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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841014 times)

Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14190 on: January 29, 2014, 01:19:19 pm »


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

It takes me decades before I leave Sol with anything other than survey ships, but before that I tend to have dozens of systems surveyed. I also tend to not make Sol-only survey ships.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14191 on: January 29, 2014, 01:22:24 pm »


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

It takes me decades before I leave Sol with anything other than survey ships, but before that I tend to have dozens of systems surveyed. I also tend to not make Sol-only survey ships.
Going through the jump points generates other systems which could hold aliums! I always have a decent military presence before I start expanding anywhere and if I see signs of life I nuke the hell out of it.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14192 on: January 29, 2014, 01:32:19 pm »

I deal with it by using two shipyards. :V

I tend to turtle a bit early on and grind core tech trees, so usually by the time I'm ready to start exploring, I've gotten my jump drives small enough to make viable survey ships at 1k tons, and built a pair of military shipyards at the same size with 2-3 slipways each. All you really need before you leave Sol is one each of dinky little grav- and geosurvey ships with no interstellar capability. Maybe double down on the geosurvey if you're doing a T/N start and need more minerals right away.

As a bonus you can later retool those shipyards to build swarms of FACs if you so desire.
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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

Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14193 on: January 29, 2014, 04:42:43 pm »

   One of the ways I have seen people dealing with having two designs work is by having a midway class that they don't plan to build but is close enough to either of the two designs that it works. Slightly exploity but it works if you do it right. As for expansion I tend to turtle like a pro but I plan to get to exploring relatively quickly in my LP because nothing is more exciting than finding something your not ready to deal with. Though I do have a design which I always end up using for my first geosurvey. The engine may have slightly more or less power and the fuel effeciancy is all over the board but the following is what I tend toward (example is my geosurvey from my LP)
Code: [Select]
ComGeo MkI class Geological Survey Vessel    5,000 tons     74 Crew     587.8624 BP      TCS 100  TH 93.75  EM 0
1250 km/s     Armour 1-26     Shields 0-0     Sensors 1/1/0/4     Damage Control Rating 1     PPV 0
MSP 73    Max Repair 100 MSP
Intended Deployment Time: 3 months    Spare Berths 5   

ComNT 62.5EP 0.5 0.8 (2)    Power 62.5    Fuel Use 10.61%    Signature 46.875    Exp 5%
Fuel Capacity 1,050,000 Litres    Range 356.3 billion km   (3298 days at full power)

Geological Survey Sensors (4)   4 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
   5k tons is generally easy enough to hit. Also to note with this design I actually managed to get exactly 5 spare berths. I actually changed more on this one then usual in that I put an extra engine in rather than more sensors(the engine is my LCDEngine I tend to make so completely the norm for me).
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14194 on: January 29, 2014, 05:12:16 pm »

It'd be a cool addition to Aurora to have the option of building a ship with base components, and then x tons of modular space. In a sense that's what Akhier is suggesting, but it's better when it's supported within the design process.
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14195 on: January 29, 2014, 05:54:18 pm »

It'd be a cool addition to Aurora to have the option of building a ship with base components, and then x tons of modular space. In a sense that's what Akhier is suggesting, but it's better when it's supported within the design process.
   It is a cool idea but I don't think it will happen. The reason I called it somewhat of an exploit is that the system was added by Steve not to allow multiple types of ships to be made at the same shipyard but rather so that when you update your engine or researched improved geoscanners and want to add them. Basically so you can make geoscanner mk2 without refitting the yard. When taken from that perspective what I suggested is in fact an exploit though with how the system works there isn't really a way to stop it.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14196 on: January 30, 2014, 08:40:58 am »

Dwarf Fortress of 4x games? IN SPACE? Excellent.

-looks at game and fumbles about for an hour-

Mother of Armok....

