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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2849817 times)

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12840 on: December 29, 2012, 09:22:07 am »

The problem with orbital habs is that they have a crew morale requirement now just like ships. And they're a hell of a lot harder to move. I suppose if you didn't mind it being OMFGbig, you could build a recreation module into the orbital hab, so it would have unlimited "on-station" time. But then you're talking probably 300,000-400,000 ton range. Which means either building a bigass tug or putting a ton of engines on it, and either way it's going to craaaaaaawl.
I'm not so sure of that, i know morale failures aren't supposed to affect ships unless they have certain military components, also I've noticed the orbital habitat I'm using in my Jupiter game still has morale at 100% after 9 years in space, for reference here's the design:
Spoiler (click to show/hide)
This obviously isn't the kind of thing you would be constructing during a game, It's basically just an alternate homeworld to earth, the 20km/s speed is apalling, but that's faster than jupiter itself orbits and it's possible to get it there from earth in only 2 years, less if things are lined up right, of course it would need to refuel 25 times and 62 million fuel is far more than i could afford in this game, so it was spacemastered in.
Also to those saying that low populations starts are slow/aren't feasible,  smaller populations are more efficient/ less population is dedicated to service industry and more to manufacturing, also the habitat uses 0% for agriculture which is a plus, I think taking everything into account My production is basically no less than about half what it would have been with a normal 500 million earth start.
The big problem of course is slow growth, i need to offload colonists as fast as possible to get income up to levels that will allow me to keep industry and research going at 100%.
I really should have started with more fuel harvesters, and i guess i should have had dedicated tankers too since i can't seem to get my harvesters to automatically dump their fuel and get back to jupiter.
« Last Edit: December 29, 2012, 09:27:25 am by MarcAFK »
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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.

Gamerlord

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12841 on: December 29, 2012, 09:23:32 am »

You need to put thatin spoilers. The way it is now it's barely readable.

The Scout

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12842 on: December 29, 2012, 11:21:35 am »

Can someone tell me the button to regenerate the ranks? I forgot that starting a non-sol game would make them blank, and it's a pain in the ass to manually do it.
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Scoops Novel

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12843 on: December 29, 2012, 12:03:22 pm »

Ok, I'm lol noping now that I've got it up and running. How much time will this take to learn? Also, a story to incentivise me would be much appreciated.
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Graknorke

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12844 on: December 29, 2012, 12:45:48 pm »

Ok, I'm lol noping now that I've got it up and running. How much time will this take to learn? Also, a story to incentivise me would be much appreciated.
Learn what?
Honestly, from the main system view screen it's pretty easy to figure out, what with the big yellow buttons up top, and the fact that all the buttons are labelled.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12845 on: December 29, 2012, 12:56:35 pm »

The problem with orbital habs is that they have a crew morale requirement now just like ships. And they're a hell of a lot harder to move. I suppose if you didn't mind it being OMFGbig, you could build a recreation module into the orbital hab, so it would have unlimited "on-station" time. But then you're talking probably 300,000-400,000 ton range. Which means either building a bigass tug or putting a ton of engines on it, and either way it's going to craaaaaaawl.
I'm not so sure of that, i know morale failures aren't supposed to affect ships unless they have certain military components, also I've noticed the orbital habitat I'm using in my Jupiter game still has morale at 100% after 9 years in space, for reference here's the design:

There is no surprise that it is maintaining 100% morale, by it's very nature it is at a colony with a population big enough for r&r. If you moved it away from the colony then you woulds see the deployment clock rising.

Ok, I'm lol noping now that I've got it up and running. How much time will this take to learn? Also, a story to incentivise me would be much appreciated.
Read the tutorials. They are a little out of date now since the changes for 6.0, but they still give the basic ideas. Also read/search this thread, practically every question you could have has come up at some point already, sometimes multiple times.

There is a whole bunch of fiction over on the aurora forum, here. The NATO vs soviet campaign is one of the better ones

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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12846 on: December 29, 2012, 11:33:53 pm »

They were out of date several versions ago.  :P

But yes, start with the AARs over at the Aurora forums for fiction, and create your own fluff for your campaigns, even if it's all internalized and never sees paper (well, word processor).
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Wolfy

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12847 on: December 29, 2012, 11:36:38 pm »

I cant figure out how ships move... is it automated? do you pick?

