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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840232 times)

Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14460 on: March 01, 2014, 02:24:28 pm »

Is it possible to finish exploring the galaxy? Or will the game just keep generating new systems? I started the game with Max Systems = 50, but I'm now up to 94. 
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14461 on: March 01, 2014, 02:25:52 pm »

I think maxsystems just determines the starting ones, meaning the higher that is the lower your chances of finding a NPR. As in, an NPR that has been there since game start.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14462 on: March 01, 2014, 06:32:53 pm »

The max systems number only affects non real stars games.
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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.

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14463 on: March 01, 2014, 07:18:58 pm »

Can you change game settings (real stars, invaders, etc etc) once a game is started?
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14464 on: March 01, 2014, 07:26:40 pm »

After stumbling around yet again with a new start (this time non-real stars, Sol Star, 1 starting system, 1 starting NPR), I'm starting to think Aurora's full name should be "Aurora: The Search For Something To Fight".

Granted, I've found some swarm, but I was looking for a real opposing empire, not some space bugs.

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14465 on: March 01, 2014, 07:51:30 pm »

I just annexed one. 100% gen chance for NPRs is a must. :)
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14466 on: March 01, 2014, 07:52:53 pm »

Can you change game settings (real stars, invaders, etc etc) once a game is started?
Yes though it won't effect anything that has already been spawned. i.e. if you have entered a system that generated Swarm and then disable it in the game options it will not remove the existing swarm only stop new ones from being generated in new systems. Similarly if you switch off real stars it will start using the non-real stars system generation for any new systems that are entered.

To change options open Aurora, select which game you want to alter from the dropdown, change the options you want to change and hit save.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14467 on: March 01, 2014, 08:05:08 pm »

Is it possible to finish exploring the galaxy? Or will the game just keep generating new systems? I started the game with Max Systems = 50, but I'm now up to 94.

Yes, however if the local system gen chance is greater than zero, then if the current system is close to the limit and it hits the local gen chance when exploring a jump point then it can cause a higher system number to be generated.

E.g. Max stars is set to 50, local gen chance is at the default 50% and  local gen spread is at the default 15. You are exploring a jump point located in system 45 and it rolled within the local gen chance. The system that is linked to could be numbered from 30 to 60, potentially taking you outside of the specified max star number. This can potentially repeat causing the max system number to steadily increase.

Note that this primarily applies to non-real star games, local gen chance is ignored in real star games. I haven't used the real stars option for a long time but when I last did it did respect the max stars field, although that may have changed.
« Last Edit: March 01, 2014, 08:08:19 pm by Metalax »
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miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14468 on: March 02, 2014, 07:03:07 am »

I moved a bunch of terraforming installations to Mars, but it still says "Annual Production: 0 atm" on the terraforming screen. Will the terraforming installations work regardless? (I set them to add oxygen)
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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.

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14469 on: March 02, 2014, 07:20:02 am »

Are they ship-borne or land isntallation?  Do you have enough workers to man them?
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miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14470 on: March 02, 2014, 07:22:00 am »

They're land-borne.
Workers may be a good point. There's an entry in atmospheric gasses for oxygen (even though it's at 0% and 0 atm), so I guess something is happening.
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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.

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14471 on: March 02, 2014, 07:24:45 am »

I generally go with terraforming ships, as you needs dozens and dozens of module if you want to make progress in a reasonable timeframe, and getting the population is a pain in the ass.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14472 on: March 02, 2014, 10:14:02 am »

I have made a (probably horrifically terrible) missile ship.
Code: [Select]
Augcatlos  class Missile Cruiser    14,500 tons     245 Crew     1969.32 BP      TCS 290  TH 900  EM 0
3103 km/s     Armour 4-52     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 12
Maint Life 0.12 Years     MSP 170    AFR 841%    IFR 11.7%    1YR 1386    5YR 20793    Max Repair 800 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 313   

MK1 Commercial Ion Drive (6)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 600,000 Litres    Range 70.2 billion km   (261 days at full power)

MK1 Size 3 Missile Launcher (4)    Missile Size 3    Rate of Fire 25
MK1 Missile Fire Control (2)     Range 162.9m km    Resolution 50
Size 3 Anti-ship Missile (104)  Speed: 12,000 km/s   End: 243.8m    Range: 175.5m km   WH: 3    Size: 3    TH: 56/33/16

Active Search Sensor MR210-R30 (70%) (1)     GPS 19200     Range 210.3m km    Resolution 30

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

I can't figure out how to get the nice text version of the components ;_;
« Last Edit: March 02, 2014, 10:19:20 am 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.

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14473 on: March 02, 2014, 10:24:54 am »

It only has paper-thin armor, but since it's very long ranged it might suffice (you know, shoot the bad guys before they get near). Also, the maintenance life is only about 2 months, yet it has fuel & crew for a year.

Other than that no blarant design flaw, but 1) I like to have my ASS on another ship. You only need one per fleet (plus backups), so unless you imagine your ship acting alone, you can save mass that way. Also it has very few launchers. (At ion tech, I have 5000 tons frigate that shoot 6 size 4 missiles). Probably won't make it through PD unless you have tons of ships.

Going from commercial to military engine would make it more fuel-hungry, but would also save you a lot of mass for the same speed, which could be invested in armor and missile launchers. You should also look into reduced-size launchers.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14474 on: March 02, 2014, 10:41:48 am »

I gave it an armor rating of 10 (it took me a while to find the armor button), and I fixed the maintenance life.
I'll put the ASS on another ship as you said, and I increased the amount of launchers to 8 (and added another magazine.)
Can't seem to design a good military engine, so I'll just roll with the ones I have now.
That leaves me with this:
Code: [Select]
Augcatlos  class Missile Cruiser    21,550 tons     249 Crew     2025.74 BP      TCS 431  TH 1350  EM 0
3132 km/s     Armour 10-68     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 24
Maint Life 1.08 Years     MSP 1118    AFR 1857%    IFR 25.8%    1YR 969    5YR 14538    Max Repair 160 MSP
Intended Deployment Time: 12 months    Spare Berths 2   
Magazine 626   

MK1 Commercial Ion Drive (9)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 86.6 billion km   (319 days at full power)

MK1 Size 3 Missile Launcher (8)    Missile Size 3    Rate of Fire 25
MK1 Missile Fire Control (2)     Range 162.9m km    Resolution 50
Size 3 Anti-ship Missile (104)  Speed: 12,000 km/s   End: 243.8m    Range: 175.5m km   WH: 3    Size: 3    TH: 56/33/16

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

E: Well apparently 10 is a WEE BIT TOO MUCH ARMOR (who could have guessed)

Maybe this does better:
Code: [Select]
Augcatlos  class Missile Cruiser    15,050 tons     215 Crew     1440.44 BP      TCS 301  TH 900  EM 0
2990 km/s     Armour 4-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 24
Maint Life 2.38 Years     MSP 2120    AFR 906%    IFR 12.6%    1YR 511    5YR 7666    Max Repair 160 MSP
Intended Deployment Time: 12 months    Spare Berths 3   
Magazine 626   

MK1 Commercial Ion Drive (6)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 124.0 billion km   (479 days at full power)

MK1 Size 3 Missile Launcher (8)    Missile Size 3    Rate of Fire 25
MK1 Missile Fire Control (2)     Range 162.9m km    Resolution 50
Size 3 Anti-ship Missile (209)  Speed: 12,000 km/s   End: 243.8m    Range: 175.5m km   WH: 3    Size: 3    TH: 56/33/16

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
« Last Edit: March 02, 2014, 10:59:18 am 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.
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