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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840719 times)

Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14985 on: July 07, 2014, 04:12:21 pm »

Hmmm, that's actually good point.  I completely forgot that missile buoys now have infinite duration.  I think that I shall do precisely that next game. ^_^
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14986 on: July 07, 2014, 04:47:42 pm »

If your goal is to explore as much of a system as quickly as you possibly can, then a salvo of recon missiles is definitely the way.  A medium sized ship with a number of .25x size launchers and a sizable hold of geo and grav sensor missiles, can essentially explore as many missiles as you brought magazine size.  They can also do this very quickly, mostly by flying very close to the sun so that everything is at a sane distance from the ship, fire missiles away to do surveys, and then go through any available warp point before the missiles finish scanning.

On the plus side, missiles can have infinite duration sensor time now, so you can totally add a few points of Thermal or EM sensors onto the missiles, and have very decent coverage of the system that'll alert you pretty quickly if anything arrives.  If you build the very smallest thermal sensor missile you can, they're virtually invisible to all detected, but can still detect if a ship moves nearby or a planet gets a population.  Setting one on every jump survey point gives you pretty versatile coverage.
If your goal is to explore as much of a system as quickly as you possibly can, then a salvo of recon missiles is definitely the way.  A medium sized ship with a number of .25x size launchers and a sizable hold of geo and grav sensor missiles, can essentially explore as many missiles as you brought magazine size.  They can also do this very quickly, mostly by flying very close to the sun so that everything is at a sane distance from the ship, fire missiles away to do surveys, and then go through any available warp point before the missiles finish scanning.

On the plus side, missiles can have infinite duration sensor time now, so you can totally add a few points of Thermal or EM sensors onto the missiles, and have very decent coverage of the system that'll alert you pretty quickly if anything arrives.  If you build the very smallest thermal sensor missile you can, they're virtually invisible to all detected, but can still detect if a ship moves nearby or a planet gets a population.  Setting one on every jump survey point gives you pretty versatile coverage.
Speaking of things, i seem to be having a really rough time forcing my missiles to fire, or to fire at a body or etc. I tried using the Fire Missiles At task with orbital distance set, but all the unit did was fly directly at the target...
I tried mashing the button to ire missiles as well but none of them actually fired, either.
Code: [Select]
Godinez - Revised class Surveillance Cruiser    10 050 tons     270 Crew     1478.16 BP      TCS 201  TH 140  EM 90
1990 km/s    JR 5-50     Armour 3-41     Shields 3-360     Sensors 12/12/0/0     Damage Control Rating 8     PPV 18.2
Maint Life 3.4 Years     MSP 735    AFR 101%    IFR 1.4%    1YR 96    5YR 1447    Max Repair 210 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 72   

Webster & Iqbal J10200(5-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 5
Izaguirre Aerospace 200 EP Commercial Magneto-plasma Drive (2)    Power 200    Fuel Use 10.61%    Signature 70    Exp 5%
Fuel Capacity 250 000 Litres    Range 42.2 billion km   (245 days at full power)
White & Birch Heavy Industries Epsilon R360/576 Shields (1)   Total Fuel Cost  24 Litres per hour  (576 per day)

Twin Bradley Syndicate 12cm C4 Near Ultraviolet Laser Turret (1x2)    Range 120 000km     TS: 9000 km/s     Power 8-8     RM 3    ROF 5        4 4 4 3 2 2 1 1 1 1
Nicholson Technology CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Bolton Sensor Systems Fire Control S06 96-9000 (1)    Max Range: 192 000 km   TS: 9000 km/s     95 90 84 79 74 69 64 58 53 48
Holt-Armstrong Stellarator Fusion Reactor Technology PB-1 (7)     Total Power Output 8.4    Armour 0    Exp 5%

Whitehead-Duncan Size 24 Missile Launcher (33% Reduction) (1)    Missile Size 24    Rate of Fire 2880
Holland Biotech Missile Fire Control FC113-R100 (1)     Range 113.4m km    Resolution 100
Size 24 Missile Stage AS Buoy Deployment (3)  Speed: 1 100 km/s   End: 13.9d    Range: 1321.3m km   WH: 0    Size: 24    TH: 3/2/1

Donnelly-Morris 126m 5000 Active Search Sensor MR126-R100 (1)     GPS 21000     Range 126.0m km    Resolution 100
Talbot-Graham Active Search Micro Sensor MR3-R1 (1)     GPS 63     Range 3.8m km    MCR 412k km    Resolution 1
Quinn-Harris Limited Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Quinn-Harris Limited EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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
Missiles of appropriate MSP are loaded both in the mag and in the launcher itself, but won't fire when i tell them to for some reason. I tried it with active search sensors enabled and yet they still wouldn't launch at the bodies, even in the missile fire control range. The missiles i'm trying to launch are 1.3 billion kilometer range multi-stage active sensor buoys. Anyone know what i'm doing wrong?
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14987 on: July 07, 2014, 04:53:06 pm »

