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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818564 times)

RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11400 on: September 07, 2012, 10:13:31 am »

I've had one of my games get really interesting when I found a partially intact colony from a TL4 race. 189 facilities to recover. Been digging up blueprints and equipment left and right.
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Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11401 on: September 07, 2012, 10:16:34 am »

Heh, I recall a game where I found a TL3 set of ruins classed as "Deserted Intact Cities". Yes, plural. T'was something like 2500 recoverable installations. I just about had a heart attack.  :P
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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

JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11402 on: September 07, 2012, 11:19:51 pm »

I've started playing this, and how do I get companies top purchase freighters? I have a designed freighter, no errors, that's cheap enough for them buy. Am I missing anything? Also I have supply and demand set up.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11403 on: September 07, 2012, 11:21:30 pm »

Try investing wealth into the civilian companies through the Shipping Lines window.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11404 on: September 07, 2012, 11:22:52 pm »

I'm not sure if the "automatic shipping line at game start" thing changed it, but I noticed previously that the companies wouldn't buy freighters until I established a second populated colony, usually Mars. That's all I can think of.

Neonivek

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11405 on: September 07, 2012, 11:33:31 pm »

I'm not sure if the "automatic shipping line at game start" thing changed it, but I noticed previously that the companies wouldn't buy freighters until I established a second populated colony, usually Mars. That's all I can think of.

It is almost like they need economic insentive to build space ships.
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11406 on: September 07, 2012, 11:35:44 pm »

I've had civilians start up their own mining colonies before I even start terraforming Mars before, so I'm not sure if that's the trigger. Perhaps it depends on your government style and stuff.
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Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11407 on: September 07, 2012, 11:37:18 pm »

Try investing wealth into the civilian companies through the Shipping Lines window.
Already did. I guess I'll build private freighters and hope for the best.
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Sirus

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  • Resident trucker/goddess/ex-president.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11408 on: September 07, 2012, 11:38:45 pm »

Try investing wealth into the civilian companies through the Shipping Lines window.
Already did. I guess I'll build private freighters and hope for the best.
It does seem to vary from game to game.
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Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11409 on: September 07, 2012, 11:41:58 pm »

I'm not sure if the "automatic shipping line at game start" thing changed it, but I noticed previously that the companies wouldn't buy freighters until I established a second populated colony, usually Mars. That's all I can think of.

It is almost like they need economic insentive to build space ships.
Those silly civilians. We flatten our own colonies with mass driver bombardments just because we can, you'd think they'd build useless spaceships.

Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11410 on: September 07, 2012, 11:54:13 pm »

Civ shipping lines won't buy any ships until you do have somewhere for them to go.  AKA a second colony.
Civ mining bases are unrelated to them and anything they mine that isn't bought by you just disappears.
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FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11411 on: September 08, 2012, 09:08:47 am »

@greatorder

I started playing unreal stars today, and the only thing about systems that you need to worry about is the starter one. The others are random, and names are following the empire's theme.

JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11412 on: September 08, 2012, 09:09:30 am »

How do I build commercial ships? I have a commercial shipyard, and the design.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

JacenHanLovesLegos

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  • A medium-sized creature prone to great ambition.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11413 on: September 08, 2012, 09:12:23 am »

My bad, I built a commercial spaceport.
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11414 on: September 08, 2012, 09:21:58 am »

How do I build commercial ships? I have a commercial shipyard, and the design.

Code: [Select]
Mule class Cargo Ship    33,800 tons     228 Crew     446 BP      TCS 676  TH 900  EM 0
1331 km/s     Armour 1-93     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 38 MSP
Cargo 25000    Cargo Handling Multiplier 15   

Ion Engine E0.8 (6)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 33.3 billion km   (289 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

This is my current Cargo Ship design. Pretty basic - enough space to transport the main installations, and an acceptable speed for solar operations.

Spoiler (click to show/hide)

As you can see, the shipyard has enough 1) capacity per slipway, available slipways and is tooled for CS Mule. After you are sure all those three factors are present, you select the 2)task type to construction, select the 3) ship class you want built(the one shipyard is tooled for), and then you 4) add the task. You can see the task progress in the Shipyard Tasks tab, after you add it.


edit: motherfucker, ninjad. oh well, maybe someone else will have an use of it.
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