Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 944 945 [946] 947 948 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841163 times)

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14175 on: January 29, 2014, 10:13:19 am »

I can make a public Dropbox folder. Will give you the link in a minute.

Here you go.
Logged

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14176 on: January 29, 2014, 12:52:01 pm »

Alright, so what is it exactly that I need to build two ships at one shipyard? I'm talking about building both geosurvey and gravsurvey ships at a shipyard that I got tooled with a geosurv ship.

My Name is Immaterial

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14177 on: January 29, 2014, 12:53:18 pm »

Each shipyard can have only one ship design at a time.

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14178 on: January 29, 2014, 12:58:13 pm »

Aye, but if one shipyard is tooled with- you know what, here you go.


Code: [Select]
Caravan class Colony Ship    57,050 tons     278 Crew     2463 BP      TCS 1141  TH 600  EM 0
525 km/s     Armour 1-132     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 27    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cryogenic Berths 200000    Cargo Handling Multiplier 10   

Iron Horseshoe Mk I Engine (4)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 500,000 Litres    Range 14.8 billion km   (327 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

A shipyard tooled with this ship is able to build this one as well:


Code: [Select]
Mule class Cargo Ship    56,750 tons     88 Crew     507.2 BP      TCS 1135  TH 600  EM 0
528 km/s     Armour 1-131     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 6    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cargo 50000    Cargo Handling Multiplier 10   

Iron Horseshoe Mk I Engine (4)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 500,000 Litres    Range 14.9 billion km   (327 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Nevermind the obvious mistakes I made in those designs(albeit I can not see them); when I select Caravan in Class Design, then go to DAC/Rank/Info tab, under 'Eligible additional classes if this is a primary class for a shipyard' there is the Mule.

What is the equasion for this?

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14179 on: January 29, 2014, 12:58:23 pm »

Each shipyard can have only one ship design at a time.
I thought you could build other designs which do not substantially deviate from the set design. As in a variant with a tiny difference in sensors or something.

I may be misremembering though.
Logged

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14180 on: January 29, 2014, 12:59:39 pm »

It's not a tiny difference: Caravan has a cost of almost 2500 BP, while the Mule only requires 500 BP.

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14181 on: January 29, 2014, 01:01:13 pm »

In order to be able to build multiple designs at a shipyard, the refit cost to go from the design that the yard is tooled for to the second design must be under 20% of the cost to build the design the yard is tooled for. In most cases you won't be able to get a gravsurvey ship to fit into that window even if that is the only component changed from your geosurvey design as it is an expensive component and will likely put it out of that range.
Logged
In the beginning was the word, and the word was "Oops!"

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14182 on: January 29, 2014, 01:04:49 pm »

So I would have to strap on enough components on both classes to make the sensors cost less than 20% of the refit cost?
Do compact sensors cost less?

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14183 on: January 29, 2014, 01:07:39 pm »

Add jump engines. You really don't want survey ships without them anyway.
Logged

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14184 on: January 29, 2014, 01:12:27 pm »

It's always there - I don't design a survey/scout ship of any kind without a jump engine.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14185 on: January 29, 2014, 01:12:48 pm »

Add jump engines. You really don't want survey ships without them anyway.
I use a carrier ship with a half dozen surveyors.
Logged

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14186 on: January 29, 2014, 01:15:20 pm »

Add jump engines. You really don't want survey ships without them anyway.
I use a carrier ship with a half dozen surveyors.
I tend to start surveying long before I get carriers though.
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14187 on: January 29, 2014, 01:16:46 pm »

Add jump engines. You really don't want survey ships without them anyway.
I use a carrier ship with a half dozen surveyors.
I tend to start surveying long before I get carriers though.
'carrier' is just a ship with an internal bay. You can get them fairly early on.

I turtle like a madman though. It is years before I leave Sol
Logged

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14188 on: January 29, 2014, 01:17:02 pm »

To each his own, I suppouse. I find the starting shipyards are enough to let me immediately start building early survey ships just so I get Sol all geo'd up, then I make a Mk II of those with a jump engine and more or less important improvements.

Ha, I'm by no means a quick expander, but usually by year 10 I got an extrasolar colony.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14189 on: January 29, 2014, 01:18:17 pm »

To each his own, I suppouse. I find the starting shipyards are enough to let me immediately start building early survey ships just so I get Sol all geo'd up, then I make a Mk II of those with a jump engine and more or less important improvements.

Ha, I'm by no means a quick expander, but usually by year 10 I got an extrasolar colony.
Oh I do that. Sol is surveyed by small ships with no jump drives at all, and laughable technology.
Logged
Pages: 1 ... 944 945 [946] 947 948 ... 1347