/0/0     Damage Control Rating 15     PPV 51.2
Maint Life 2.1 Years     MSP 926    AFR 158%    IFR 2.2%    1YR 280    5YR 4194    Max Repair 384 MSP

Internal Confinement Fusion Drive E6 (11)    Power 100    Fuel Use 60%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 30.1 billion km   (63 days at full power)
Gamma R300/12 Shields (5)   Total Fuel Cost  60 Litres per day

Quad 15cm C5 Ultraviolet Laser Turret (2x4)    Range 240,000km     TS: 20000 km/s     Power 24-20     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Fire Control S16 128-20000 (2)    Max Range: 256,000 km   TS: 20000 km/s     96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor Technology PB-1 (2)     Total Power Output 32    Armour 0    Exp 5%

Active Search Sensor MR16-R1 (1)     GPS 280     Range 16.8m km    Resolution 1
Thermal Sensor TH3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Military Vessel for maintenance purposes

Putting some hopes into this one. Illustrious is suppoused to stay out of the fight with the carriers while the parasites do the dirty work. Two missile controls and two turrets let me target two different missiles at once, correct?

Drop down to 10cm capacitor 3 lasers in your quad turrets, drop the range multiplier on your firecontrols to x1. Add some more armour and have these accompany your Resolution II ships in for actual anti-missile support, leave a few to escort the carriers. One firecontrol per quad turret is fine. Your current design doesn't mount enough powerplants to meet the demand, look to the left on the class design page to see the total power needed/power supplied.

For overall fleet design, I'd try and match the sizes and fuel reserves of the ships a little closer, as it is the ships are wanting to operate at significantly different speeds and endurances. You will also want to have a dedicated sensor ship accmpanying your fleet, as it is you have no long range detection capability.

Also, found a perfect world, 0 col cost, hilarious amount of resources at 0.1, but few jumps far. Is it worth to upgrade my cargo and colony ships with faster engines and create a commercial jump tender to travel with them?

Yes, but note that if it is more than 4 jumps(with jumpgates) from your closest existing colony, then civilian colony ships/freighters won't reach it. Depending on distance it may be worth setting it up as an essentially selfsufficient colony. You will want to have a geosurvey team with a good skill rating survey the planet, they are likley to increase the accessability of it's minerals.
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MehMuffin

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11287 on: August 19, 2012, 03:09:27 pm »

EDIT: Looking at it while it gives errors in the team creation window, there's an error 94 message after each commander loads.

I just started a new game with an SM race, found a nice system and added my colony, did all of the pre game setup stuff like research, etc, but now whenever I do just about anything (clicking on a commander, making a team, opening construction and production, etc.) I get bombarded with Error 94: Invalid Use of Null. Anyone know how to fix this, or what causes it?
« Last Edit: August 19, 2012, 03:12:31 pm by MehMuffin »
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11288 on: August 19, 2012, 03:44:35 pm »

You created a new empire/race on the planet you wanted right? Then set the default empire to that new one? The SM race isn't designed for actual play and causes errors if used as such.
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11289 on: August 19, 2012, 04:05:53 pm »

Does this ship seem practical? It's intended to find jump points, transit them, do a quick check of any low-cost plants in the area, then find another jump point and move on, leaving a full survey to dedicated explorers.
Code: [Select]
Enterprise class Exploration Ship    6,000 tons     580 Crew     939.4 BP      TCS 120  TH 240  EM 0
2000 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/1/2/1     Damage Control Rating 9     PPV 10
Maint Life 20.53 Years     MSP 4881    AFR 31%    IFR 0.4%    1YR 22    5YR 331    Max Repair 144 MSP

MJ6000-A Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
MI60-A Drive (4)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 83.3 billion km   (482 days at full power)

MK-1 120mm Railgun (2x4)    Range 40,000km     TS: 3000 km/s     Power 6-2     RM 2    ROF 15        2 2 1 1 0 0 0 0 0 0
Fire Control S06 48-6000 (1)    Max Range: 96,000 km   TS: 6000 km/s     90 79 69 58 48 38 27 17 6 0
APR-4.5 (1)     Total Power Output 4.5    Armour 0    Exp 5%

SKY SCAN (1)     GPS 1600     Range 9.6m km    Resolution 100
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
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darkrider2

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11290 on: August 19, 2012, 04:08:34 pm »

Does this ship seem practical? It's intended to find jump points, transit them, do a quick check of any low-cost plants in the area, then find another jump point and move on, leaving a full survey to dedicated explorers.
Code: [Select]
Enterprise class Exploration Ship    6,000 tons     580 Crew     939.4 BP      TCS 120  TH 240  EM 0
2000 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/1/2/1     Damage Control Rating 9     PPV 10
Maint Life 20.53 Years     MSP 4881    AFR 31%    IFR 0.4%    1YR 22    5YR 331    Max Repair 144 MSP

MJ6000-A Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
MI60-A Drive (4)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 83.3 billion km   (482 days at full power)

MK-1 120mm Railgun (2x4)    Range 40,000km     TS: 3000 km/s     Power 6-2     RM 2    ROF 15        2 2 1 1 0 0 0 0 0 0
Fire Control S06 48-6000 (1)    Max Range: 96,000 km   TS: 6000 km/s     90 79 69 58 48 38 27 17 6 0
APR-4.5 (1)     Total Power Output 4.5    Armour 0    Exp 5%

SKY SCAN (1)     GPS 1600     Range 9.6m km    Resolution 100
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Whats with the railguns? I'm not sure it could actually stand up in a fight, especially without any Point Defense, precursors will just rip it apart.
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11291 on: August 19, 2012, 04:11:59 pm »

It's partly for thematic reasons, as I would expect any ship that's running around in unexplored territory to be armed with something. Besides that, I want it to have some slim chance of survival if attacked by an npr.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11292 on: August 19, 2012, 04:13:40 pm »

Maybe the railgun is intended as fire control? Without a dedicated scanner, it will be useless though. Better to use CIWS.
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11293 on: August 19, 2012, 04:16:34 pm »

The ship has a fire control and a search sensor.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11294 on: August 19, 2012, 04:34:42 pm »

Yes, but it's resolution 100. Meaning it won't detect missile until they're what? 1/10.000 of the range? So 960 km. Not really useful (Actually even less than that).
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