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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841218 times)

etgfrog

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14130 on: January 23, 2014, 03:59:51 pm »

Hm...I guess it was their warning of leave the system because after about 2-3 days they went hostile :(
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Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14131 on: January 23, 2014, 04:12:09 pm »

Hm...I guess it was their warning of leave the system because after about 2-3 days they went hostile :(
On the bright side, now you have an excuse to go in and crush them in force.

In seriousness, NPCs don't like it when you fly ships through systems where they have a colony without a treaty; it reduces relations, and if they get low enough, they'll turn hostile.  This is true even if you don't know they have a colony in that system, because they don't know that you don't know.  At a guess, they must have had a settlement or even their homeworld in that system you were scouting. 
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FritzPL

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14132 on: January 23, 2014, 04:30:14 pm »

In my experience every early encounter with a NPR is an instant war, because I never pack sensors that are big enough to pick up a signal from an alien ship until I get face-to-face with them. And they don't really like that, so they blow me up. at least thats what precursors do

Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14133 on: January 23, 2014, 04:38:18 pm »

In my experience every early encounter with a NPR is an instant war, because I never pack sensors that are big enough to pick up a signal from an alien ship until I get face-to-face with them. And they don't really like that, so they blow me up. at least thats what precursors do
Indeed.  I took to designing light planetary scouts on the FAC scale (preferably 500 ton, just so I could fit two per ship) that dock with my gravsensor-equipped heavier scouts just because if I ran into aliens, whether NPRs or spoilers, they almost always hit the FACs first just because those were closer.  Certainly, losing less than a dozen people and a single FAC costs me a lot less than losing a 3000-7000 ton scoutship, in spite of some inefficiencies in exploration and micromanagement that resulted. 
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etgfrog

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14134 on: January 23, 2014, 06:29:05 pm »

Well...on one side my military is still horrible(I think) close range ships...I kind of like quad gauss turrets though, almost to the point where I'm thinking of using nothing but tiny gauss turrets on ships and cannons on fighters.
My scoutships tend to be my geo/grav survey ships which are 500 tons or less.Tend to have a good range and can be made at fighter factories.
That...is a really good idea, saves the hassle of having a shipyard building them
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14135 on: January 23, 2014, 06:36:07 pm »

I thought gauss was point defence only o.O

At least, if you're actually intend to use them.
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Graknorke

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14136 on: January 23, 2014, 06:38:31 pm »

How do early-game ship design? I'm pretty sure that's where I keep falling over. My sensors are always shit and unsuited for whatever I want them to do, and the speed is like an arthritic sloth climbing up the down escalator. I'm guessing it's a mix of needing to know what I'm doing and also getting the right balance between researching the tech and actually building ships.
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USEC_OFFICER

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14137 on: January 23, 2014, 06:39:45 pm »

I thought gauss was point defence only o.O

At least, if you're actually intend to use them.

Technically yes. Dicking around in is a major past time for the players though, so making super gauss ships isn't that uncommon. Besides, with full guass ships you'll have nothing to fear from missiles.
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14138 on: January 23, 2014, 06:44:43 pm »

early ship just gets slaughtered. at early stages is difficult just to get the missile to hit anything, and almost impossible to get point defence working

you can go with lot of armor, two stage missile that unite long range with some decent speed at the end, and one in 4 sensor ship so that missile ship only have to ship the fire control.

still, inefficient as hell and you will still have ship knocked down the sky as flies. consider having the ability to launch at least salvo of 40+ missiles, when combined, or you won't even be able to saturate enemy defences.
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gman8181

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14139 on: January 23, 2014, 06:51:22 pm »

snip

Nice, you guys make this so much easier than the wiki.

Is there a way to change military shipyards to civilian and vice versa? What about scrapping shipyards, buildings, etc?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14140 on: January 23, 2014, 07:03:38 pm »

Something to keep in mind: a neutral NPR's relation rating with you will steadily tick downward for as long as you have ships in systems that they consider to be theirs, which is IIRC one of the the main reasons why having multiple NPRs on one world/in one system would fail, as they'd inevitably end up nuking each other.

Another thing to remember with NPRs is that if you find one that's in contact with Swarm, you want to cut them off as soon as possible, or they'll keep feeding them ships.

I thought gauss was point defence only o.O

At least, if you're actually intend to use them.

Technically yes. Dicking around in is a major past time for the players though, so making super gauss ships isn't that uncommon. Besides, with full guass ships you'll have nothing to fear from missiles.
One thing you can do is use them for heavy fighters, though frankly reduced-size lasers tend to be better for that. As mentioned, of course, some people play with gauss-armed ships for flavor purposes.

snip

Nice, you guys make this so much easier than the wiki.

Is there a way to change military shipyards to civilian and vice versa? What about scrapping shipyards, buildings, etc?
No, and no, unless I'm misremembering something obscure. You can, however, scrap scavenged ship modules, though of course you should first check to make sure they don't give you RP towards any new techs.
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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

Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14141 on: January 23, 2014, 11:01:29 pm »

Yeah, can't scrap existing buildings for minerals, but it doesn't cost anything to just have them around. You can delete them with Spacemaster Mode and then just give yourself minerals though.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14142 on: January 23, 2014, 11:16:52 pm »

If you're troubled by the costs of operating a specific type of facility, you can shut down production for them in one of the planet's tabs as well.
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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 #14143 on: January 24, 2014, 12:24:21 am »

So a thought came to mind...what about creating a mothership that is capable of transporting a decent chunk of population and industry...then I started to look at the cost  :'(

But it does bring up an interesting question in my mind...can multiple tugs pull a single object if they are in the same task group?

Different question...can you send 2 ships after an enemy ship, one with a tractor beam to slow the ship down and the other with a boarding party?
« Last Edit: January 24, 2014, 01:07:00 am by etgfrog »
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14144 on: January 24, 2014, 01:14:18 am »

Re: the discussions about terraforming capabilities, this design is part of a large movable mothership based on warhammer 40k, someone over in the aurora forums created after 100 years playing a start with 5 billion population, no cheating was involved, it seems that with the 100 research centers you start with you can easily get to top tech level in 100 years, also it only took a few hours of playing quickly to get there.
Spoiler (click to show/hide)
Yes, 3.648 Atmospheres per year, it can literally strip all the oxygen out of an inhabited planet in 5 days. Well, maybe a month if people are living in 30% oxygen, but it's not recommended to do such a thing.
I have noted that the 150 megatonne factory module can only carry 400 factories, and would take 240 years to produce a copy of itself at 6.7 million build points, but 400 factories using top construction research can double in 1.5 years, after 7.5 years making more factories you would have the production to make a new starfort in 7.5 years, however with only 30 million population to run the factories there is a slight labour problem, population only grows somewhat more than 5% at that small population level, so you would be better producing training facilities and making construction brigades which cost only a little more than factories. It's far less efficient to carry brigades around though.
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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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