I know how to "Conley" a palatable, but what about surveys? and how do you add people
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12848 on: December 30, 2012, 12:08:23 am »

I cant figure out how ships move... is it automated? do you pick?

In the task groups window, you select a 'Move To' order for whatever ships you want to move to whatever system body you want them at.

I know how to "Conley" a palatable, but what about surveys? and how do you add people
No idea what you were trying to say, and I'm too tired to parse it.
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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

Bronimin

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12849 on: December 30, 2012, 04:42:44 am »

-
« Last Edit: June 07, 2018, 04:52:26 pm by Bronimin »
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Wolfy

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12850 on: December 30, 2012, 09:12:10 am »

I figured it out but thanks.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12851 on: December 31, 2012, 10:36:13 am »

The problem with orbital habs is that they have a crew morale requirement now just like ships. And they're a hell of a lot harder to move. I suppose if you didn't mind it being OMFGbig, you could build a recreation module into the orbital hab, so it would have unlimited "on-station" time. But then you're talking probably 300,000-400,000 ton range. Which means either building a bigass tug or putting a ton of engines on it, and either way it's going to craaaaaaawl.
I'm not so sure of that, i know morale failures aren't supposed to affect ships unless they have certain military components, also I've noticed the orbital habitat I'm using in my Jupiter game still has morale at 100% after 9 years in space, for reference here's the design:
Spoiler (click to show/hide)
This obviously isn't the kind of thing you would be constructing during a game, It's basically just an alternate homeworld to earth, the 20km/s speed is apalling, but that's faster than jupiter itself orbits and it's possible to get it there from earth in only 2 years, less if things are lined up right, of course it would need to refuel 25 times and 62 million fuel is far more than i could afford in this game, so it was spacemastered in.
Also to those saying that low populations starts are slow/aren't feasible,  smaller populations are more efficient/ less population is dedicated to service industry and more to manufacturing, also the habitat uses 0% for agriculture which is a plus, I think taking everything into account My production is basically no less than about half what it would have been with a normal 500 million earth start.
The big problem of course is slow growth, i need to offload colonists as fast as possible to get income up to levels that will allow me to keep industry and research going at 100%.
I really should have started with more fuel harvesters, and i guess i should have had dedicated tankers too since i can't seem to get my harvesters to automatically dump their fuel and get back to jupiter.

Hmmm...is that monstrosity orbiting Jupiter, or one of the Jovian moons? Because the problem I've run into is that I can't seem to load colonists directly onto the hab when it's built, and I can't send unload colonists to one if it's over a gas giant, because there's no "colony".

Had some decent results with this design though:

Spoiler (click to show/hide)
I use tugs to pull these into place over gas giants in different systems, to extend my exploration range. Hefty armor and a slew of CIWS improves survivability against Precursors, though they're screwed if they run afoul of a migrating Swarm. Ideally, they're only pulled into place once a system has been deemed 'clean' enough to build jumpgates to anyways.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12852 on: January 01, 2013, 02:33:31 am »

The habitat is located at Metis since you can't have a colony literally on a gas giant, but that makes sense since the pressure would crush the habitat so you would need it to orbit anyway, it's just easier to shove it onto an asteroid/moon.
Note that metis orbits at 30km/s so my habitat is orbiting jupiter at a higher speed than it's actually capable of moving under it's own power.
Also i've renamed metis to Tranquility so for all intents and purposes Metis is dead and non existant. Maybe earlier terraforming efforts used that 36 trillion tonnes of water ice that metis is made of for Colonising mars or something.
Also, that harvester is truly monstrous, it has enough fuel capacity to hold 20 years of production, which seems a little excessive, unless you don't really need frequent fuel shipments from it.
EDIT: NVM, i just reread your post and realised what they were for.
« Last Edit: January 01, 2013, 02:38:03 am by MarcAFK »
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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.

EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12853 on: January 01, 2013, 03:46:41 am »

Another Star Trek idea that won't work in Aurora: Build Deep Space Nine.  Yes, enjoy the fun fun fun of an orbital platform that is a military vessel (remember, Deep Space Nine destroyed Klingon Ships...so it's armed).

Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12854 on: January 01, 2013, 04:50:41 am »

Why won't it work? Maintenance? Just turn off maintenance in the options.
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