Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 832 833 [834] 835 836 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2817883 times)

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12495 on: November 16, 2012, 11:24:36 am »

See, the endless 30-day turns are amazing if you're the sort of person that reacts to research completing like others react to cocaine.

That aside, go for 2-3 starting NPRs, 1000% difficulty, SS on by default, and 100% NPR spawn rate. You'll get your excitement real quick.
2-3 starting nprs? You'll get all the excitement of endless 5 second turns.
My current campaign had two starting NPRs, has run for ~60 years, and I've only had one short period of time where I needed to autoturn for a while. NPRs are far less annoying in this regard than Invaders.
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

Shooer

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12496 on: November 16, 2012, 11:25:27 am »

I'm in 6.1 and thers a bug, i think i might be able to do a sol start, and Migrate somewhere else, dump a new colony elsewhere and delete the colony in earth, it might be a workaround.
The problem with SM race start is that there is no race population so it doesn't select race (this was changed, now the most populace race for an empire is it's empire race) so you get some 0s where the program doesn't wan't zeroes.

Work around is to start a Sol game (no need to touch any of the parameters of pop, name, ect) turn on SM and continue as if you were doing a non-sol start.  Just make the last step deleting the Sol system, or the colony on earth and remake a Human NPR there for the hell of it.
Logged

andrea

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12497 on: November 16, 2012, 11:26:23 am »

some time ago, a newly discovered NPR destroyed my geosurvey ship for the crime of scanning their mineral deposits, then they started playing friends.
today, I parked a ship in their orbit, and carried a suicide bombardment mission.
sweet revenge!

only one thing was bad. due to a mistake, I produced an incomplete design ( engineless). I decided to quick fix it with SM, but for some reason only one of the 2 ships was fixed, while the other has all kinds of issues.
instead of being reasonably patient and building a couple more, I was irrational and launched the attack anyway, landing only 8 missiles instead of the planned 16.
which means, sadly, that I gave them only 2640 radiation. but I wonder, how much will it last? its negative modifiers are sweet, but if they end in a couple of years it is worthless. ( -25% industry and -6.4% pop growth is still sweet revenge however)

Karlito

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12498 on: November 16, 2012, 11:39:22 am »

You have to... select it in the individual ship view, or something, before they'll update to a SM modified design.
Logged
This sentence contains exactly threee erors.

andrea

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12499 on: November 16, 2012, 11:47:27 am »

I think I did, but didn't work.
not that it matters now. it is just 8 box launchers strapped on an engine, launching some slow bombs. entirely pointless against people who will shoot at me.

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12500 on: November 16, 2012, 07:54:24 pm »

I think I might of done something. I keep getting "Error 6- Overflow", the estimated completion date for some stuff on Mars is fifty years ago, and occasionally the 30 day button will advance exactly 6 hours. 

Also, what range should I aim for with my Anti-Ship Missiles and Anti-Missile missiles, along with my active search and passive search radars? 
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12501 on: November 16, 2012, 08:57:11 pm »

ASMs:

Regardless of TL, efficient ASM models tend to be size 4-7. I prefer to use size-4, as they're about the smallest you can get them without sacrificing anything, thus maximizing salvo size. For your TL, I'd expect WH STR-4, ~80m km range, and the drive/agility values balanced for optimal hit %.

AMMs:

Size 1, WH STR-1. Range of <20m km. Optimized CTH.

AS:

Around the same as the maximum range of your ASMs. Your FC should outrange both the AS and missiles to help compensate for enemy ECM.

TH sensor:

Whatever you can spare. But certainly more than that.


If you prefer to use dedicated sensor ships, my normal method for that is maximum-sized R16 AS.

Ultimately it's all a matter of personal preference, but it should be noted that some things are inefficient, and others will just get you killed.
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

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12502 on: November 17, 2012, 08:22:43 am »

I'm in 6.1 and thers a bug, i think i might be able to do a sol start, and Migrate somewhere else, dump a new colony elsewhere and delete the colony in earth, it might be a workaround.
The problem with SM race start is that there is no race population so it doesn't select race (this was changed, now the most populace race for an empire is it's empire race) so you get some 0s where the program doesn't wan't zeroes.

