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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840542 times)

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14370 on: February 21, 2014, 09:18:04 am »

Okay then. I'll dump em' all and tech up. Thanks.

How are my missiles, given my current tech level?
It looks like you haven't  used the maximum power multiplier on the engines for those, you should ALWAYS use the maximum power multiplier for all missiles, always!, Well unless you're making some ultra long range probe for a system with a secondary star half a light year from tbe primary or something similar.
Second, you generally want to devote about 50% or more of the missile to engine power, and it's best to design an engine exactly half the size of the desired missile, the saved fuel compared to multiple small engines is significant.
Most of the rest of the missile should be warhead, I like to make it exactly 50% warhead, then take away enough warhead MSP to lower it by 1 point, devote some of that tonnage to fuel, and also enough to make agility hit 11 or 12. If the missile's range is too low I'll keep lowering the warhead by adding to fuel untill it reaches the desired range, you should try to keep warhead above 1/3 of MSP.
The most important variable factor when designing a missile is range, consider what ship will be using the missile, and how much tonnage that ship can devote to sensors/fire control, design a fire control that large in the desired resolution, then design a missile that has no more than that range, unless you plan on using the same missile in a larger class, but generally it's better to design a new perhaps slightly bigger missile for that ship.
I'm assuming you have nuclear pulse technology so heres an ASM and AMM I could make for that tech level.
Assuming your first ships are around 4000 tons, and devote 5% of tonnage to fire control, you should get around 50 million kilometer range for resolution 40. So I would aim for that range. Assuming multiplier technology of 1.5*, and efficiency of .78. I design a size 2 engine with 3* multiplier and 2.4 EP.
I'll assume you have a warhead strength of 3 per MSP and agility of 20 per MSP.
Heres what i come up with:
Code: [Select]
Size 4 Anti-Ship Missile  Speed: 12,000 km/s   End: 123m    Range: 88.8m km   WH: 5    Size: 4    TH: 40/24/12Note that I have exceeded the specified range of 54 million by quite a large factor, I could have increased the engine size in .01 increments while decreasing the fuel in the same manner untill I had the range exactly right in trade for some more speed, but in order to reduce micromanagement I left fuel at exactly .1
And for AMM:
Code: [Select]
Size 1 Anti-Missile Missile   Speed: 14,900 km/s   End: 8m    Range: 6.9m km   WH: 1    Size: 1    TH: 44/32/16This is using a size .62 engine, .01 msp fuel, and .03 msp agility so it reaches 11, if you want greater range use a .61 power engine and trade 100km/s for double the range, note of course that a size 10, Resolution 1 sensor at that tech level has a range of 7 million km, but only a missile detection range of 700k.
Note that I designed my AMM by subtracting from size 1 the amount of warhead needed to hit 1 point, subtracting the amount of agility needed to hit 11 for a size 1, then subtracting .01 for fuel. the number left should be devoted entirely to engine. If you want to make the design more efficient try taking note of the hit chance for your agility 11 missile, then take away speed and add agility untill your missile reaches agility 12, compare the new hit percentage, if it's higher than you should use that setting, if it's lower than go back to the other configuration.

Designing missiles really is a trial and error process, sometimes I instant design loads of prototype engines with give or take .01 extra size just to maximise the efficiency of my missile before I get the researchers to start on it.
Honestly I don't know what people are talking about when they say that missiles aren't worth the bother at that tech level, they are effective you just need stupid quantities of them.
Edit; Typos and added some more information about my design process.
« Last Edit: February 21, 2014, 09:40:29 am by MarcAFK »
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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.

