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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818217 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12285 on: October 30, 2012, 09:24:04 pm »

The equivalent of that is wave after wave of meson-armed fighters or FACs. After all, we have reserves.

Got a somewhat modified set of designs for a carrier group.

Code: [Select]
Daring class Carrier    66,250 tons     1127 Crew     13359.14 BP      TCS 1325  TH 1200  EM 0
5660 km/s     Armour 10-145     Shields 0-0     Sensors 700/1/0/0     Damage Control Rating 70     PPV 0
Maint Life 3.24 Years     MSP 13823    AFR 501%    IFR 7%    1YR 1984    5YR 29755    Max Repair 2400 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 83   
Hangar Deck Capacity 10000 tons     Magazine 1680    Cryogenic Berths 200   

750 EP Daring-class Magnetic Fusion Drive (10)    Power 750    Fuel Use 4.18%    Signature 120    Exp 6%
Fuel Capacity 5,040,000 Litres    Range 327.6 billion km   (669 days at full power)

CIWS-160 (6x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
FM-4 (420)  Speed: 25,000 km/s   End: 28.7m    Range: 43.1m km   WH: 16    Size: 4    TH: 250 / 150 / 75

System Scanner (1)     GPS 38400     Range 1,728.0m km    Resolution 16
Thermal Sensor TH50-700 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km

ECM 20

Strike Group
10x Claymore Heavy Fighter   Speed: 15000 km/s    Size: 10
2x Spyglass Recon Fighter   Speed: 20000 km/s    Size: 5
16x Sabre Strikefighter   Speed: 20000 km/s    Size: 5
1x Dart Jump Fighter   Speed: 15000 km/s    Size: 10

Code: [Select]
Claymore class Heavy Fighter    500 tons     5 Crew     266.15 BP      TCS 10  TH 24  EM 0
15000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 2.53 Years     MSP 33    AFR 20%    IFR 0.3%    1YR 7    5YR 108    Max Repair 168.75 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

150 EP FTR Magnetic Fusion Drive (1)    Power 150    Fuel Use 164.62%    Signature 24    Exp 20%
Fuel Capacity 40,000 Litres    Range 8.7 billion km   (6 days at full power)

R7.5/C3 Meson Cannon (1)    Range 75,000km     TS: 15000 km/s     Power 3-3     RM 7.5    ROF 5        1 1 1 1 1 1 1 0 0 0
Mescorp FTR Targeting System (1)    Max Range: 96,000 km   TS: 20000 km/s     90 79 69 58 48 38 27 17 6 0
Inertial Confinement Fusion Reactor Technology PB-1 (3)     Total Power Output 3.6    Armour 0    Exp 5%

Fighter Area Detection Sensor (1)     GPS 24     Range 4.3m km    Resolution 1

Code: [Select]
Sabre class Strikefighter    250 tons     1 Crew     169.9 BP      TCS 5  TH 16  EM 0
20000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
Maint Life 9.35 Years     MSP 42    AFR 5%    IFR 0.1%    1YR 1    5YR 13    Max Repair 112.5 MSP
Intended Deployment Time: 0.1 months    Spare Berths 20   
Magazine 8   

100 EP FTR Magnetic Fusion Drive (1)    Power 100    Fuel Use 166.31%    Signature 16    Exp 20%
Fuel Capacity 40,000 Litres    Range 17.3 billion km   (10 days at full power)

X/O Rail-4 (2)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC51-R16 (1)     Range 51.8m km    Resolution 16
FM-4 (2)  Speed: 25,000 km/s   End: 28.7m    Range: 43.1m km   WH: 16    Size: 4    TH: 250 / 150 / 75

Code: [Select]
Spyglass class Recon Fighter    250 tons     2 Crew     223.1 BP      TCS 5  TH 16  EM 0
20000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 6.45 Years     MSP 56    AFR 5%    IFR 0.1%    1YR 2    5YR 35    Max Repair 112.5 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   

