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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2819200 times)

Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11745 on: October 07, 2012, 07:04:08 pm »

If I build a FAC with a missile launcher but no magazine, will the missile launcher be reloaded when the FAC docks with its mothership?  And do parasite ships like FAC and fighters need engineering spaces at all?
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11746 on: October 07, 2012, 07:16:05 pm »

If I build a FAC with a missile launcher but no magazine, will the missile launcher be reloaded when the FAC docks with its mothership?  And do parasite ships like FAC and fighters need engineering spaces at all?
Yes, the launcher can be reloaded in a hangar, or from a colony with maintenance facilities. You should ideally invest research in reduced size launchers and use box launchers if you don't want to use a magazine. There will be a time delay though, reloading isn't instantaneous.

Strictly speaking, no ship needs engineering space, though your fighters may explode as soon as they leave the hangar without one. You can research smaller size engineering space. The "fighter" sized one is only like 5 tons and is sufficient for a ship that will spend most of its time in a hangar.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11747 on: October 07, 2012, 11:19:03 pm »

Re: larger fuel tanks. Finally. Thank you, Steve.
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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

LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11748 on: October 08, 2012, 01:04:38 am »

I can't figure how to design ship at all

The standard average 10kton/6000kms ion cruiser ended up with 2 lasers, one month deployment time and 7 days of fuel....

What speed are you aiming now at ion era?
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11749 on: October 08, 2012, 05:19:53 am »

Some initial designs from playing around with this update. These all use my standard 25% tonnage as engines. The freighter is using 50% power engine, the victories 100% power engine.

Standard freighter
Spoiler (click to show/hide)

Note that there is a new cargo hold size, five times the size of the old one, and that the old cargo holds have been renamed as small cargo holds. No longer need to remind people to make 5 hold freighters for moving installations.

Anti-missile destroyer leader
Spoiler (click to show/hide)

Anti-missile destroyer escort
Spoiler (click to show/hide)

The higher power engines really, really burn through fuel fast. Using 50% increase, the most you could increase it by under the old system, cuts the fuel supply on the victory to 50 days. The two times power on the victory burns through the fuel in 18 days. Using the three times power on the victory causes it to burn through it's fuel in just 4 days.

They also increase the maintainance repair cost for the engine by the same amount that the power is increased. This can lead to needing to put many more engineering spaces on the design.

Also note that, if you want to maintain the same hull size, you will need to fiddle about a little to accomodate the extra crewquarters needed for the extra crew of the higher power engines.

Much smaller crew sizes, so a lot less strain from using the maximum racial trained crew.

First attempt at an anti-missile design in the new system.
Warhead 8 Agility 64 Fuel efficiency 0.5

0.125 Warhead
0.075 Fuel
0.3 Agility
0.5 Engines

Size 1 Anti-missile Missile (multi engine)
Spoiler (click to show/hide)

Made using 5 of these S0.1 0.36 EP Ion Drive
Spoiler (click to show/hide)

Compare with
Size 1 Anti-missile Missile (single engine)
Spoiler (click to show/hide)

Made using 1 S0.5 1.8 EP Ion Drive
Spoiler (click to show/hide)

Using a single engine gives three times the range.

What might be a good idea for designing missiles now is to produce a size 0.1 engine at each new engine tech level, and use that to determine what size engine you need to achieve your desired speed while allowing for the fact that the range will be increased when you design a single engine for the missile at the required size.

One thing to note, you no longer need to spend months/years researching a seperate missile engine tech before you can use the new engines in your missile designs, as soon as you reach a new engine level it is available for use. Research costs of the missile engine designs are low enough that unless you are making a huge number of them at each engine tech level, you are saving vast amounts of research that can now be used for other things.
« Last Edit: October 08, 2012, 05:24:23 am by Metalax »
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Gamerlord

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11750 on: October 08, 2012, 07:22:05 am »

Argh goddammit my current game was just getting good! Welp, off to find the new version...

EDIT: Oh my god, has the option for Warhammer 40k Commander themes always been there?
« Last Edit: October 08, 2012, 07:49:02 am by Gamerlord »
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11751 on: October 08, 2012, 08:05:53 am »

No, it was added this update. Although you have always been able to import your own lists.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11752 on: October 08, 2012, 10:39:52 am »

I'm really liking these changes, enough that I might start playing more of my campaigns with a focus on micromanagement of logistics rather than setting up tactical-level conflict. Though I haven't seen the option to turn the crew morale stuff off at all.
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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

LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11753 on: October 08, 2012, 10:44:58 am »

I'm a bit disappointed to have the updates screen (ctrl+f3) separated from the new! Improved! Overview screen (or whatever it's called)

now I have to keep three windows up to see what's going on.


It has to be said, that the fixes to the auto-turns are !!F**** AWESOME!!
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11754 on: October 08, 2012, 11:08:19 am »

Oh, Aurora finally updated?  I may have to try this out then...

LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11755 on: October 09, 2012, 06:07:32 am »

Code: [Select]
Discovery class Science Vessel    1,000 tons     26 Crew     244.8 BP      TCS 20  TH 7.5  EM 0
750 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/1/1     Damage Control Rating 1     PPV 0
Maint Life 8.56 Years     MSP 153    AFR 8%    IFR 0.1%    1YR 4    5YR 56    Max Repair 100 MSP
Intended Deployment Time: 36 months    Spare Berths 1   

15 EP Support-Class Ion Drive (1)    Power 15    Fuel Use 2.37%    Signature 7.5    Exp 2%
Fuel Capacity 10,000 Litres    Range 75.9 billion km   (1172 days at full power)

Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

I love all the leave/maintenance/power/fuel tradeoff that have to be done in order to tune each design to its purpose
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11756 on: October 09, 2012, 02:21:23 pm »

1 spare berth for alien chicks the captain picks up ftw!
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11757 on: October 09, 2012, 02:35:15 pm »

italians, we have a long tradition of sailing
Spoiler (click to show/hide)
http://en.wikipedia.org/wiki/Costa_Concordia_disaster
« Last Edit: October 09, 2012, 02:37:36 pm by LoSboccacc »
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peskyninja

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11758 on: October 09, 2012, 02:48:32 pm »

Guys, I'm in dire need of help, how do I create a task group? I can''t seem to find the button.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11759 on: October 09, 2012, 03:04:18 pm »

You essentially have to select a task group first, then create a new one.
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