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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2839994 times)

Kanil

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14775 on: May 14, 2014, 02:35:38 am »

Terraforming is my third most researched tech at the moment, behind only factories and mining.

Recreational modules are around 100,000 tons. Current crew quarters are roughly 1,000 tons. Plus it's an orbital habitat, shouldn't it be able to just have people shipped in and serve as it's own port?
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Xazo-Tak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14776 on: May 14, 2014, 05:14:37 am »

Terraforming is my third most researched tech at the moment, behind only factories and mining.

Recreational modules are around 100,000 tons. Current crew quarters are roughly 1,000 tons. Plus it's an orbital habitat, shouldn't it be able to just have people shipped in and serve as it's own port?
I haven't tried using orbital habitats in place of recreation before, I think it works.
But recreational modules are much lighter, and using an orbital habitat might cause civ colonizing ships to put the planet well beyond 50,000 people, which is a bad thing until the planet in question is terraformed.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14777 on: May 14, 2014, 05:43:24 am »

Terraforming is my third most researched tech at the moment, behind only factories and mining.

Recreational modules are around 100,000 tons. Current crew quarters are roughly 1,000 tons. Plus it's an orbital habitat, shouldn't it be able to just have people shipped in and serve as it's own port?
I haven't tried using orbital habitats in place of recreation before, I think it works.
But recreational modules are much lighter, and using an orbital habitat might cause civ colonizing ships to put the planet well beyond 50,000 people, which is a bad thing until the planet in question is terraformed.
I think the point was that the recreational module was unnecessary due to the ship having an orbital habitat module already to enable it to be built with industry instead of in a shipyard. How far civ ships might put the population past that supported by the habitats depends on how many are free. Once it hits the pop limit, no more ships that aren't already on their way will take more colonists there.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14778 on: May 14, 2014, 11:07:30 am »

That and you are terraforming it so you are bringing it in line to live on.  Add the fact that commercial shipping brings commercially produced infrastructure.  So population will always be supported eventually.
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Sharp

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14779 on: May 14, 2014, 02:40:23 pm »

I really feel that terraforming is way too expensive to really spend any research and resources on it. For all the resources put into trying to terraform even a Colony Cost 2.0 planet to 0 you could build enough infrastructure for billions of people and civillians produce and transport their own infrastructure which you can tax. Sure it's nice to have a garden worlds but spending all that time on one you could have dozens of colonies instead.

Any colony with 25m people I just plop a terraforming complex on and then maybe in like 80 years it will be a garden world but by that time it will probably have enough infrastructure for many billions.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14780 on: May 14, 2014, 07:50:23 pm »

I do it because it makes the game more interesting. Sure, you can plop down a seed colony and ignore it while the civvies make it massive, but it's fun to build fleets of terraformers and shape the galaxy to fit you--they also act in a secondary role as both fuel stations and vulnerable points to defend. Same reason as building Sorium harvesters, actually: they're a pain to build and move, and only really necessary if you find basically zero Sorium deposits anywhere else.

That, and colonies still grow faster if they don't need to wait on infrastructure shipments. I typically have my terraforming fleets farther out than my colony ships, so by the time I start colonizing a given system it's usually terraformed, in the same way that it's scouted before I send in a fleet, and a fleet has cleared it before I start terraforming.
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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

Xazo-Tak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14781 on: May 15, 2014, 04:12:17 am »

I do it because it makes the game more interesting. Sure, you can plop down a seed colony and ignore it while the civvies make it massive, but it's fun to build fleets of terraformers and shape the galaxy to fit you--they also act in a secondary role as both fuel stations and vulnerable points to defend. Same reason as building Sorium harvesters, actually: they're a pain to build and move, and only really necessary if you find basically zero Sorium deposits anywhere else.

That, and colonies still grow faster if they don't need to wait on infrastructure shipments. I typically have my terraforming fleets farther out than my colony ships, so by the time I start colonizing a given system it's usually terraformed, in the same way that it's scouted before I send in a fleet, and a fleet has cleared it before I start terraforming.
Let's not forget, we are children of Armok.
Everything is to be weaponised, including terraforming fleets.
It would probably take an alien civ months to clear out the fluorine I could add in a day.
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How to have recursive Fun:
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Reclaim fort
Destroy your main graveyard with a cave-in

ptb_ptb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14782 on: May 15, 2014, 05:22:03 am »

http://aurora2.pentarch.org/ is down, or just gone. Is there anywhere else the game can be found?
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14783 on: May 15, 2014, 05:31:11 am »

It seems that a large number of sites have just gone down, so it is likely related.
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Xazo-Tak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14784 on: May 15, 2014, 11:10:36 pm »

Since Aurora 4x searches tend to lead to this thread, I'll put the solution to an issue particularly problematic with Aurora 4x here.
Population & Production window or any other window opening but not showing, even after computer restart:
The window has somehow been put outside the screen bounds, and Aurora 4x remembers where windows have been placed.
Select hidden window, Alt+Space, m, arrow keys to move window back onto screen, enter.
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How to have recursive Fun:
Have Fun
Reclaim fort
Destroy your main graveyard with a cave-in

Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14785 on: May 16, 2014, 12:00:17 am »

There's also Reset Window Positions in Miscellaneous.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

ptb_ptb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14786 on: May 16, 2014, 06:29:29 am »

As my registration has yet to go through for the Aurora forums I'm going to post here.

I'm having trouble understanding how to assign people to the position of Planetary Governor and Sector Governor.

I only have Earth but I have built a Sector HQ. I have loads of unassigned officers (I think) but I'm not sure what to do next. Nothing seems to work?

While I'm here, is there any point in building loads and loads of Financial Centers? Are there drawbacks to having too many?
« Last Edit: May 16, 2014, 06:31:12 am by ptb_ptb »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14787 on: May 16, 2014, 07:31:58 am »

1. Commanders (F4) window. Select 'Civilian Administrators' under the 'Leader Type' dropdown menu on the top left. You can check their skills (top right) and assign them to planets and sectors just like you would assign military officers to ships and ground units.

2. The usefulness of financial centers has an inverse relationship to both the population of your empire and the runtime of your campaign. Worse still, they can eat up precious workforce that could be supporting more factories or labs.
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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

ptb_ptb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14788 on: May 16, 2014, 08:43:14 am »

1. Commanders (F4) window. Select 'Civilian Administrators' under the 'Leader Type' dropdown menu on the top left. You can check their skills (top right) and assign them to planets and sectors just like you would assign military officers to ships and ground units.
Ah, thanks. I completely missed that drop-down menu.

I've got a new problem, though. Now it will only increment in 5 second updates, not 30 days. Any ideas?
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14789 on: May 16, 2014, 09:21:55 am »

1. Commanders (F4) window. Select 'Civilian Administrators' under the 'Leader Type' dropdown menu on the top left. You can check their skills (top right) and assign them to planets and sectors just like you would assign military officers to ships and ground units.
Ah, thanks. I completely missed that drop-down menu.

I've got a new problem, though. Now it will only increment in 5 second updates, not 30 days. Any ideas?
That usually means an NPR is fighting or something else is causing an interrupt
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