100 EP FTR Magnetic Fusion Drive (1)    Power 100    Fuel Use 166.31%    Signature 16    Exp 20%
Fuel Capacity 30,000 Litres    Range 13.0 billion km   (7 days at full power)

Recon Fighter AS (1)     GPS 1536     Range 69.1m km    Resolution 16

Code: [Select]
Dart class Jump Fighter    500 tons     9 Crew     314.15 BP      TCS 10  TH 24  EM 0
15000 km/s    JR 1-50     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.22 Years     MSP 39    AFR 20%    IFR 0.3%    1YR 11    5YR 160    Max Repair 168.75 MSP
Intended Deployment Time: 0.5 months    Spare Berths 9   

J600 FTR Jump Drive     Max Ship Size 600 tons    Distance 50k km     Squadron Size 1
150 EP FTR Magnetic Fusion Drive (1)    Power 150    Fuel Use 164.62%    Signature 24    Exp 20%
Fuel Capacity 65,000 Litres    Range 14.2 billion km   (10 days at full power)

Recon Fighter AS (1)     GPS 1536     Range 69.1m km    Resolution 16

ECM 10

Code: [Select]
Raven class Scout Frigate    7,250 tons     216 Crew     1657.3562 BP      TCS 14.5  TH 44  EM 0
1896 km/s     Armour 1-33     Shields 0-0     Sensors 350/450/0/0     Damage Control Rating 8     PPV 0
Maint Life 3.97 Years     MSP 1143    AFR 52%    IFR 0.7%    1YR 116    5YR 1734    Max Repair 450 MSP
Intended Deployment Time: 48 months    Spare Berths 5   

275 EP Reduced Magnetic Fusion Drive (1)    Power 275    Fuel Use 5.38%    Signature 44    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 461.3 billion km   (2816 days at full power)

Thermal Sensor TH25-350 (1)     Sensitivity 350     Detect Sig Strength 1000:  350m km
EM Detection Sensor EM25-450 (1)     Sensitivity 450     Detect Sig Strength 1000:  450m km
Cloaking Device: Class cross-section reduced to 10% of normal

ECM 20


My ideal OOB would be a pair of Darings supported by a Raven and a group of frigates for close-in cover. Believe me, it was a pain and a half pounding out a workable carrier design (as always), but one thing that helped was choosing to go for 0.55 (or possibly 0.60) fuel use drives and pumping the size of each drive way up; the fuel efficiency is more than worth the loss of speed. Between the pair of Sabre squadrons and the squadron+ of Claymores one will have enough firepower to reach out and touch just about anything. The pair of recon fighters are obviously eyes for the missile fighters, and the jump scout will avoid risking anything larger to probe an occupied JP.

Critiques?


((And thus ends my tradition of using 'Sabre' as the name for my main series of ASM...))
« Last Edit: October 30, 2012, 11:59:01 pm by Flying Dice »
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12286 on: October 31, 2012, 06:57:28 am »

Have you considered removing some fuel and adding a supply fighter to extand your squadron's range?
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12287 on: October 31, 2012, 07:21:28 am »

Invaders always try to maintain range over maximum beam weapon range and have really good speed, so closing in with armored battleships may be a problem. And their high calibre artillery ships are usually accompanied by fair amount of PD ships that still out-range beam weapons and deliver good DPS.

Large swarms of fighters that go at least 20 000 km/s should overpower them but with heavy losses. Missile volleys are really the most economical solution in this case.

It seems that unlike everything else invaders don't have a single weakness point. Being prone to fall under waves of cannon meat or costly missiles (tritanium production per year has to be very high just to hold off against new ships) eventually is not a sign of weakness (and they will just summon reinforcements out of thin air right in your home system).
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12288 on: October 31, 2012, 07:27:55 am »

Well, you can ambush them when they get out of the wormhole. Also, once you've held your ground for a while, you get access to their tech. Which is !!FUN!!.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12289 on: October 31, 2012, 09:49:04 am »

Have you considered removing some fuel and adding a supply fighter to extand your squadron's range?
I did, briefly, but removing fuel tanks wouldn't free up enough tonnage to add anything else and I tend to prefer round numbers for fighter sizes.