Rod

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14371 on: February 22, 2014, 09:17:11 am »

Just having my first combat encounter with some aliens who destroyed my survey ships.  Unfortunately I have forgotten to load point defense missiles to my fleet.  Is there anyway to add them directly to a ship using the SM??  Really dont want to have to go through the process of building a new fleet..
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14372 on: February 22, 2014, 10:23:21 am »

Ships spawned with fast OOB will have their default missle loadouts already loaded, so you could spawn in a few colliers to reload from.
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miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14373 on: February 22, 2014, 10:24:18 am »

I sort of want to get into this, but I've failed twice in the past, does anyone have some general advice for a basically first-time player?
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14374 on: February 22, 2014, 11:38:58 am »

Is there some way to use SM mode to see the details of an NPR ship design?
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Rod

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14375 on: February 22, 2014, 11:40:41 am »

Just figured it out..  You can select a ships default missile loadout from the design screen. From the individual unit details screen in the ordnance tab, you can reload the ships magazines using the standard button under the fast reload heading.
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Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14376 on: February 22, 2014, 01:06:04 pm »

I sort of want to get into this, but I've failed twice in the past, does anyone have some general advice for a basically first-time player?

Have you followed along the tutorials? This isn't the kind of game where you can just try to wing it.  I would suggest following the tutorials step-by-step and giving yourself lots of time to understand what's happening at each step.
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miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14377 on: February 22, 2014, 01:26:17 pm »

I'm following this tutorial again, but I'm having several problems. My survey ships refuse to take off from Earth and instead just queue a gazillion orders to go visit other planetary bodies, despite having an order to go to Mars. Turning off default orders doesn't work. They just refuse to do anything and just sit around. (I'm running the 6.30 version, if that's important. Also, autoturns isn't working for whatever reason.)
« Last Edit: February 22, 2014, 01:30:37 pm by miauw62 »
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14378 on: February 22, 2014, 01:45:43 pm »

Code: [Select]
Naraithsol  class Survey Craft 2500 tons     42 Crew     354.5 BP      TCS 50  TH 100  EM 0
2000 km/s     Armour 1-16     Shields 0-0     Sensors 1/1/0/2     Damage Control 1     PPV 0
Maintenance Capacity 89 MSP
Spare Berths 0   

Nuclear Pulse Rocket MK1 (1)    Power 100    Fuel Use 11.93%    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 181.1 billion km   (1047 days at full power)

Geological Survey Sensors (2)   2 Survey Points

This ship is classed as a commercial vessel for maintenance purposes
* miauw62 shrugs
Looks okay to me...
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14379 on: February 22, 2014, 01:54:59 pm »

I'm following this tutorial again, but I'm having several problems. My survey ships refuse to take off from Earth and instead just queue a gazillion orders to go visit other planetary bodies, despite having an order to go to Mars. Turning off default orders doesn't work. They just refuse to do anything and just sit around. (I'm running the 6.30 version, if that's important. Also, autoturns isn't working for whatever reason.)

Post screenshots of the Task Group tabs for Orders and Special Orders / Organization with one of the survey ships selected.
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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

miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14380 on: February 22, 2014, 02:00:37 pm »

Spoiler (click to show/hide)
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14381 on: February 22, 2014, 02:08:33 pm »

Doesn't work. They just sit around and do nothing.
« Last Edit: February 22, 2014, 02:30:09 pm by miauw62 »
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14382 on: February 22, 2014, 02:31:54 pm »

Odd. I do not see any problems. At least not one of the many I have had.

You need to tell them to move to mars first.
Not true.
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miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14383 on: February 22, 2014, 02:40:10 pm »

I guess I'll just stop wasting my time trying to play an unplayably buggy piece of shit and go play something halfway decent that actually works instead.

I'm very, very frustrated by this.
« Last Edit: February 22, 2014, 02:42:03 pm by miauw62 »
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14384 on: February 22, 2014, 02:58:56 pm »

I guess I'll just stop wasting my time trying to play an unplayably buggy piece of shit and go play something halfway decent that actually works instead.

I'm very, very frustrated by this.

No offense, but I have literally never seen this happen to anyone. There are bugs in the game, but they all throw up error messages, and they tend to be related to a few types of conditions which are completely unrelated to this. Okay. :|
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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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