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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841211 times)

Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14115 on: January 22, 2014, 06:16:50 pm »

Problem with orbital habitats is that each lab needs 1 million workers, and orbital habitats are huge and each supports, if memory serves, 50,000, and you're gonna want more than one lab there.

You'd be better off with a huge fleet of terraformers than a huge fleet of orbital habitats.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14116 on: January 22, 2014, 06:41:24 pm »

While a world like that isn't a good early game terraforming target, by the time I'm hitting 50-60 years in I'm building terraformer platforms that can each shift one atmosphere of gas in a year. A few of those and you can terraform it in a reasonable time. If the world with an anomaly is outside of your gravity tolerance you will want to get a genemod population that can tolerate it up and running early so that you have a good sized population to transfer to man the labs once the atmosphere has dropped to habitable levels. You will also want a good sized freighter fleet to transfer the labs to the planet.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14117 on: January 22, 2014, 06:54:24 pm »

It depends entirely on your terraforming tech. If you've got something like most of us do by the 50 year mark, where you're deploying fleets that can add or remove 20+ atm/year, you're fine terraforming. Orbitals are mostly for games where you intentionally avoid super-terraforming powers, and for bases on planetary bodies that can't be terraformed to an acceptable col cost (asteroids, many moons, planets with super high or low gravity).

Personally I'm just thankful that lacking a magnetic field doesn't change the colonization cost.
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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

etgfrog

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14118 on: January 22, 2014, 07:46:24 pm »

I think I'm a bit slow...I'm at the 25 year mark and my total terraforming capability is 0.1 atm/y(0.08 from terraforming fleet and 0.02 from facilities). I'm also not running into any sort of fuel crunch, I have a laughable military(see below), total construction is about 18k, 4 worlds terraformed and 25 mil+ pop, maybe I'm also using what could be considered a couple of crutches such as no maintenance, no nrp at start but they can spawn and no invaders.

My military:
Spoiler: 20 of these (click to show/hide)

So I still consider myself a newbie
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14119 on: January 22, 2014, 07:48:54 pm »

Well, depends how you started out really. I don't even get into space in the first 20 years on some conventional starts.
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14120 on: January 22, 2014, 08:21:51 pm »

I don't have great terraforming early on either.  Early on it's research, mining, industry, propulsion, and maybe armor, almost exclusively.

Also I go for gene mod tech.  With -120 degrees tolerance and -50% gravity tech, you can colonize a whole bunch of planets and moons that will need fairly minimal terraforming.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14121 on: January 22, 2014, 08:50:04 pm »

Oh yeah, a lot depends on conventional vs. T/N start. With a T/N start I might begin with 1-2atm/y worth of terraformers and hit that mark if I actually encounter things worth terraforming, but with a conventional start I might hit the century mark before I have that much. It can also change based on what you encounter; if I find a system with 3+ planets that are reasonable targets (good minerals, <6.00 col cost), then I'll pump money into terraforming. If not? *gallic shrug*
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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

etgfrog

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14122 on: January 22, 2014, 09:26:50 pm »

Hm...I didn't notice there was a jump gate already built...but not on the other side...does that happen sometimes?

Actually...found another anomaly...this one is within the normal gravity limits...but still 39 atmosphere pressure and surface temp of...3070?! Maybe its because this is the latest version...but that is some interesting carrots being presented.

Edit again...yep, the beta version added it http://aurora2.pentarch.org/index.php/topic,5728.15.html
« Last Edit: January 22, 2014, 09:36:39 pm by etgfrog »
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14123 on: January 22, 2014, 09:38:17 pm »

Yeah, you'll find the relics of other civilizations on occasion, including jump gates.
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gman8181

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14124 on: January 23, 2014, 12:24:30 am »

Just downloaded and started up. What do people usually start building besides infrastructure and mines in the early game? I literally have no idea what anything else does and that's all that's suggested by the wiki quickstart.

Err... well I kind of have a basic idea through the wiki (http://aurorawiki.pentarch.org/index.php?title=Installations)

My gut says financial center, fuel refinery, construction factory, research labs and maintenance facilities are all good bets. Still the wiki quickstart isn't really *that* informative about what to do besides the extreme basics and I'd like to know relatively how much of everything I should try and produce early in the first phase of things.

Edit: Heh, I can't even find the save button. :P
« Last Edit: January 23, 2014, 12:28:58 am by gman8181 »
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14125 on: January 23, 2014, 12:43:19 am »

The game is literally a Microsoft Access database; it writes to the disk every time you advance an increment.

Financial Centers are fairly useless, especially in the early game. Money isn't typically a concern (though especially for me, since I prefer a conventional start. 20 years of surplus spending lets you amass quite the stockpile of cash), and usually there are better uses for your minerals and workers.

Infrastructure isn't something you'll need on Earth. If you're starting a colony on Mars or something, I usually drop off a few colonists and enough infrastructure to support them, and then let my civilian industry grow up shipping more dudes and infrastructure to the Red Planet.

You'll need only enough maintenance facilities as your largest ship; each facility you build allows the planet to support ships that are 1 hullsize larger (a unit the game uses often. 1 HS = 500 tons). For example if the largest military ship in your fleet is 10,000 tons, you'll want 20 maintenance facilities, but those 20 facilities can maintain an infinite number of 10k ton warships. Note that any ship classed as "commercial" is treated as a tenth of it's size for the purpose of this calculation (and most others involving ship costs; commercial shipyards are 10x cheaper and also 10x faster to expand than military ones, just as an example.)

I usually don't build fuel refineries either; the ones you start with will be more than adequate to supply your fuel needs for the foreseeable future.

To build up your "base" industry, construction factories and mines are the way to go, yes. I usually have half my industry dedicated to building up both of these until Earth's minerals start to run out, and some of my industry dedicated to continuously produce Labs as well.

Typically I'll start off building additional ship yards (it's good to lay down a few early on, since it'll take time to expand them to a decent size), a sector command (extra bonuses from a second governor are nice to have), and any expensive ship components I'll need to jumpstart survey ship construction (i.e. engines, sensors).

EDIT: Some good initial medium-term goals are: build a bunch of survey/exploration vessels and find suitable planets to colonize; develop enough offworld mining capacity (either in the form of automated mines + mass drivers or large ships with asteroid mining modules) to keep the economy running after you use up the Duranium reserves on Earth; assemble a fledgling fleet with several varieties of warship.
« Last Edit: January 23, 2014, 01:01:51 am by Karlito »
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Ivan Issaccs

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14126 on: January 23, 2014, 01:44:09 pm »

My military ships are having maintenance failures while stationed at earth, which is annoying as Id like to avoid giving them constant resupply orders at the colony they're sat on.
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14127 on: January 23, 2014, 02:14:16 pm »

My military ships are having maintenance failures while stationed at earth, which is annoying as Id like to avoid giving them constant resupply orders at the colony they're sat on.

Sounds like your military ships are too large for your maintenance facilities.
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etgfrog

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14128 on: January 23, 2014, 03:45:32 pm »

So I ran into my first NPR...their forces rushed over and are now escorting my scout ship around...I feel like my ships are slow in comparison, most of their ships were going 6-10km/s
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14129 on: January 23, 2014, 03:51:06 pm »

NPRs tend to have better technology than you early on, but they have lots of money problems, go broke, and then can't do much more research.
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