Re: Invaders: They don't work quite the way you think they do, Another.

Spoiler (click to show/hide)

and heavy armor to soak up damage. Now remember what weapon ignores shields and armor. Look at the heavy fighter design again.  :P

They're small enough, fast enough, and have low enough emissions to get close quickly, have mesons to deal severe damage with every five-second round of firing, and at the end of the day, they're inherently disposable. I'd be willing to bet that I can get a better exchange rate of mineral-ton per ton of destroyed Invader shipping with meson fighters than with overwhelming missile spam. In my past campaigns, the typical number of missiles I used to outright overwhelm Invader warships with a single barrage tended to work out to between 800-1500 ASMs, or around 4600 total WH-power.


The real problem with Invaders is getting enough RP towards their tech and then quickly deactivating them before they inevitably kill your campaign with unending 1-day turns. Not sure if Steve has fixed that for 6.x, but I might test it as an excuse to upgrade to the current bugfix.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12290 on: October 31, 2012, 10:06:10 am »

Spoiler: invaders (click to show/hide)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12291 on: October 31, 2012, 10:29:04 am »

Spoiler (click to show/hide)


And again, they aren't going to see fighters until they're almost in range. Every tick my fighters spend in range will mean more wrecked components. Again, this is why mesons are the ideal anti-Invader weapon. They're going to be faster than you, and they're going to soak massive amounts of damage from all other types of weapon. Incidentally mesons also give you much better chances of taking intact absorption shield modules, as you won't be forcing them to overload and explode just to take the ships down.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12292 on: October 31, 2012, 10:32:28 am »

I'm starting to believe that the invader ships may be randomly generated.

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12293 on: October 31, 2012, 11:08:07 am »

I'm trying to decide if I should wait for the next version to start a campaign in this version or the next. I kind of want to wait for Newtonian, if that's ever going to happen.

Spoiler: Setup (click to show/hide)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12294 on: October 31, 2012, 11:30:35 am »

I'm starting to believe that the invader ships may be randomly generated.
They are, in the same sense that all non-player ships are randomly generated. You can visualize it as the game starting with a set of templates with rough outlines for what each group of classes will be, before filling them in with appropriate components. Not truly random, but randomized within specific roles.

PTTG: I'd say (if anything) wait for the 6.2(?) bugfix to start a serious campaign, because Newtonian and Aurora 2 are both a looong ways off, and I seem to recall 6.x being the last version of Aurora Steve is going to make.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12295 on: November 01, 2012, 02:35:08 pm »

I've considered modifying the price of construction factories and laboratories somewhat, because right now it takes decades for industry to double. It really should be possible to double the amount of industry you have in only 10-15 years without spending 100% of the industry on itself- just look at Japan before the second world war.

Labs are really hard to build as well; you can often have twenty times the researcher capacity as you do labs, making only the research bonus important.

Maybe I'll just make a "Fast Aurora" database and put it up somewhere. I'm sure there's other things you can change in the database that would be useful.
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andrea

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12296 on: November 01, 2012, 04:38:00 pm »

is there any way to destroy a commercial ship or a precursor ship through SM commands?
I had some precursors launch missiles at a commercial ship, iwthout killing it. now they are following the ship, but aren't firing anymore. and I get endless 60 second turns due to being in firing range.

I hope that they don't have box launchers... that would mean I am stuck with 60 second increments until I get to jump point.

Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12297 on: November 01, 2012, 04:40:42 pm »

You can scuttle your ship from the individual ship view (F6). Select the ship and there should be an ABANDON SHIP, button in the damage control panel.
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andrea

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12298 on: November 01, 2012, 04:42:48 pm »

oh. I wrote it wrong. not merely a commercial ship. a civilian ship. I have no control over it.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12299 on: November 01, 2012, 05:06:53 pm »

If nothing else, you can delete the system it's in. Otherwise just set a long sequence of autoturns and let the game run while you do something else.
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