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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841386 times)

kulik

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14070 on: January 20, 2014, 07:39:37 am »

Thanks but i imagined that i will create a empire stretching several systems and planets, create colonies, assign leaders and all that stuff. Consecutively, make it a NPR and create my own empire.
The thing is, i want to play a rebel faction (pirates) inside an existing large empire with couple of small installations. Is that possible? For instance, i know that i can create an empire only bound to a planet with atmosphere, are there some tricks to circumference this?
« Last Edit: January 20, 2014, 07:51:18 am by kulik »
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Kaje

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14071 on: January 20, 2014, 07:44:18 am »

I tried this again over the weekend, and I just can't get into it. I've read/watched what feels like a hundred different tutorials but I just don't find this game easy to access or enjoyable to play - and I'm gutted, as it genuinely sounds like my perfect game.

Does anyone have any advice (if any exists) as to how to make this more accessible? I'm by no means a 'graphics whore' for want of a better term, but this is a seriously daunting game.
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14072 on: January 20, 2014, 10:24:48 am »

I did this a while ago: https://docs.google.com/document/d/13152hgyUxjrjqLmAJpxXiiB3Oy7D-RiO4LsjpxQticw/edit?usp=docslist_api

Unfinished as aurora is huge and i am not a good player to begin with.

I'd say to start with no additional npr so you don't get killed by uncontrollabe time increments and with 100% npr generation chance so you can try out combat early without getting instagibbed by invaders/precursor
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Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14073 on: January 20, 2014, 10:39:01 am »

When trade becomes allowed with NPRs, will my commercial trade ships find their way to the alien planets even if I haven't found them yet? And vice versa - no alien ships have seen any of my colonies yet. If not, how do I find them without pissing them off by sending ships through their systems?
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14074 on: January 20, 2014, 11:46:59 am »

NPR controlled planets are fairly easy to identify.  They tend to have good amounts of oxygen.  It should be enough just to jump through a jump gate, look at the system in the F9 screen and then jump back out.
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Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14075 on: January 20, 2014, 12:59:36 pm »

NPR controlled planets are fairly easy to identify.  They tend to have good amounts of oxygen.  It should be enough just to jump through a jump gate, look at the system in the F9 screen and then jump back out.

Yes, I've already done this, but will my civilian trade ships know?
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14076 on: January 20, 2014, 01:09:09 pm »

you need to set up an alliance, iirc, unsure on the screen to use 'to
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14077 on: January 20, 2014, 01:37:39 pm »

Yeah, but you can do that without ever finding any alien planets.

That being said, I personally am unsure.  I almost got trade established with an NPR known as the Church of Jhalawar, then they crusaded my ass and I exterminated them like every other asshole alien race ever.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14078 on: January 20, 2014, 03:32:40 pm »

but transnewtonian
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GENERATION 9: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
I wish my grass was emo, then it would cut itself.
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FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14079 on: January 20, 2014, 03:47:45 pm »

We could literally explain everything that is unclear about the universe by saying 'transnewtonian'.


it's so briliant

10ebbor10

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14080 on: January 20, 2014, 04:22:10 pm »

You know, I just realised how incredibly hard it is to justify Sorium.

It releases energy by both nuclear fission AND fusion.
Can probably be justified as it's a light gas, likely something like an isotope as helium or hydrogen. That explains the fusion.

For fission, it might be used not as the fission element, but merely as a neutron source in order to trigger fission into the heavier elements.
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14081 on: January 20, 2014, 04:33:07 pm »

Is there a way to spawn ships via SM mode?

I've got a ship that I want to spawn in, but have no idea how.
SpaceMaster>Fast OB Creation... I think.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14082 on: January 20, 2014, 07:53:25 pm »

When trade becomes allowed with NPRs, will my commercial trade ships find their way to the alien planets even if I haven't found them yet? And vice versa - no alien ships have seen any of my colonies yet. If not, how do I find them without pissing them off by sending ships through their systems?

Yes I think so; you might have to have a certain diplomatic relation to trade. They shouldn't be bothered by commercial class vessels traveling through their systems.
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14083 on: January 20, 2014, 08:10:58 pm »

Diplomatic teams can gain skill increases even if they aren't assigned to an NPR.

When the game starts, you can create a team and just leave it on standby until you meet an NPR.  It'll help improve relations more quickly.  Just remember to replace members that retire or die.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14084 on: January 21, 2014, 12:21:34 am »

I'm more concerned about the fact that we use Tritanium to construct missile launchers and magazines, despite the fact that our warheads are also made of the stuff.
No wonder magazine explosions are so deadly. FYI, a size 6 missile launcher contains 33.5 MSP of tritanium, which is a 67 strength warhead at basic tech level.
« Last Edit: January 21, 2014, 12:24:43 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.
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