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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2850111 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12750 on: December 09, 2012, 06:35:49 pm »

Code: [Select]
Coontz class Missile Cruiser    12,350 tons     369 Crew     3531.5 BP      TCS 247  TH 192  EM 600
4858 km/s     Armour 1-47     Shields 20-400     Sensors 1/1/0/0     Damage Control Rating 28     PPV 52
Maint Life 3.78 Years     MSP 1430    AFR 152%    IFR 2.1%    1YR 157    5YR 2349    Max Repair 225 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 824   

200 EP Internal Fusion Drive (6)    Power 200    Fuel Use 45%    Signature 32    Exp 10%
Fuel Capacity 1,350,000 Litres    Range 43.7 billion km   (104 days at full power)
Theta R400/480 Shields (5)   Total Fuel Cost  100 Litres per hour  (2,400 per day)

CIWS-250 (1x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 5 Missile Launcher (8)    Missile Size 5    Rate of Fire 30
Size 6 Missile Launcher (2)    Missile Size 6    Rate of Fire 40
Missile Fire Control FC235-R100 (40%) (2)     Range 235.2m km    Resolution 100
Missile Fire Control FC332-R200 (40%) (1)     Range 332.6m km    Resolution 200
Missile Fire Control FC182-R60 (40%) (4)     Range 182.2m km    Resolution 60

Active Search Sensor MR60-R60 (40%) (1)     GPS 3360     Range 60.7m km    Resolution 60
Active Search Sensor MR110-R200 (40%) (1)     GPS 11200     Range 110.9m km    Resolution 200
Active Search Sensor MR78-R100 (40%) (1)     GPS 5600     Range 78.4m km    Resolution 100

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

Is this a decent design? If not, what should I change? (I do have a ship dedicated to sensors that has a larger range, so the actual range of the sensors are larger than what are on this ship. Those are just in case the sensor ship blows up)

1. No armor and weak shields, and only a single CIWS for defense. The first attack one of these takes will probably cripple it.
2. If you've got dedicated sensor ships, why do you have three active sensors? Two of them are far too high resolution to be useful. All three, by my standards of design.
3. Don't mix missile sizes/types like that. Just... don't. Complicating your logistics for no good reason is never a good thing.
4. You don't have a default missile load. This means that when you build these, they won't be armed, and the normal ordinance pickup orders won't work.
5. You've got a very short intended deployment time, only three months.
6. Far too many MFCs, especially for a ship with only 10 launchers. As with the active sensors, even resolution 60 is on the upper limit of usefulness; my normal FC/AS resolution is 16. It's a bit myopic for most roles, but it also means that I don't get caught offguard by a certain type of nasty surprise.

For reference, resolution 60 AS/FC can only detect/target ships of 3,000 tons or more at their maximum range. A certain type of enemy that you really don't want sneaking up on you is 800t. Incidentally, that corresponds to R16. But yes, as I said, even R60 is pushing it; it's a matter of balancing the range at which you can detect targets with the minimum tonnage of targets you can detect.
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Lightningfalcon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12751 on: December 09, 2012, 06:57:31 pm »

Well, it's not like I've had a combat situation in Aurora... well, ever. So I have absolutely 100% no idea what to expect... which basically has resulted in me being absolutely clueless when it comes to anything military-related. Some help would be appreciated.

Also, assuming all that is true, than I basically wasted a whole hell of a lot of research points... Restarting again!
I've had maybe two or three total battles.  My first one was against a single ship that utterly decimated my entire fleet, after jamming my fire controls to the point I could only fire my 30 cm lasers at a distance of 10,000 km.  When I finally started doing damage to it it released fighters.  Which I couldn't even hit.  It then proceeded to destroy all civilian shipping, and once my shipyards were down I rage-quitted.
My other two battles were both curb stomps from my over-engineered heavy cruisers.  Which ha a whole supply train following them.
But yeah, you won't be encountering enemies every 10 minutes.

What do you get from ancient alien ruins?  I have an archealogical dig going on, and there is apparently 596 infrastructure there, but how do I use it?
EDIT: Nevermind, two new questions-
Will heavy planetary bombardment damage ruins?
Is it better to attach combat drop modules to actual ships, FAC, or fighters, how do you have troops load into drop modules, and will doing so break up my divisions and brigades?
« Last Edit: December 09, 2012, 07:11:55 pm by Lightningfalcon »
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12752 on: December 09, 2012, 07:25:54 pm »

Code: [Select]
Coontz class Missile Cruiser    12,350 tons     369 Crew     3531.5 BP      TCS 247  TH 192  EM 600
4858 km/s     Armour 1-47     Shields 20-400     Sensors 1/1/0/0     Damage Control Rating 28     PPV 52
Maint Life 3.78 Years     MSP 1430    AFR 152%    IFR 2.1%    1YR 157    5YR 2349    Max Repair 225 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 824   

200 EP Internal Fusion Drive (6)    Power 200    Fuel Use 45%    Signature 32    Exp 10%
Fuel Capacity 1,350,000 Litres    Range 43.7 billion km   (104 days at full power)
Theta R400/480 Shields (5)   Total Fuel Cost  100 Litres per hour  (2,400 per day)

