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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840562 times)

firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14355 on: February 21, 2014, 12:25:16 am »

The speed and intercept chances are terrible, but that's the tech more than anything else. It's why it's sort of pointless to build them before TL3-4ish: they're too slow to catch anything and too clumsy to hit it if they do. It's even worse with the new mechanics for drives. :|

Damn. I'll stick to beam defenses for the time being. Thanks.
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tryrar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14356 on: February 21, 2014, 12:31:25 am »

just be aware that only mesons(IIRC) can penetrate atmo, so use those for PD bases for now
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

My Name is Immaterial

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14357 on: February 21, 2014, 01:07:10 am »

just be aware that only mesons(IIRC) can penetrate atmo, so use those for PD bases for now
As in hit ground units? I know thats not true, because I always try to blow up GUs with lasers before I land a single unit.

Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14358 on: February 21, 2014, 01:40:56 am »

   I have a meson fighter design along with a PDC with a hanger for about 20 of them and a sensor. I plan to have a trio of them, one for each of my colonies as a defense force of sorts. Opinions please
Code: (Meson Fighter) [Select]
MesonFighter MkI class Ammunition Transport    480 tons     28 Crew     124 BP      TCS 9.6  TH 11.52  EM 0
5000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 3.08 Years     MSP 16    AFR 18%    IFR 0.3%    1YR 3    5YR 38    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 6   

FitMP48EP - 1HS (1)    Power 48    Fuel Use 771.63%    Signature 11.52    Exp 30%
Fuel Capacity 50,000 Litres    Range 2.4 billion km   (5 days at full power)

R150k/C6 Meson Cannon - 4HS (1)    Range 64,000km     TS: 5000 km/s     Power 6-6     RM 15    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S01 32-4000 (FTR) - 1HS (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
SFR 6P - 1HS (1)     Total Power Output 6    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes
Code: (Hanger) [Select]
10k HangerBase class Fighter Base    34,900 tons     355 Crew     4719 BP      TCS 698  TH 0  EM 0
Armour 15-95     Sensors 1/1400     Damage Control Rating 0     PPV 0
Intended Deployment Time: 3 months    Flight Crew Berths 2   
Hangar Deck Capacity 10000 tons     Troop Capacity: 5 Battalions   

CIWS-160 (10x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR1540-R100 (50%) - 50HS (1)     GPS 140000     Range 1,540.0m km    Resolution 100


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 14 sections
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Join us. The crazy is at a perfect temperature today.
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RulerOfNothing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14359 on: February 21, 2014, 01:56:41 am »

One problem is that the fire control has a tracking speed of 16000 km/s, while the meson cannon only has a tracking speed of 5000 km/s. Perhaps you could use a turreted meson cannon or reduce the tracking speed of the fire control?
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14360 on: February 21, 2014, 02:04:18 am »

The tracking control is fighter specific, which if I recall is a free 4x boost without needing more space, so it doesn't hurt to have a faster tracking control - you don't have to design a new one when you get a better engine for the fighter.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14361 on: February 21, 2014, 02:04:47 am »

The fighter looks really slow to me, though I don't think I've attempted a serious small ship design since the big engine change.
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FireCrazy

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14362 on: February 21, 2014, 02:24:34 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.

Hmm, i remember needing only 5 troop modules to transfer a engineer brigade, and the wiki stated the engineer brigade is size 25, so i assumed that each was size 5.
And also that a mobile infantry battalion is size 5. Must be the bloody outdated wiki.
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14363 on: February 21, 2014, 02:31:02 am »

   The sizes are correct. A generic troop bay holds units up to a total of 5. Since most units are size 5 it generally holds one unit of troops. The low tech units are size 50 so you need 10 bays and a construction brigade is size 25 so you need 5 for one.
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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.

FireCrazy

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14364 on: February 21, 2014, 02:50:53 am »

Thanks for the clarification. But in my opinion screw conventional infantry, just convert them into infantry cadres. There isn't any point to building them unless you have a conventional start.
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Akhier the Dragon hearted

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14365 on: February 21, 2014, 03:01:09 am »

   My assumption was that any time someone has low tech stuff they started conventional. As for just converting them I would note that they have some defense so until you start making units it is probably better to keep them around in case you awaken an NPR next door who decides he needs to land on you or something. I don't know if they actually do that though so I might just be irrationally paranoid.
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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.

mrDLS

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14366 on: February 21, 2014, 07:50:42 am »

How can I get my civilians to make bigger ships? I currnetly have shipping lines with over 40 ships and I would prefer if they had fewer larger ships. How can I make them make larger ones?
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14367 on: February 21, 2014, 08:41:18 am »

How can I get my civilians to make bigger ships? I currnetly have shipping lines with over 40 ships and I would prefer if they had fewer larger ships. How can I make them make larger ones?
You have no control over it, but in the next update, Steve may have fixed it to be better.
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mrDLS

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14368 on: February 21, 2014, 08:45:57 am »

How can I get my civilians to make bigger ships? I currnetly have shipping lines with over 40 ships and I would prefer if they had fewer larger ships. How can I make them make larger ones?
You have no control over it, but in the next update, Steve may have fixed it to be better.
Will they make bigger ships later on?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14369 on: February 21, 2014, 09:11:22 am »

just be aware that only mesons(IIRC) can penetrate atmo, so use those for PD bases for now
As in hit ground units? I know thats not true, because I always try to blow up GUs with lasers before I land a single unit.
It is actually mostly true. The effectiveness of non-meson E/KW against planetary targets/from planetary bases scales based on the density of the atmosphere. IIRC anything close to or above 1atm basically nullifies everything except mesons. However, lasers &c. can be used against/from moons, asteroids, and lower-atmos planets with some effectiveness, right up to full against/from airless bodies.
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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
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