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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2847973 times)

Crimson

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13455 on: April 20, 2013, 12:16:16 am »

Guess I'll just imagine them exploding spectacularly.

In-game, I've dealt with all the visible swarm ships but there seems to be one that manages to eat wrecks out of my sight. Its already created three groups of FAC's even though the said wrecks where within the range of my sensors. The last one was directly under the noses of my fleet though I turned off the sensors beforehand just to be sure that it would come. When I saw that the wreck got eaten, I turned on the sensors yet the only thing there were the new FAC's. I'm stumped.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13456 on: April 20, 2013, 12:40:00 am »

If those were eggs laid before you came into the system, they're just hatching now.
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Crimson

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13457 on: April 20, 2013, 03:12:08 am »

I thought they just have ships that eat wrecks which then create ships. Guess I was wrong. I'm trying to bring in my salvage ship just in case but they're 13 days away and the fleet I left there is running low on missiles.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13458 on: April 20, 2013, 11:27:02 am »

Sounds like you need to galantly run away.

Crimson

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13459 on: April 20, 2013, 09:38:46 pm »

I would have but two wrecks of my 19500 ton light cruisers and a few fighters near the jump point disappeared. All my ships there as well are completely out of missiles, including my anti-missile missiles so I'm making the fleet orbit a planet with sensors on which looks safe for now (guess swarm workers don't have EM sensors).

I've mobilized another fleet currently on Sol and they'll arrive on the system within a week.

Edit: Dealt with the swarm but a new problem has appeared.

Right now, 2 NPR's have been fighting for days and despite leaving the auto turns on for almost an in-game month, they're still fighting and interrupting me (showing up as 'ships in firing range' or 'ship on intersection course bla bla' on SM View). Each increment takes half a minute or more to finish so this is really dragging on.

I've enjoyed the current game a lot but I'm kind off tired of the scenario now. Its only been 18 years in-game since I've started and yet I've done a lot compared to my previous games. Also learned some important things about the new mechanics in Aurora and how to deal with some problems, except for fuel which Earth produced enough to exceed the integer limit by several million and cause errors whenever a ship got built.
« Last Edit: April 21, 2013, 05:01:03 am by Crimson »
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lastverb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13460 on: April 21, 2013, 05:16:44 am »

Do you play with invaders on? Never do that or you will get infinite short increments. Only way around this after you started a game is to ask steve for database pass and remove them manually.
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Crimson

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13461 on: April 21, 2013, 05:39:50 am »

I did and soon became aware of that problem when they send out ships to scour around the system. Not sure about the pass. I'll probably just start over and use some of the new things I've learned.
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Cockyy

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13462 on: April 21, 2013, 09:40:14 am »

I just don't get Point Defence.

I have 2 laser turrets with a 20'000km/s tracking speed and a max range of 180'000km. My thermal sensors pick up a missile within my (also) 180'000km fire control, that the turrets are assigned to. I have an active sensor with a resolution of 1 also. Yet I cannot target them and the none of the automatic PD options in the combat options do anything. The turrets make no attempt to target these missiles (traveling 17200km/s) and my ship takes the hit.

what do?
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13463 on: April 21, 2013, 10:21:04 am »

Thermal sensors and EM sensors play no role in combat. Other than that I'm not sure what goes wrong.
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Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13464 on: April 21, 2013, 10:58:51 am »

You need to have an active sensor lock to shoot at things. Just having one with a resolution on 1 doesn't matter if it doesn't have the range to see them (make sure you look at the range to detect a size 6 missile, since it's very rare for there to be a size ~20 missile (or whatever the size for the missile to be 1HS is), and the reduced range scaling goes all the way down to size 6 missiles, even though you can't make the resolution that small).
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13465 on: April 21, 2013, 12:44:54 pm »

Also ensure your PD settings are set to engage at a reasonable range.  Which just means your lasers max range.  Also, as has been stated, just as in offensive combat you need them to be seen by actives to be able to fire.  Passives (Therm and EM) play no other role than early warning/tracking of distant targets.
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Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13466 on: April 21, 2013, 06:21:53 pm »

Actually the most efficient PD setting is Point Blank self-defense. The range of your active sensor vs missile size has to be larger than (5 seconds)*(missile speed) to count as detected.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13467 on: April 21, 2013, 06:29:26 pm »

Lasers are actually the one area where "always point-blank" can be subverted, if only on higher TLs. If your lasers have sufficient range that the enemy missiles will not be able to close through the entire engagement envelope within 5 seconds (and assuming that your lasers have 5s recharge), you can get in an initial standoff volley before switching the FCs to point blank configuration. If you're lower tech, though (less than Near X-rayish in terms of laser tech), you probably won't be able to.

Additionally, that's not the reason why standoff PD mode doesn't work with lower tech E/KW PD. The missiles are detected, it's just that the lowest interval possible for weapon firing checks is the 5sec tick, so if something has sufficient velocity to enter and exit your weapon range (in this case by detonating near your ship) within that 5 second interval, it won't be fired upon. Point blank is a useful mode because it automatically triggers, even if the missiles take less than 5 seconds to pass through your engagement window, functioning something like CIWS.
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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

Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13468 on: April 21, 2013, 06:49:54 pm »

Point blank triggers no matter your PD weapons range but it will not trigger if the missiles jumped from outside of your active sensor range in a single 5 seconds increment.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13469 on: April 21, 2013, 06:57:44 pm »

Lasers are actually the one area where "always point-blank" can be subverted, if only on higher TLs. If your lasers have sufficient range that the enemy missiles will not be able to close through the entire engagement envelope within 5 seconds (and assuming that your lasers have 5s recharge), you can get in an initial standoff volley before switching the FCs to point blank configuration. If you're lower tech, though (less than Near X-rayish in terms of laser tech), you probably won't be able to.

You could also have low signature laser-equipped ships out in front of the main body of your fleet firing on missiles. With that tactic, you can double the effective range of your lasers, since the escorts can fire on missiles that go past them as well.
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