Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 800 801 [802] 803 804 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818624 times)

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12015 on: October 23, 2012, 10:15:17 am »

Yeah, I heard some good bad dwarfy things about them.

Thanks for clearing the Hyperdrive and Particle Beam thing for me.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12016 on: October 23, 2012, 10:18:35 am »

So a Particle Beam is a kind of a 'launcher' for the torpedoes? A 'laser pointer' that let's them stay locked on a ship?
What?  No!  Wait, What?!  Jeeze...

If I'm remembering my beams right, PB do a fixed amount of damage over their range, but have a slightly lower range than lasers.  Since laser damage drops off with range and particle beams don't, they're the preferred ranged weapon since they can hit pretty far and hit with some power.

Actually, because of that, they may be good at striking down Invader torpedoes, since they can deliver some damage at some range...

Karlito

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12017 on: October 23, 2012, 10:19:38 am »

Actually, because of that, they may be good at striking down Invader torpedoes, since they can deliver some damage at some range...

However, they can't be turreted.
Logged
This sentence contains exactly threee erors.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12018 on: October 23, 2012, 10:21:32 am »

Ah, that does hurt.  But by the time you're willing to face Invaders head on, you've probably got some good fighters to compensate.

lastverb

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12019 on: October 23, 2012, 10:27:52 am »

It's a simple bug with some descriptions. Actually particle beams were named "torpedoes" few versions back and just the name was changed after implementing some spoiler weapon leaving old descriptions in place.
Logged

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12020 on: October 23, 2012, 10:56:16 am »

Ah! One more question.

Is there a way to see the DSTS's sensor radius? Like, how far can it see?

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12021 on: October 23, 2012, 11:05:13 am »

Ah! One more question.

Is there a way to see the DSTS's sensor radius? Like, how far can it see?

If you note the total strength of the sensor complex, you can fiddle with the Sensors tab on the system view window to see the effective radius of it.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12022 on: October 23, 2012, 11:30:16 am »

If only you could link the orders to figther squadrons or escort or something, you could deploy a whole battle formations from the clikc of a button.

You already can. That's what the save/recall/deploy escorts buttons on the taskgroup window are for, along with the launch/recover parasites buttons for launching the fighters. The only problem is that escorts will only assume their escort position when the main fleet is either moving or targeting an enemy contact, otherwise they move back to the same position as the parent fleet.
Logged
In the beginning was the word, and the word was "Oops!"

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12023 on: October 23, 2012, 01:37:40 pm »

But will it save the position, r just put them in that 60,000km position?
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

ZetaX

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12024 on: October 23, 2012, 02:08:48 pm »

I started this game just a couple of minutes ago, but I encountered a problem or bug: When I want to assign my shipyards the task of building ships, the dropdown menu for "New Class" is emtpy. I started with the automatically generated ship design option and pressing F5 the ships are indeed there.
A quick reinstall or regeneration of the world did not help, too.

Any ideas are welcome.
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12025 on: October 23, 2012, 02:12:07 pm »

Shipyards are tooled to produce a specific ship class.  If the shipyard isn't tooled, it can't produce anything.  They can also produce ships that are within... what, 10% of the cost of their tooled ship?  So if you have a 1,000 ton ship with a geo sensor, and a 1,000 ton ship with a grav sensor, they're similar enough to be produced at the same shipyard.  General small tweaks are fine too, like if you copy a ship hull and upgrade the reactor, it's probably still within the same shipyard.

ZetaX

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12026 on: October 23, 2012, 02:15:17 pm »

Thanks a lot, this seems to work.
Logged

JacenHanLovesLegos

  • Bay Watcher
  • A medium-sized creature prone to great ambition.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12027 on: October 23, 2012, 02:34:25 pm »

I just encountered my first NPR, who promptly blew up my first contact sensor ship, and then took the lifepods as prisoner's of war. Did I mention they were only one jump away from me? Anyway, luckily for me, I had a meson anti-missile PDC being designed, and I slammed some parts from it onto a space-going vessel, crash-researched a fire control, and then flew my new jump gate defense cruiser about 80,000 kilometer's from the jump point to the NPR.

Here's the warship I designed:
Code: [Select]
Argentina class Light Cruiser    6,400 tons     277 Crew     823.4 BP      TCS 128  TH 240  EM 0
1875 km/s     Armour 1-30     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 65.28
Maint Life 6.17 Years     MSP 1241    AFR 109%    IFR 1.5%    1YR 56    5YR 839    Max Repair 115 MSP
Intended Deployment Time: 12 months    Spare Berths 2   

T250 E80 Magneto - Plasma Drive (3)    Power 80    Fuel Use 76%    Signature 80    Exp 10%
Fuel Capacity 500,000 Litres    Range 18.5 billion km   (114 days at full power)

Quad PDC Meson Cannon III Turret (3x4)    Range 90,000km     TS: 12000 km/s     Power 24-12     RM 9    ROF 10        1 1 1 1 1 1 1 1 1 0
Fire Control S06 96-8000 (1)    Max Range: 192,000 km   TS: 8000 km/s     95 90 84 79 74 69 64 58 53 48
PDC Meson Reactor (6)     Total Power Output 36    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

I had to modify it several times for it to work, but now I have a point defense ship to defend the jump gate until I have a more capable warship. I do realize that the fire control range is larger than the meson's, apparently I missed that when I designed it.
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.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12028 on: October 23, 2012, 02:40:35 pm »

PD gets a tracking bonus on missiles the longer you track them, so I think a larger fire control doesn't hurt here.  Either way, that's not the worst oversight to make.  The thing I'd most worry about though, is if they're not shooting missiles then you're in trouble.

utuki

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12029 on: October 23, 2012, 02:45:23 pm »

Shipyards are tooled to produce a specific ship class.  If the shipyard isn't tooled, it can't produce anything.  They can also produce ships that are within... what, 10% of the cost of their tooled ship?  So if you have a 1,000 ton ship with a geo sensor, and a 1,000 ton ship with a grav sensor, they're similar enough to be produced at the same shipyard.  General small tweaks are fine too, like if you copy a ship hull and upgrade the reactor, it's probably still within the same shipyard.
Within 10% refitting cost of total cost. You can find refitting cost to other classes in one of tabs in f5 window afair.
Logged
Pages: 1 ... 800 801 [802] 803 804 ... 1347