CIWS-250 (1x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 5 Missile Launcher (8)    Missile Size 5    Rate of Fire 30
Size 6 Missile Launcher (2)    Missile Size 6    Rate of Fire 40
Missile Fire Control FC235-R100 (40%) (2)     Range 235.2m km    Resolution 100
Missile Fire Control FC332-R200 (40%) (1)     Range 332.6m km    Resolution 200
Missile Fire Control FC182-R60 (40%) (4)     Range 182.2m km    Resolution 60

Active Search Sensor MR60-R60 (40%) (1)     GPS 3360     Range 60.7m km    Resolution 60
Active Search Sensor MR110-R200 (40%) (1)     GPS 11200     Range 110.9m km    Resolution 200
Active Search Sensor MR78-R100 (40%) (1)     GPS 5600     Range 78.4m km    Resolution 100

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

Is this a decent design? If not, what should I change? (I do have a ship dedicated to sensors that has a larger range, so the actual range of the sensors are larger than what are on this ship. Those are just in case the sensor ship blows up)

Your intended deployment time needs to be upped as a ship travelling at 5000km/s ish is still going to take a while to get any significant distance from Sol. You won't want your crew crying after only 3 system jumps. In my experience at least, so far.

Is it better to attach combat drop modules to actual ships, FAC, or fighters, how do you have troops load into drop modules, and will doing so break up my divisions and brigades?

When I'm invading a planet with no PDC or only non-PDC defense (as in, only battallions without PDC) I will just use clunky troop transports to land them. When invading a planet with PDC's though, from reading AAR's and tips, it seems you need a fleet to soak up the PDC fire and fast attack craft carrying troops to the surface for super quick drops as a heavier ship will be blown to bits.
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The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12753 on: December 09, 2012, 07:31:32 pm »

Can't you microwave the PDC's and knock their weapons offline?
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12754 on: December 09, 2012, 07:34:46 pm »

Microwaves (and most other beam weapons) are unable to penetrate reasonably thick atmospheres. Missiles and Mesons are really your only options against PDCs unless they're stationed on an asteroid.
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The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12755 on: December 09, 2012, 07:46:37 pm »

Get some heavily armored and shielded terraformers, suck the atmosphere out, and microwave them.
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Lightningfalcon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12756 on: December 09, 2012, 10:49:22 pm »

Ok, I managed to liberate my colony in the Ross 248 system, and in doing so I apparenlty gained about 9 Combat Transport class Heavy Cruisers due to 'Population Surrendered'(Note- I have my military transports named as Combat Transports.  However, the only arms by ships have are 4 gauss cannons used for personnel defense, while these ships have multiple CIWS, are a fraction of the tonnage, and have jump drives).  These ships are spread about in 6 or 7 different systems, and I have two that are taking fire from unknown assailants.  I can't see those systems, and I would very much like to retrieve these ships due to them having about 15 or so battalions of ground troops.  But the main question I have is- WTF?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12757 on: December 09, 2012, 11:10:58 pm »

When you capture enemy worlds, there's a chance of their ships surrendering to you. If you lost the colony to Precursors, they probably didn't control any other populated worlds. So, when you retook it, it triggered a surrender for (some) of the troop transports. Which are now being shot at by other Precursor ships.
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Lightningfalcon

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12758 on: December 09, 2012, 11:18:28 pm »

I don't think these guys are precursors.  When I first colonized it there were ruins, but not any drones are anything.  And they also have a large amount of ground troops. 
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Azated

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12759 on: December 09, 2012, 11:54:53 pm »

I don't think these guys are precursors.  When I first colonized it there were ruins, but not any drones are anything.  And they also have a large amount of ground troops.

I think surveying ruins can spawn drones.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12760 on: December 10, 2012, 01:40:51 am »

As above, when you exploit ruins there's a chance of spawning battalions of hostile assault troops (which in fluff are "robotic defenders", aka Precursors).


Alternatively, there might have been Precursor troop transports running around somewhere in-system.

That aside, that situation is identical to what happens just about every time one captures a Precursor listening post or ammunition dump colony.
« Last Edit: December 10, 2012, 01:42:48 am by Flying Dice »
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FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12761 on: December 10, 2012, 04:51:05 am »

I love how Steve created a game where he himself doesn't know what's gonna happen.

RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12762 on: December 10, 2012, 09:18:44 am »

The Precursor combat transport thing is an old bug. It can also happen occasionally when you capture Precursor listening posts or depots. I usually delete them or let them die.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12763 on: December 10, 2012, 09:46:30 am »

I can imagine very plausible fluff to vindicate this bug. You capture the central control room of a precursors' military base and it still has working computers that have the authority to command this sector's fleets or control codes that let you do the same thing. It is not like the robotic soldiers have any loyalty besides their computerized chain of command (and maybe an autonomous "follow previous orders and defend yourself/attack all unknowns" mode).
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JWNoctis

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12764 on: December 10, 2012, 09:50:58 am »

Or think of it as your scientists deciphering the command code and taking control of parts of the ancient robotic fleet, which is not really all that implausible.*snip*

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« Last Edit: December 10, 2012, 09:53:11 am by JWNoctis »
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