Work around is to start a Sol game (no need to touch any of the parameters of pop, name, ect) turn on SM and continue as if you were doing a non-sol start.  Just make the last step deleting the Sol system, or the colony on earth and remake a Human NPR there for the hell of it.
Yeah i was thinking if doing a david webber themed game so i kinda need an npr on earth anyway :D
Logged
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.

revo

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12503 on: November 17, 2012, 05:19:31 pm »

Just got into my first...and second true space battles.

The first was 6 Sovereign class fast cruisers(10.5k km/s and 4 25cm lasers) vs 60 swarm babies. they didn't even hit me :P

And then i found the momma and whatever the 6 ton class that the swarm has is. Luckily my evasive maneuvering saved all but one of my ships. I'm now moving in my BTG to deal with the momma while the sovereigns take out and babies that are produced in my absence.

R.I.P. ESS CA Repulse and crew
Logged

JacenHanLovesLegos

  • Bay Watcher
  • A medium-sized creature prone to great ambition.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12504 on: November 17, 2012, 09:57:29 pm »

How do I make a hyperdrive engine? I remember that in 5.60 there was an option in the create research project menu for engines, but it doesn't seem to be there anymore.

I also conquered an alien colony with two 4800 ton destroyers, one same size PD escort, and a 13000 ton support vessel. However, they seem to have been at a low tech level, and they really didn't stand a chance. As in nuclear thermal engines against my magneto-plasma drives.
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.

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12505 on: November 17, 2012, 10:22:05 pm »

Is anyone else having any problems where the 30 day button only advances six hours, and one day button 1/2 hours?  It's not the NPR's, unless they are very, very punctual.  It makes the game unplayable, as you have to set the autoturns on for every time increment.


Also, is there anything special that a collier needs other then magazines?
« Last Edit: November 18, 2012, 12:47:12 am by Lightningfalcon »
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12506 on: November 18, 2012, 01:05:09 am »

How do I make a hyperdrive engine? I remember that in 5.60 there was an option in the create research project menu for engines, but it doesn't seem to be there anymore.

I also conquered an alien colony with two 4800 ton destroyers, one same size PD escort, and a 13000 ton support vessel. However, they seem to have been at a low tech level, and they really didn't stand a chance. As in nuclear thermal engines against my magneto-plasma drives.

Hyperdrive has been disabled in 6.0 for some reason i can't remember.

Also, is there anything special that a collier needs other then magazines?

Yes, Coal! </troll>
What i mean is collier literally means coal carrier, Anyway generally my colliers carry extra maintenance supplies also.
Logged
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.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12507 on: November 18, 2012, 01:12:30 am »

How do I make a hyperdrive engine? I remember that in 5.60 there was an option in the create research project menu for engines, but it doesn't seem to be there anymore.

I also conquered an alien colony with two 4800 ton destroyers, one same size PD escort, and a 13000 ton support vessel. However, they seem to have been at a low tech level, and they really didn't stand a chance. As in nuclear thermal engines against my magneto-plasma drives.

Hyperdrive has been disabled in 6.0 for some reason i can't remember.

Because Steve CBA to update it to work with new drives.
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

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12508 on: November 18, 2012, 05:23:37 am »

You need to check the box in the class dsign window as well.
Logged

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

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12509 on: November 18, 2012, 11:04:12 am »

It seems I did it right then.  Unfortunatly I forgot to give my fleet an overhaul, and they ran out of mantinence suuplies and slowly exploded as they limped back to Earth.
And can you put the missile control radar on another ship, or does it have to be on the ship firing the missiles?  Same with beam control. 
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.
Pages: 1 ... 832 833 [834] 835 836 ... 1347