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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840631 times)

mrDLS

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14310 on: February 19, 2014, 02:36:02 pm »

I didn't enable invader but I do have 1 NPR. Will that NPR start invading my system? And if so at what point should I expect them?
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Aerval

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14311 on: February 19, 2014, 03:25:51 pm »

I am now 10 years in my first game (TN start), have build ~10 ships and just started my first colonies in a neigbouring system (total of ~10 colonies with 700m population). Now I have the problem that the game stopped doing longer steps than 5 sec (more than 100 in a row now). Does something like that happen when there is fighting somewhere in the universe and just have to keep waiting or what might be a reason for that?
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14312 on: February 19, 2014, 03:45:22 pm »

I didn't enable invader but I do have 1 NPR. Will that NPR start invading my system? And if so at what point should I expect them?

Are you sure that it is not precursors or the swarm?  Precursors generally stay in their own systems.

Use diplomat teams to remain on good terms with NPRs.  Until you are on good terms with them don't send military ships into their systems or colonize them.
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mrDLS

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14313 on: February 19, 2014, 04:02:15 pm »

I didn't enable invader but I do have 1 NPR. Will that NPR start invading my system? And if so at what point should I expect them?

Are you sure that it is not precursors or the swarm?  Precursors generally stay in their own systems.

Use diplomat teams to remain on good terms with NPRs.  Until you are on good terms with them don't send military ships into their systems or colonize them.

This is a bit of a misunderstanding. I havent encointered any hostile ships yet. But after how many years should I start to expect them?
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Reverie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14314 on: February 19, 2014, 04:04:33 pm »

I am now 10 years in my first game (TN start), have build ~10 ships and just started my first colonies in a neigbouring system (total of ~10 colonies with 700m population). Now I have the problem that the game stopped doing longer steps than 5 sec (more than 100 in a row now). Does something like that happen when there is fighting somewhere in the universe and just have to keep waiting or what might be a reason for that?
Yes, this is exactly what's going on. There is an option somewhere to set up a 'pocket' so that all time outside of it stops and the interaction gets resolved, but I'm not too knowledgeable about that besides knowing such a thing exists.
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14315 on: February 19, 2014, 07:14:40 pm »

   On the question of whether to buy minerals from civ mines or not I would advise to always buy if you can afford it. There is a limited amount of everything in any one system and if the civilians mine it and you don't buy it then its gone. If money is tight then there is a order of precedence for which to buy and is based on how you pay for it so I will explain the system below.
   Each civ mine is equal to 10 auto mines and for each civ mine you pay a set amount(250) for the yearly production. This means if there is only one mineral type where they setup then the yearly output will be only the annual output for that mineral. What this ends up meaning is that between a civ mine with one mineral and a civ mine with two minerals you will be getting double the minerals from the second. Now this is of course modified by the availability so if the first one with one mineral was at 1 and the second with two was .5 each they would provide equal total tons for the price. Luckily this all can be easily wrapped up by noting that the Mining/Maintenance screen for the colony will show you the annual production for each mineral individually and then as a total at the bottom. A quick example below from my LP:

   Both Halleys Comet and Schaumasse has 3 civ mines. You can see that the Annual Production for Corbomite is the same for both yet the Total overall is higher for Halleys Comet because of having more minerals which overall are at a higher availability. This means that I get 3860 tons of minerals from Halleys for 750 while I only get 2154 tons for the same with Schaumasse.
   What it means is that if have no specific mineral that you need then cut the mines with the lowest Annual output divided by the number of civ mines. Now of course you generally are needing some mineral or other. In which case you cut off the places without said mineral first and if you run out of those start cutting off those with your mineral at the lowest availability.
   Also your mining rate tech affects their output so getting that up will let you get more bang for your buck. A somewhat interesting thing about the civ mines is that they don't seem to show up until you get your first populated colony as thats when the civs put out their first ships. This means if you delay setting up your first extraTerra population until you have a good mining tech you can get more bang for you buck overall and unless you where running a deficit you will have more money to spend as well.
   This means the following order of precedence should be used for optimal mineral buying though of course it is always better to buy all the minerals you can. Also this is just a rough guide so if you suddenly realize you ran out of fuel and need all the sorium just go and buy it from all the mines with it.
1. Buy from Civ mines with the highest availability for the minerals you need
2. From Civ mines with the highest annual income overall divided by the number of Civ mines
3. Civ mines with minerals you have the least amount of with the highest availability
4. Any Sorium unless you have a supply of it and have already setup harvesters on a gas giant or two
5. Duranium, most everything uses it
6. Lastly is just whatever you will be using, if you don't use ground units you probably don't need to buy the mineral for it
« Last Edit: February 19, 2014, 07:17:17 pm by Akhier the Dragon hearted »
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mrDLS

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14316 on: February 20, 2014, 07:49:21 am »

Thank you for the detailed information :)

I have another question. I am currently at the point where I need to start putting some ground units on my colonies, so I made a transport ship (see below). But when I tried loading a low tech infantry on it, I get these messages:

Quote
Cannot pick up ground unit as the fleet has insufficient space
TT Troop Transport Mk. I 001 failed to Load 1st Low Tech Infantry from Earth. Any additional orders will be on hold until the problem is resolved

Code: [Select]
Troop Transport Mk. I class Troop Transport    5,800 tons     45 Crew     183.05 BP      TCS 116  TH 125  EM 0
1077 km/s     Armour 1-28     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 20    Max Repair 40 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Troop Capacity: 1 Battalion   

125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 250,000 Litres    Range 87.7 billion km   (942 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Why is it doing this?
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14317 on: February 20, 2014, 08:08:22 am »

Low tech infantry is either size 5 or 25, forgot which.  I never use or build em....

Your transport can only hold a size 1.
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FireCrazy

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14318 on: February 20, 2014, 09:11:52 am »

Low tech infantry is size 25.
A Battalion troop module can transport size 5, so you would need 5 battalion transport modules to transport 1 low tech infantry unit.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14319 on: February 20, 2014, 09:43:58 am »

Turn all those low tech infantry into officer cadres and train up some real troops!
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mrDLS

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14320 on: February 20, 2014, 10:06:38 am »

Low tech infantry is size 25.
A Battalion troop module can transport size 5, so you would need 5 battalion transport modules to transport 1 low tech infantry unit.
Thank you :)

Turn all those low tech infantry into officer cadres and train up some real troops!
How would I do that?
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14321 on: February 20, 2014, 10:18:00 am »

Eh? Has he changed that recently? If not, a battalion troop module transports 1. You need 5 to transport a Trans-Newtonian brigade (4 units + 1 brigade command unit), and 21 to transport a Trans-Newtonian division. (4 brigades + 1 divisional command unit) And if you want to move a low-tech unit around, 25 battalion troop modules are needed on one ship - you're not allowed to split a single unit across multiple ships.
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mrDLS

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14322 on: February 20, 2014, 11:19:38 am »

Ok, so basically I have to start replacing my old ground units and make bigger transports?
Also, in one of my colonies the percentage of people working in manifacturing has decreased to 0%. How do I get that up again?
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14323 on: February 20, 2014, 11:29:47 am »

Yeah, as a rule, pre-TN stuff is crap and you should get rid of it, whether industry, troops or PDCs.

As for your colony, do they have enough infrastructure? Anyway, you need to bring the colony cost down so less people work in the environmental sector and more in industry.
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mrDLS

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14324 on: February 20, 2014, 11:45:14 am »

And the colony cost is brought down by research or are the other ways?
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