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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818716 times)

AutomataKittay

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11460 on: September 12, 2012, 12:08:51 pm »

If it's point defence, then it's good, but you might want to consider lowering the overall number of launchers or making the magazine bigger. Also, I suggest you make a few sensors, one for detecting larger craft(unless you want your PDCs to be specialized in one thing), another one for smaller craft, and so you get to the smallest missiles. Or, just make another, sensor-specialized base.

I'm considering stripping the sensor out for next generation design once I have enough shipyards to dedicate a few sensor modules. It's range is pretty much maxed out at a bit past point where my missile runs out, around 1.8 million for missile and 2 million for res 1 sensor. Too many launcher? I think it's too few but I went for 50/50 load between storage and tubes. I'll be having a few munition barges so magazine's not too big concern for me beyond a full reload.

Also, oops, I just realized that my missile control have 8 times the range of the missiles themselves.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11461 on: September 12, 2012, 12:24:18 pm »

Yeah, I'd say 450 AMM launchers is kinda overkill. Unless you plan to use them in an offensive "death by 1000 papercuts" fashion as well, in which case carry on.

As to the FC, I'd make the fire control range at least 30-40% longer than that of the missile, to compensate for ECM.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11462 on: September 12, 2012, 01:40:35 pm »

Also, oops, I just realized that my missile control have 8 times the range of the missiles themselves.

That's not neccesarily a bad thing. It future proofs the design for later longer ranged missiles and it effectivly cancels out any enemy ECM, without the need to install(or indeed research) any ECCM.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11463 on: September 12, 2012, 02:37:04 pm »

Could somebody explain the ruins bug again?  I'm trying to decide on which types of ground units are best to station at the ruins in order to avoid the bug.

EDIT: Nevermind, I reread Steve's post on the robot ruins bug.  The key is to just defend, thus only use Garrison troops to escort the Engineers.

JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11464 on: September 12, 2012, 05:19:54 pm »

I'm getting the msstdfmt error when you press F9 on XP. I do have the dll, but it is still giving me the error. Any help?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11465 on: September 12, 2012, 10:22:02 pm »

Re: the design: Yeah, far too many launchers. You need about a 2:1 ratio at most to the size of salvo you expect to face; 100 launchers and double the magazines would be better, and even then I'd rotate the FCs. If you really want to go with a shitload of launchers, go all the way and switch to box launchers with no magazine space, slap on 2,000 or so, and tow it back to a colony to rearm.

To put it more simply, with AMM, you don't want volume of fire, you want depth of fire. Having enough AMM to oversaturate at a 3:1 ratio is all well and good, but if you're out of AMM by the time the third or fourth salvo is headed your way, you're a bit fucked. NPRs and Precursors tend to go with multiple smaller salvos, and on default settings you'll almost never run into a formation of missile ships that can oversaturate 200 launchers at a 1:1 or 2:1 ratio. As long as you have 5 second reload times, you can get by with remarkably few launchers. Hell, if you weren't playing with modular designs, I'd say to go for groups of smaller AMM ships with something like 30-50 launchers each.
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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

AutomataKittay

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11466 on: September 13, 2012, 03:33:40 am »

Thank for the feedbacks, I'll shift some of launcher space to magazine for next generation design.

Re: the design: Yeah, far too many launchers. You need about a 2:1 ratio at most to the size of salvo you expect to face; 100 launchers and double the magazines would be better, and even then I'd rotate the FCs. If you really want to go with a shitload of launchers, go all the way and switch to box launchers with no magazine space, slap on 2,000 or so, and tow it back to a colony to rearm.

Not even got tech to get my size one tubes down to five seconds reload yet, much less box. Plus it seems like a horrible idea for AMM with how I keep running past my planet-side support capacity :D

I suppose I should get some hand-on experience in first, before designing new equipments.
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kingfisher1112

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11467 on: September 13, 2012, 09:06:28 am »

Are particle beams any good?
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11468 on: September 13, 2012, 09:13:29 am »

Well, they can't be turreted, for one thing, and usually an equivalent tech fire control won't be able to exploit their full range (which is larger than a same-size same-tech laser). And of course, as beam weapons they'll always be tactically inferior to missiles.

If you can get a firecontrol with a large enough range onto a FAC or a fast destroyer they'll be pretty good for a beam weapon.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11469 on: September 13, 2012, 10:04:32 am »

Yeah, I actually made a pretty effective PB-armed FAC in my Terran Alliance game.
Spoiler: Thales G-5 "Corsair" (click to show/hide)
I deployed them in packs of three, this being roughly equivalent in hangar space to a squadron of 10 Comanche-class fighters. Over a few engagements, I found that the Corsair packs were more effective than the fighter squadrons, although the fighters were a bit outdated.

PBs also have some problems working in nebulas, IIRC.
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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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Gamerlord

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11470 on: September 13, 2012, 10:25:41 am »

Finally got into another system, after 20+ ingame years of playing! My Sorium troubles are over!

EDIT: Goddamn it Sirius, why no fuel for me?

RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11471 on: September 13, 2012, 12:18:44 pm »

Finally got into another system, after 20+ ingame years of playing! My Sorium troubles are over!

EDIT: Goddamn it Sirius, why no fuel for me?
Sirius: The Trollstar.
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Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Johuotar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11472 on: September 13, 2012, 12:32:57 pm »

My cargo ships appear to be a bit too fast at their job, theyre carrying very small amounts of ore and sometimes fail to load any. How can I make them fly the trip between earth and the 'roid less often?

I must say I am confused to as how I am supposed to get enough minerals in this game, collecting them is just so slow and usage so high.
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[img height=x width=y]http://LINK TO IMAGE HERE[/img]
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11473 on: September 13, 2012, 12:56:15 pm »

1. Send more and/or bigger asteroid miners.
2. Build smaller and/or slower cargo ships.
3. Don't automate the trips. For most asteroids, I send a cargo group once every year or two. Or if it's big enough that I'll be there for some years, and there's a colony in the same system, I just build and plop down a mass driver or two and point it at the colony. My goal is typically to have one or two inhabited colonies in a system, with a string of CMC's, automated mining colonies and asteroids all flinging rocks at my colony. That might change in the next version, if Steve implements being able to place civilian delivery orders for minerals.

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Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Johuotar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11474 on: September 13, 2012, 01:15:14 pm »

Thanks!

I'm trying to make fuel harvester and I have no idea how to do one. How many fuel harvesting modules and fuel storage modules should it have? If this ship is sent to harvest fuel doesnt it just start with full fuel tanks and then be unable to collect any more fuel than it has used?

Code: [Select]
Gesner class Fuel Harvester    18 450 tons     229 Crew     357 BP      TCS 369  TH 200  EM 0
542 km/s     Armour 1-62     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 12    Max Repair 60 MSP
Fuel Harvester: 3 modules producing 60000 litres per annum

Nuclear Pulse Engine E0.9 C (2)    Power 100    Fuel Use 9%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 150 000 Litres    Range 162.6 billion km   (3472 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
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[img height=x width=y]http://LINK TO IMAGE HERE[/img]
The Toad hops in mysterious ways.
This pure mountain spring water is indispensable. Literally. I'm out of paper cups.
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