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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818394 times)

revo

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12165 on: October 27, 2012, 05:44:22 pm »

Spoiler (click to show/hide)

My Enterprise class cruiser on. Since it is a laser ship should i sacrifice armor for speed and go to like 3 armor? My fire control Tech isn't quite up to snuff that's why my FC is so bad.

edit: correction
« Last Edit: October 27, 2012, 05:52:06 pm by revo »
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12166 on: October 27, 2012, 05:50:06 pm »

I'll typically start using shields on my military designs from alpha shields. Usually 5% of the tonnage on shields and 10% on armour. This means that as new shield tech comes in I can just refit the shields without needing to mess around trying to make space in the design. On early ships they are not going to do more than blunt the impact of an occasional leaker through your PD, but if they reduce the damage below one of the square thresholds 4, 9, 16, etc then that is one layer shallower damage to your armour.

The point at which shields start becoming actually combat effective is usually delta shields verses occasional leakers. At this point they can usually block a few anti ship missile impacts completely, though they will still get hammered down easily by beam ships.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12167 on: October 27, 2012, 05:56:03 pm »

Spoiler (click to show/hide)

My Enterprise class cruiser on. Since it is a laser ship should i sacrifice armor for speed and go to like 3 armor? My fire control Tech isn't quite up to snuff that's why my FC is so bad.

edit: correction

I'm assuming actives are on a dedicated sensor ship yes?

I'd actually scrap that firecontrol and replace it with two seperate firecontrols. One with 4x range 2x tracking for your main lasers, and a 2x range 4x tracking speed one for your PD turret. At 200,000 km range your PD are only going to get one shot off against most missiles you encounter so there is no need to max out your PD FC range, and you will want to set your PD to final defensive fire.

Also by splitting your firecontrol you only need to refit the PD sensor when you research increased tracking speed as the main gun firecontrol would still be perfectly sufficient.

As for stripping armour to increase speed I'd be hesitant to do so. 5 armour layers is what I'd consider the absolute minimum for a beam ship.
« Last Edit: October 27, 2012, 06:08:06 pm by Metalax »
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revo

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12168 on: October 27, 2012, 06:05:32 pm »

I think I'm actually going to put my actives on a destroyer leader that is dedicated sensor and PD with as much armor i can fit on after those 2
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12169 on: October 27, 2012, 06:23:46 pm »

Yeah, 5 armor is on the low end. I agree that Delta shields is approximately the point where they start being useful. As always, standard shields are only really useful if you've got time to prepare before an engagement (unlike a certain other variant, which admittedly has its own shortcomings).
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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

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12170 on: October 27, 2012, 07:02:12 pm »

Of course as long as you don't mind being a blazing spot to any EM sensors, you can just leave the shields up constantly. The fuel drain is small enough even with continual operation, that I'll usually lose perhaps 8 days off of a 370 day fuel supply. Or alternatively have decent enough active sensors to pick up any contacts 5 minutes out.

The time this doesn't apply is when you are making a jump point assault, as you shields get set to zero when you jump and have to regenerate.
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revo

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12171 on: October 27, 2012, 07:29:24 pm »

so I checked the jump gates on every jump point box and it seems to have taken away my ability to my grav sensors. do i need them? or how will i find the jump points if i don't?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12172 on: October 27, 2012, 07:44:26 pm »

Uh. You sure you didn't just start without grav sensors (and the prerequisite tech) not yet researched?
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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 #12173 on: October 27, 2012, 07:45:37 pm »

that. I started with geo sensors so i thought grav would be automatically given too. what's the prereqs to gravs?
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12174 on: October 27, 2012, 07:46:38 pm »

Grav sensors can be researched after you research jump point theory.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12175 on: October 27, 2012, 09:10:39 pm »

What do commercial spaceports do? I built a bunch and now I have a level 4 spaceport on Earth.

Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12176 on: October 27, 2012, 09:11:44 pm »

They act like cargo handling modules. Reduce the loading/unloading times for colony ships, troop transports, and freighters.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12177 on: October 27, 2012, 09:13:32 pm »

They're concentrated awesome. If I'm recalling correctly, the first level reduces load/unload times by 50%, the second by 33%, the third by 25% (each of the current rate, not base rate), and so on.
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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 #12178 on: October 27, 2012, 09:17:31 pm »

I think they act as a Cargo Handling System, so they reduce the load time based on the amount being loaded.  I don't mess with them much though, especially now as civilian crews want shore leave, the time spent loading cargo counts towards shore so they regain morale while picking up goods.

PTTG??

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12179 on: October 28, 2012, 12:20:39 am »

It'd make sense if commercial space ports also increase the efficiency of R&R.

Also, doesn't a planet need a commercial port to have civilian trade visit it?
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