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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818794 times)

Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11925 on: October 20, 2012, 09:42:09 pm »

Oh hey, does anyone know if I can scuttle a missile that's currently in flight?
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TwilightWalker

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11926 on: October 20, 2012, 09:46:10 pm »

I'm experimenting with a drone-based survey ship in my current game. They launch active and geologic sensor drones at likely targets to check the inner system for hostiles, and then they use their on-board gravitational sensors to search for jump-points. Hopefully any hostiles will target the drones first, so my ships will be able to get away clean. I suppose I'll also need dedicated geosurvey ships to do a complete system body survey, but that would come after the initial system scouting anyway.

Also, I appear to have encountered an NPR (or maybe it's the Precursors) who use strength zero warheads on their AMMs :D.

Can we get the stats on those missiles? I've been thinking of doing the same.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11927 on: October 20, 2012, 09:54:56 pm »

I'm sort of considering switching to a Star Trekesque style of survey ship this time around; launchers can do double duty for launching survey drones and missiles.
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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

revo

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11928 on: October 20, 2012, 09:58:21 pm »

why can't I unload my automated mines on venus? I have a colony formed there'


edit: fixed. I had to many unload orders
« Last Edit: October 20, 2012, 10:03:12 pm by revo »
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11929 on: October 20, 2012, 10:00:57 pm »

Can we get the stats on those missiles? I've been thinking of doing the same.

Sure. Keep in mind it's a conventional start, so my tech is pretty low. The buoys all have one size five engine (for maximum fuel efficiency) that was turned down to 50% power, and 3 MSP of sensor/reactor/fuel. I tried to balance the numbers so they'd have ~10 billion km worth of fuel.

Code: (Active Sensor Buoy) [Select]
Missile Size: 8 MSP  (0.4 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 3700 km/s    Engine Endurance: 705.8 hours   Range: 9,401.5m km
Active Sensor Strength: 1.28   Sensitivity Modifier: 80%
Resolution: 60    Maximum Range vs 3000 ton object (or larger): 790,000 km
Cost Per Missile: 2.423
Chance to Hit: 1k km/s 37%   3k km/s 10%   5k km/s 7.4%   10k km/s 3.7%
Materials Required:    0.768x Boronide   1.28x Uridium   0.375x Gallicite   Fuel x655

Code: (Geologic Sensor Buoy) [Select]
Missile Size: 8 MSP  (0.4 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 3700 km/s    Engine Endurance: 743.5 hours   Range: 9,903.9m km
Geo Sensor Strength: 0.027    Maximum points: 20.0754
Cost Per Missile: 1.0662
Chance to Hit: 1k km/s 37%   3k km/s 10%   5k km/s 7.4%   10k km/s 3.7%
Materials Required:    0.0162x Boronide   0.675x Uridium   0.375x Gallicite   Fuel x690

In addition to potentially waiting a month for the drone to arrive, they'll take a long time to actually perform a survey (in fact I haven't actually completed one yet, but it hasn't been too long), but it's probably sufficient for first-wave scouting.

Here's the ship I'm using to launch them
Code: [Select]
Journey class Exploration Ship    5,400 tons     109 Crew     548.4 BP      TCS 108  TH 360  EM 0
3333 km/s    JR 3-50     Armour 1-27     Shields 0-0     Sensors 32/1/1/0     Damage Control Rating 3     PPV 2.64
Maint Life 2.51 Years     MSP 190    AFR 77%    IFR 1.1%    1YR 42    5YR 628    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 80   

J5400 (E6) Jump Drive     Max Ship Size 5400 tons    Distance 50k km     Squadron Size 3
1000-Ton Efficient Ion Drive (2)    Power 180    Fuel Use 27.28%    Signature 180    Exp 7%
Fuel Capacity 1,000,000 Litres    Range 122.2 billion km   (424 days at full power)

Standard Buoy Launcher (1)    Missile Size 8    Rate of Fire 2400
Drone Control v1 (1)     Range 64.4m km    Resolution 500
ASB-Lookout-1 (4)  Speed: 3,700 km/s   End: 29.4d    Range: 9401.5m km   WH: 0    Size: 8    TH: 12 / 7 / 3
GSB-Prospector-1 (6)  Speed: 3,700 km/s   End: 31d    Range: 9903.9m km   WH: 0    Size: 8    TH: 12 / 7 / 3

TH4-32 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

You might have better results with larger sensors and fuel storage, though keeping the total ship tonnage low was one of my priorities.
« Last Edit: October 20, 2012, 10:02:50 pm by Karlito »
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11930 on: October 20, 2012, 10:52:12 pm »

Oh hey, does anyone know if I can scuttle a missile that's currently in flight?
If you've fired it from a ship with active sensors, then you can shut off the actives and the missile will loose guidance and self-destruct.  If the missile has its own guidance system, then it will stop wherever it is and float there until a target comes nearby, at which point it will chase.  If it runs out of fuel, it explodes.

Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11931 on: October 20, 2012, 10:54:53 pm »

Oh hey, does anyone know if I can scuttle a missile that's currently in flight?
If you've fired it from a ship with active sensors, then you can shut off the actives and the missile will loose guidance and self-destruct.  If the missile has its own guidance system, then it will stop wherever it is and float there until a target comes nearby, at which point it will chase.  If it runs out of fuel, it explodes.

Yes, except that missiles without warheads won't ever explode on their own.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11932 on: October 20, 2012, 10:57:06 pm »

I knew I was forgetting an exception.  This is right, missiles without warheads will just sorta chill out for a while.

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11933 on: October 21, 2012, 01:25:53 am »

Just a small question that has bugged me for the last few games, when you start a game with research points, where exactly are they displayed? I remember seeing them once, but not recently.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11934 on: October 21, 2012, 02:35:40 am »

Just a small question that has bugged me for the last few games, when you start a game with research points, where exactly are they displayed? I remember seeing them once, but not recently.
They are displayed on the research tab, underneath the available scientist list. If you have used up your allocation, the box displaying them disappears.

Oh hey, does anyone know if I can scuttle a missile that's currently in flight?
If you've fired it from a ship with active sensors, then you can shut off the actives and the missile will loose guidance and self-destruct.  If the missile has its own guidance system, then it will stop wherever it is and float there until a target comes nearby, at which point it will chase.  If it runs out of fuel, it explodes.

Or you can simply cause the missile to selfdestruct via the combat overview window(F8). Select the missiles in flight tab, select the offending missile, and hit destroy.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11935 on: October 21, 2012, 07:55:32 am »

That moment when you start with 7000 million, and discover you have 30CM lasers in the far x-ray spectrum, it is incompareable.
I've started with 7000 million and had that feeling, followed by the "what am I going to do with all this stuff" feeling shortly thereafter.  It's a bit overwhelming.

Just a small question that has bugged me for the last few games, when you start a game with research points, where exactly are they displayed? I remember seeing them once, but not recently.
They are displayed on the research tab, underneath the available scientist list. If you have used up your allocation, the box displaying them disappears.
Just checked, it will definitely be hidden if you're not in SpaceMaster mode.

nogoodnames

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11936 on: October 21, 2012, 09:57:39 am »

Just a small question that has bugged me for the last few games, when you start a game with research points, where exactly are they displayed? I remember seeing them once, but not recently.
They are displayed on the research tab, underneath the available scientist list. If you have used up your allocation, the box displaying them disappears.
Just checked, it will definitely be hidden if you're not in SpaceMaster mode.
No, they are visible normally (at least in 5.6) you just need to be in Spacemaster mod to spend them.


My game has had some very strange behaviour from a certain spoiler race situated one jump from Sol.
Spoiler (click to show/hide)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11937 on: October 21, 2012, 10:04:33 am »

The population itself is a listening post. The ships are likely troop transports (which would explain why they've been running around the whole time). It's a little strange, but not completely out of the ordinary; I have Precursors sneak through system clearings quite frequently, which is why I try to give military escorts to long-run commercial convoys.
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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

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11938 on: October 21, 2012, 10:46:08 am »

Also keep in mind that as you uncover ruins, you can discover ancient guardians, and old robots will become ground forces that attack your troops.  Always position regular army along with your engineers.

nogoodnames

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #11939 on: October 21, 2012, 10:56:50 am »

Hmm... well, I guess I'll have to leave one of the carriers to deal with any more troops being brought in, and have the other do a sweep of the system for any other listening posts. I have a ship being built to bombard the ground forces, and new TN ground troops being researched, so hopefully I can reclaim the system within a couple years.

Also, my xenologist team seems to have been transported to another dimension when the planet was lost. They claim they're located on someplace called "Divari-A II" and can't be picked up by my ships. I guess I'll have to reassign them to get them back.
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