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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840070 times)

miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14520 on: March 08, 2014, 02:20:18 pm »

The only way to switch taskforces that I've found is to add all your current civilian TGs to new branches under the civilian task force at the Naval Organization tab of the Task Group Orders window and then hit the "make task group" buttons for each branch.
Great, this worked thanks a lot !
I found it out by accident myself :P
Literally nothing about it on the wiki nor forum.
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Waterplouf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14521 on: March 08, 2014, 04:48:10 pm »

The only way to switch taskforces that I've found is to add all your current civilian TGs to new branches under the civilian task force at the Naval Organization tab of the Task Group Orders window and then hit the "make task group" buttons for each branch.
Great, this worked thanks a lot !
I found it out by accident myself :P
Literally nothing about it on the wiki nor forum.
Yeah I literally spent 45min looking through the whole game and the wiki, I even assumed it could've been a feature no yet fully implemented or something that was taken off in the version I was playing (The easy quick launcher in 6.21).
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firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14522 on: March 09, 2014, 06:04:46 am »

So, I'm rollin' out some new ships to take out the threat in Alpha Centauri, and I'm just posting them here for you guys to see if there's any errors or such.

Code: [Select]
Shield II class Destroyer Escort    7,500 tons     173 Crew     1326 BP      TCS 150  TH 300  EM 0
4000 km/s     Armour 3-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 49.32
Maint Life 2.57 Years     MSP 442    AFR 112%    IFR 1.6%    1YR 94    5YR 1410    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

HS-5 60 EP Ion Drive (10)    Power 60    Fuel Use 57%    Signature 30    Exp 10%
Fuel Capacity 550,000 Litres    Range 23.2 billion km   (67 days at full power)

Triple Gauss Cannon R3-100 Turret (2x9)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
FC S08 48-20000 (1)    Max Range: 96,000 km   TS: 20000 km/s     90 79 69 58 48 38 27 17 6 0

ASS MR10-R1 (1)     GPS 128     Range 10.2m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Sword II class Missile Destroyer    7,500 tons     141 Crew     1204.2 BP      TCS 150  TH 300  EM 0
4000 km/s     Armour 4-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 30
Maint Life 3.11 Years     MSP 301    AFR 150%    IFR 2.1%    1YR 47    5YR 700    Max Repair 45 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 454   

HS-5 60 EP Ion Drive (10)    Power 60    Fuel Use 57%    Signature 30    Exp 10%
Fuel Capacity 800,000 Litres    Range 33.7 billion km   (97 days at full power)

S-4 Missile Launcher (50% Reduction) (15)    Missile Size 4    Rate of Fire 150
MFC FC54-R50 (1)     Range 54.3m km    Resolution 50
S-4 ASM (114)  Speed: 24,000 km/s   End: 34.8m    Range: 50.1m km   WH: 4    Size: 4    TH: 160/96/48

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

3x the salvo size on the new Sword IIs. So 2 per squadron would equal 30 missiles in one salvo, times 3 squadrons which will be 90 missiles per fleet salvo.

Those Centaurians oughtta' piss their (probably) robotic pants now.
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14523 on: March 09, 2014, 10:07:52 am »

I don't see any ship-sized Active Sensors - you'll need those either on the missile ships or on separate sensor ships.  Separate kind of makes sense 'cause they're big and expensive and you really only need 1+backups per fleet.   
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firsal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14524 on: March 10, 2014, 07:33:36 am »

I don't see any ship-sized Active Sensors - you'll need those either on the missile ships or on separate sensor ships.  Separate kind of makes sense 'cause they're big and expensive and you really only need 1+backups per fleet.

I have a specialized sensor ship in each squadron, so yeah, that's covered.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14525 on: March 10, 2014, 01:00:22 pm »

I like both designs, though I personally prefer AMM ships, even at ion tech level.  I'm just now starting to contemplate gauss ships at the upper end of the magneto level.
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ollobrains

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14526 on: March 10, 2014, 05:36:36 pm »

still no 6.4 ive kinda gone onto other things until he gets the new realise out
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14527 on: March 10, 2014, 08:17:26 pm »

still no 6.4 ive kinda gone onto other things until he gets the new realise out

Heh, that could be a looooonnnng time...

My Name is Immaterial

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14528 on: March 10, 2014, 09:17:11 pm »

still no 6.4 ive kinda gone onto other things until he gets the new realise out

Heh, that could be a looooonnnng time...
We might see two major DF releases before that.

EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14529 on: March 10, 2014, 11:59:18 pm »

still no 6.4 ive kinda gone onto other things until he gets the new realise out

Heh, that could be a looooonnnng time...
We might see two major DF releases before that.
Well, maybe not that long... :P

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14530 on: March 11, 2014, 04:29:08 am »

Hahahahaha, er no.
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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.

miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14531 on: March 11, 2014, 10:42:28 am »

I think there's a button on the terraformer screen.
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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.

ollobrains

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14532 on: March 11, 2014, 06:12:42 pm »

id like to see terraforming get a work over as well
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14533 on: March 11, 2014, 06:56:40 pm »

Eeh. Terraforming is super-low priority; it's not buggy, it's fairly simple and more or less balanced, and it's pathetically simple to cheat with SM mode if you don't have any patience. There are so many other things that need to be cleaned up, streamlined, and rebalanced. :x
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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

Vortex Rikers

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14534 on: March 12, 2014, 02:03:33 am »

I have attempted Aurora three times.

The first time I did not know what I was doing, it was utterly boring and ended in disaster.

The second time, following the wiki, I had achieved interstellar flight, and jumped to all the systems neighbouring sol; an alien menace prompty invaded me and wiped humanity.

The third time I was prepared, I was ready, and I had the absolute worst luck the game could ever possibly throw at you; the entire sol system was completely out of minerals before I even managed to get any kind of exploration ships built, let alone a functioning transferrable industry to continue building once sol became barren.

Now, years after those attemps, I will again try Aurora. God help us all.

Has anything significant happened in terms of development for the past, oh, 3 or so years?
Are there any tips or hints I should be absolutely aware of? Any newbie traps which will destroy the young entrepreneurial spacefarer?

And lastly, is it possible to stage some kind of 'space race' scenario where multiple Human sides could start independent of one another on Earth? I feel separate human factions all colonizing and exploring space with fickle diplomatic relations to be a lot more fun and interesting than a single unified humanity.
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