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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14197 on: January 30, 2014, 09:10:22 am »

@firsal
   Welcome to the game, it has more space based 4X awesome then graphics but DF has proved that can be a good thing. Anyway there are tutorials and such around (ask others I mostly bumbled my way through and don't know any good beginner ones) that you can check out though one of the things I would advise is checking out some of the stories out there, it may or may not help you understand the game but in the least they tend to be good reads. Two AARs which are quite decent are on the Paradox forum and done by Blue Emu, you can find his first here and his second here. Both are fun reads and the second is done with version 6.21 so since they aren't continuations or anything you might want to start there though they do refer to the previous one somewhat. Also you can check out the Steve's fiction sub-forum in the Aurora forum to find stories by the game's creator himself. The stories are good though he tends to not finish them (as in wrap it up, hard to finish an Aurora game since there technically isn't any real end) because he has started a new campaign as he uses them for testing. There are undoubtedly other good stories out there and besides my own video LP there seems to be some other Aurora videos on YouTube including normal games and tutorials as well so if visual is your thing you can find those though the best stories tend to be the written kind as it is easier with that.

@others
   how small can an EM sensor be and still detect a colony. I have been playing around with fighter survey vessels and I would like to be able to just stick a 0.1HS EM sensor on one if it would detect an NPR colony when surveying the planet. Also if the ship gets pinged by an active sensor would it detect that as well or what. I guess it really comes down to me not really understanding the ranges and such of passive sensors.
« Last Edit: January 30, 2014, 09:43:54 am by Akhier the Dragon hearted »
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14198 on: January 30, 2014, 10:01:37 am »

I guess it depends on the size of the colony, a homeworld produces tens of thousands of EM emissions, 500 million pop produce something like 95k according to the wiki http://aurorawiki.pentarch.org/index.php?title=Sensors
Note the wiki says this "Note that every military and commercial ship has intrinsic thermal and EM sensors of strength 1 (not listed as components). "
So if you're actually orbiting a planet you shouldn't even need a sensor to detect a population on it.
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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.

Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14199 on: January 30, 2014, 10:05:47 am »

   I did not know that, it makes it a lot easier then. I will have to remember that though I guess if I wanted to detect other ships pinging me with their sensors I might want to put a more powerful sensor on though that would be for bigger ships and not fighters.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14200 on: January 30, 2014, 10:16:45 am »

@others
   how small can an EM sensor be and still detect a colony. I have been playing around with fighter survey vessels and I would like to be able to just stick a 0.1HS EM sensor on one if it would detect an NPR colony when surveying the planet. Also if the ship gets pinged by an active sensor would it detect that as well or what. I guess it really comes down to me not really understanding the ranges and such of passive sensors.
Depends how far away you want to detect it from, and what size colony you're talking about. The range (according to the wiki) is sensitivity * signature strength * 1000km, so even a ship with no dedicated sensor component (giving it a strength of 1) could detect my colony on Mars of 165 million (giving it EM emissions of a bit below 18000) from ~18Mkm away. I'm not sure on detecting active sensors, I assume their signature strength is strength tech * size, but a lot of the time I detect them well outside when it would seem like I would be able to. It's probably not worthwhile giving ships a 0.1HS sensor, since it will be either worse than the default or not noticeably better until quite high tech levels, and if you're using fighter sized survey ships then it's probably not worth putting a decently sized one on.
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14201 on: January 30, 2014, 06:03:23 pm »

   Yeah, it looks like with base EM sensor tech you wouldn't be even with the pre-installed sensor until you hit .2 as it seems that every .2 is worth one power. Overall not worth it as for what I want them to do its probably just better to keep them light and quick.

Also in other news I have another video up:
   We have episode three up now and I manage to get everyone named even if its not quite in the position requested. I also figured out how to make and give medals and thus the title of the video. Also I now have 2 Commercial and 2 Naval shipyards and if anyone wants to name them, singularly or as a bunch, that would be cool as I am not really good at the naming things bit myself.
The naming thing extends to whoever wants to suggest something though I reserve the right to say no.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14202 on: January 30, 2014, 09:29:50 pm »

@Akhier -  MANY, MANY THANKS. I hope those links you've posted good do a noob like me some good.  :)
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Aseaheru

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14203 on: January 30, 2014, 10:01:31 pm »

Ahhh, time to try to get my game to work again. Its installed an all, its just empty.
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Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14204 on: January 31, 2014, 08:27:34 am »

The wiki says: "The rate of [maintenance] supply point production can be increased through research. Production of maintenance supplies can be started and stopped in the same way as fuel production."

I cannot find anything in the actual game that deals with either of these. Does anyone know what tech increases MSP production, or where their automatic production can be turned on/off?
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