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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840330 times)

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14430 on: February 28, 2014, 06:25:34 am »

Also, I just found a JP that lead to... itself. Didn't know it was possible.
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firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14431 on: February 28, 2014, 06:40:21 am »

Okay, revised designs.

Code: [Select]
Sword class Missile Destroyer    6,000 tons     147 Crew     954.2 BP      TCS 120  TH 240  EM 0
4000 km/s     Armour 2-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 16
Maint Life 3.95 Years     MSP 298    AFR 96%    IFR 1.3%    1YR 30    5YR 457    Max Repair 56 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 406   

Federal Drive Systems 60EP Ion Drive (8)    Power 60    Fuel Use 66.5%    Signature 30    Exp 10%
Fuel Capacity 650,000 Litres    Range 29.3 billion km   (84 days at full power)

Federal Armaments S-4 Launcher (4)    Missile Size 4    Rate of Fire 40
Federal Avionics FC45-R20 (1)     Range 45.1m km    Resolution 20
Federal Armaments S-4 ASM (102)  Speed: 16,800 km/s   End: 38.5m    Range: 38.8m km   WH: 4    Size: 4    TH: 84/50/25

ECCM-1 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Shield class Destroyer    6,000 tons     137 Crew     1007.85 BP      TCS 120  TH 240  EM 0
4000 km/s     Armour 2-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 35.4
Maint Life 2.97 Years     MSP 315    AFR 96%    IFR 1.3%    1YR 53    5YR 798    Max Repair 115 MSP
Intended Deployment Time: 9 months    Spare Berths 0   

Federal Drive Systems 60EP Ion Drive (8)    Power 60    Fuel Use 66.5%    Signature 30    Exp 10%
Fuel Capacity 550,000 Litres    Range 24.8 billion km   (71 days at full power)

*Twin Federal Armaments R4-100 Gauss Cannon Turret (2x6)    Range 40,000km     TS: 15000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Federal Armaments CIWS-160 (1x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
FC 6-48-16 (1)    Max Range: 96,000 km   TS: 16000 km/s     90 79 69 58 48 38 27 17 6 0

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Commander class Command Cruiser    10,000 tons     242 Crew     1615.7 BP      TCS 200  TH 420  EM 0
4200 km/s    JR 6-50     Armour 3-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 0
Maint Life 0.98 Years     MSP 303    AFR 266%    IFR 3.7%    1YR 309    5YR 4628    Max Repair 307 MSP
Intended Deployment Time: 9 months    Spare Berths 0   

Federal Drive Systems J10(6-50) Phase Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 6
Federal Drive Systems 60EP Ion Drive (14)    Power 60    Fuel Use 66.5%    Signature 30    Exp 10%
Fuel Capacity 1,000,000 Litres    Range 27.1 billion km   (74 days at full power)

Federal Armaments CIWS-160 (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Federal Avionics ASS MR42-R20 (1)     GPS 3200     Range 42.9m km    Resolution 20

This design is classed as a Military Vessel for maintenance purposes

Squadron is now 2 Commanders, 5 Swords and 5 Shields.
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Neonivek

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14432 on: February 28, 2014, 06:57:16 am »

Hmmm 10,000 tons.

So it is about 1/10th the size of an aircraft carrier just about (well probably smaller then that)... and even weighs less than a rocket ship.

For the longest time believe it or not I thought the ships in Aurora got pretty spetacularly huge (I am sure they can). Yet these seem kind of reasonable.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14433 on: February 28, 2014, 07:01:18 am »

You still don't have any Anti-missile sensors, don't you?
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14434 on: February 28, 2014, 07:32:26 am »

Those ships have great speed for ion, my own are a little slower and really burn through the fuel, what percentage of your hull is engines?
They do however seem to have a very low quantity of launchers, my own have 50% more launchers and 20% more magazine, but it seems a good sacrifice for better speed and half the fuel usage.
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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.

firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14435 on: February 28, 2014, 07:43:24 am »

You still don't have any Anti-missile sensors, don't you?

Fix'd. Already had a system designed, just forgot to place.

