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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2847540 times)

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13515 on: April 30, 2013, 05:21:44 am »

As long as you have your guns assigned to a fire-control and properly assigned to final defensive fire and you have an active sensor detect the missile then the guns will fire regardless of whether the missile can cross their entire range in a singe increment.

One thing to note however is if a missile is fired and can cross the entire distance to the target in a single increment,it will not have registered to the active sensor due to the order things are processed during the increment and so you guns won't fire on it(At least this used to be the case when I last looked into it somewhere around version 5, it may have changed since then). Note that CIWS will still fire even in this case, as their firing are handled as a special case.

The extended PD that gimlet suggests can be quite effective as part of a layered defence, particularly if you use laser turrets for those ships as they have the necessary range for area defence. One issue however is that if the enemy detects them and decides to target them directly instead of your man fleet they will likely be overwhelmed. Some of the issues of manoeuvring the escort groups can be mitigated by using the escort orders and saving the escort positions using the buttons on the task group window. This then lets you recall and deploy the escorts with a single button press.
« Last Edit: April 30, 2013, 05:36:48 am by Metalax »
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Crimson

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13516 on: April 30, 2013, 07:34:15 am »

Thanks guys for the explanations. Still, I actually set my gcs to area defense at first then noticed that they didn't shoot so I set them to final defensive fire, though with the same result still. The missiles were fired from a distance of 1m km away from my fleet (don't even ask why I got my fleet that close) and my active sensors can detect them around 500k km so I'm not sure why they didn't do anything. I'll try some tests with SM.

Edit: Did some tests and the gcs fired properly this time at missiles traveling at 92000km/s. Must have done something wrong then. The gcs were firing though only at a distance of 10k km even though I set the PD range to 6 which I believe is 60000 km. Might be natural though due to the missiles speed.
« Last Edit: April 30, 2013, 09:12:45 am by Crimson »
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13517 on: April 30, 2013, 09:14:24 am »

Final defensive fire should always fire at 10,000 km. This is because that is the smallest distance that is used for calculating hit chances(Excluding CIWS which fire at 1000 km, but are handled as a special case) so it will always be the highest chance to hit.
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Puzzlemaker

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13518 on: April 30, 2013, 06:35:10 pm »

Holy shit this game looks complicated.  I have finally convinced myself to download and try it out.

I may have asked this before, but in this version (6.21) is it possible to have a ship-as-a-planet?  AKA a ship that can act as a planet (Population, research, whatever else you can do in this game).  Giant capital ship, a mobile city, etc.
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13519 on: April 30, 2013, 06:39:36 pm »

Last I checked, you can have population on a ship (like an Orbital City), but that population can't actually do anything without a colony that has the proper facilities on it.
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13520 on: May 01, 2013, 01:37:32 am »

No, not really. Orbital installations can provide living space, but all industry must be located on a planet.
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FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13521 on: May 01, 2013, 01:49:33 am »

Carrying around ~20 research lab and a population of about 100m you can make a mobile city, though.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13522 on: May 01, 2013, 01:54:51 am »

Semimobile. You'd need to stop over to research. You'd also need parasite fuel harvesters and asteroid miners/freighters loaded with automines.
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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

FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13523 on: May 01, 2013, 02:25:21 am »

What I meant was carry all this shit around, land on a planet for a year, refuel, research, resuppply, repair, then disembark and repeat.

miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13524 on: May 01, 2013, 02:26:18 am »

4R? :P
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Gamerlord

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13525 on: May 01, 2013, 02:27:08 am »

You'd need to turn off and on a couple of options, but I think it is possible.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13526 on: May 01, 2013, 03:52:32 am »

What I meant was carry all this shit around, land on a planet for a year, refuel, research, resuppply, repair, then disembark and repeat.

Yes, one limitation however is that research towards a tech is specific to the colony the research is performed on, you can't pack up and continue the research later at a new colony, you have to finish the research to avoid loosing any progress.
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Crimson

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13527 on: May 01, 2013, 06:13:21 am »

First time I've experienced the Fighter Combat Bonus bug. A 930% bonus and promotional score of 216751 N is definitely hilarious but not good for my game so I made my Commander retire then sent him to a Mental Health Care Facility.
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13528 on: May 01, 2013, 06:45:45 am »

Yah, I've held off on making a new game until the new version is released, where this is supposed to be fixed. My next game is/was going to be very heavily fighter oriented, so this bug is rather serious for me. :)
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Crimson

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13529 on: May 01, 2013, 07:44:21 am »

Ok, never mind. The bug was probably in all my games the whole time. Just never noticed. Almost a large majority of the officers with Fighter Combat bonus have a value above 500%. Just hope this doesn't freak out my realistic promotions.

Edit: We don't know how long till Steve releases the new patch so we'll probably have to wait quite a bit. I do wish for it to come quicker for me to test out the new shock mechanics and the spinal weapons.
« Last Edit: May 01, 2013, 07:48:10 am by Crimson »
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