Code: [Select]
Shield class Destroyer    6,000 tons     127 Crew     1000 BP      TCS 120  TH 240  EM 0
4000 km/s     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 35.4
Maint Life 1.71 Years     MSP 208    AFR 144%    IFR 2%    1YR 86    5YR 1285    Max Repair 115 MSP
Intended Deployment Time: 12 months    Spare Berths 4   

Federal Drive Systems 60EP Ion Drive (8)    Power 60    Fuel Use 66.5%    Signature 30    Exp 10%
Fuel Capacity 750,000 Litres    Range 33.8 billion km   (97 days at full power)

*Twin Federal Armaments R4-100 Gauss Cannon Turret (2x6)    Range 40,000km     TS: 15000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FC 6-48-16 (1)    Max Range: 96,000 km   TS: 16000 km/s     90 79 69 58 48 38 27 17 6 0

Federal Avionics ASS R1-MR1.9 (1)     GPS 32     Range 1.9m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Those ships have great speed for ion, my own are a little slower and really burn through the fuel, what percentage of your hull is engines?
They do however seem to have a very low quantity of launchers, my own have 50% more launchers and 20% more magazine, but it seems a good sacrifice for better speed and half the fuel usage.

My doctrine is: When we outnumber them, we attack. When they outnumber us, we run away firing blindly like goddamn fools.  :D
« Last Edit: February 28, 2014, 07:45:53 am by firsal »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14436 on: February 28, 2014, 09:26:10 am »

Part of what helped him was the really thin armor; they're not going to be able to take... anything, really. And the missiles are good, but with range that limited you're going to have to get really close to nasty things. That said, that's pretty much what you're shooting for at TL3ish.

RE: the Shield: Ditch the CIWS and add some more gauss turrets. CIWS only defends against missiles targeted at the ship it's mounted on, and functionally it behaves like a prepackaged gauss PD system.


One thing to seriously consider would be rushing to Box Launcher tech (via the missile launcher size/reload speed techs, which are worthwhile in and of themselves). From the look of things your launchers have no size reduction at all. Basically there is very little downside to using size-reduced launchers because of the way Aurora handles missile engagements: the size of each individual volley is what matters, as opposed to the weight of sustained fire you can throw. Firing 12 missiles per ship every minute will, on average, see more hits than 6 per ship every 30 seconds, at least if they have any sort of PD.

So, ferex, 0.5 size reduction would let you double your volley size without any increase in tonnage.

Box launchers are another nice little bit of tech, especially for lower-tech ships, because they can give you a seriously nasty alpha strike capability in exchange for very little volume; my typical design for my little 4-5k ton glass cannon frigates that I like to use at that TL includes a set of box launchers that can double the size of one volley.

But yeah, anyhow: they're basically sound designs, and after that it's mostly a matter of optimization vs. flavor vs. personal preference.
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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 #14437 on: February 28, 2014, 11:28:40 am »

I think I just stranded all of my survey vessels on one side of a jump point because I only built a jump gate in the system I'm coming from.
Whoops.
Good thing I have a spare jump-capable ship.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14438 on: February 28, 2014, 11:46:14 am »

I think that if a jump-capable ship is on a JP, it act like a both-way JG for ship up to its jump engine size.
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Ivefan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14439 on: February 28, 2014, 11:54:36 am »

During work today I was struck by the idea of dropping lots of meson weapon buoys around jump points but after reading the wiki it does not seem possible.
So is there any static construction i could make to achieve a similar result?
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14440 on: February 28, 2014, 12:02:02 pm »

Mines?
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Ivefan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14441 on: February 28, 2014, 12:10:14 pm »

Mesons.
I wanted to be able to ignore the armor and shield of anything passing through the point and with enough meson beams I would be able to slag anything appearing, Or so I thought.
I kinda imaged an array of automated weapon platforms frying anything hostile in range.
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14442 on: February 28, 2014, 12:18:45 pm »

I don't think there is any way to automate weapons, not since laser warhead were phased out.
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Ivefan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14443 on: February 28, 2014, 12:26:30 pm »

How about something like small orbital fortresses? How effective would that be and what flaws would they have? Would they need to be towed to a colony for crew morale to be restored?
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14444 on: February 28, 2014, 12:31:06 pm »

You would either need a colony, or a entertainment module. Plus you'd need to overhaul them from time to time if you play with maintenance on. I'd suggest a 500-tons, meson platform with no armor or engines. You can manufacture them as fighter and use a carrier to drop a squadron of them (+ a sensor platform) on the jump point.

Or you can design ships with little engine (or no engine and a tug) and a long maintenance time/deployment time.
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Quote from: Paul-Henry Spaak
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