Speaking of things, i seem to be having a really rough time forcing my missiles to fire, or to fire at a body or etc. I tried using the Fire Missiles At task with orbital distance set, but all the unit did was fly directly at the target...
http://www.bay12forums.com/smf/index.php?topic=47678.12125;wap2

This was ages ago, no idea how valid it is anymore.

iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14988 on: July 07, 2014, 05:22:31 pm »

Speaking of things, i seem to be having a really rough time forcing my missiles to fire, or to fire at a body or etc. I tried using the Fire Missiles At task with orbital distance set, but all the unit did was fly directly at the target...
http://www.bay12forums.com/smf/index.php?topic=47678.12125;wap2

This was ages ago, no idea how valid it is anymore.
Aha, wonderful. It worked! Thanks for the link.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14989 on: July 07, 2014, 08:28:55 pm »

Good grief no kidding, just cut off wap2 and its normalforums again why would you do that?
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cainiao

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14990 on: July 07, 2014, 08:30:41 pm »

New player here, I kept getting these messages at a conventional start, why?

"6th January 2025 00:00:01,Sol,Due to the complete failure of the life support systems on board Missile Complex 005, 107 crew members have died. The remaining 100 crew members are struggling to stay alive"
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14991 on: July 07, 2014, 08:36:43 pm »

The conventional missile bases are bugged (I thought that would have been fixed some versions ago, though). If you do a conventional start, turn the missile bases off and add them in with Spacemaster Mode once the game starts if you want them.
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Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14992 on: July 07, 2014, 08:39:26 pm »

The conventional missile bases are bugged (I thought that would have been fixed some versions ago, though). If you do a conventional start, turn the missile bases off and add them in with Spacemaster Mode once the game starts if you want them.
I think Steve's tried to fix it in two previous versions, at least; it just keeps calling the same old design from before the life support changes for some reason.
« Last Edit: July 07, 2014, 08:41:04 pm by Culise »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14993 on: July 08, 2014, 03:02:23 am »

Herp, forgot to account for fighter survey ships not needing to cram a jump drive in. My mistake.
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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

Sergarr

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14994 on: July 08, 2014, 04:47:36 pm »

New player here, I kept getting these messages at a conventional start, why?

"6th January 2025 00:00:01,Sol,Due to the complete failure of the life support systems on board Missile Complex 005, 107 crew members have died. The remaining 100 crew members are struggling to stay alive"
It is terrifying.
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varsovie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14995 on: July 08, 2014, 11:25:41 pm »

New player here, I kept getting these messages at a conventional start, why?

"6th January 2025 00:00:01,Sol,Due to the complete failure of the life support systems on board Missile Complex 005, 107 crew members have died. The remaining 100 crew members are struggling to stay alive"

Are you sending crewed missiles to save $ and minerals on an auto-targeting system?   8)
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14996 on: July 08, 2014, 11:44:08 pm »

I've decided to make an incredibly small, stripped down high speed vessel for emergency and standard transport of commanders and teams, and in emergencies could be used as a rescue shuttle with how fast it goes.
Code: [Select]
Monasterio class Shuttle    100 tons     1 Crew     37.1 BP      TCS 2  TH 9.8  EM 0
14000 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 20%    IFR 0.3%    1YR 1    5YR 15    Max Repair 24.5 MSP
Intended Deployment Time: 2 months    Spare Berths 6   

Hyde-Gibbs 28 EP FTR Magneto-plasma Drive (1)    Power 28    Fuel Use 280.76%    Signature 9.8    Exp 17%
Fuel Capacity 30 000 Litres    Range 19.2 billion km   (15 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
I know it's not much to spit at given how complex it clearly isn't, but nonetheless what do you think?
A note on the deployment time: it didn't seem to change berths used in the slightest when turned any further down at this point, and crew doesn't seem to ever hit 0, but it's kind of cool imagining a single person offering cab service to some highly skilled important people. But yeah, unnecessarily long deployment time and surprisingly stable failure rate what without having engineering spaces.
Using it so far it is indeed rather useful for moving teams and commanders around, given that it can hop between it's destinations and to other task groups for refueling much faster than any of my other ships can make the forward trip.

Edit: As an aside, i've found a rather interesting binary system...
Spoiler (click to show/hide)
By the look of that scale, i'm guessing that secondary star and it's orbits are perhaps one of the most inaccessible spots at the moment, assuming i fail to find any lagrange points.
« Last Edit: July 09, 2014, 12:29:06 am by iceball3 »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14997 on: July 09, 2014, 12:53:43 am »

If a system has Lagrange points, they're automatically known. Grav surveying a system only reveals JPs.
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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

Keldane

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14998 on: July 09, 2014, 01:01:58 am »

I tried getting into Aurora, I really did. Unfortunately, the resolution requirement meant I could only play it on my TV by plugging my computer into it using an HDMI cable. Shortly after starting to do that, some part in my TV failed, and I was forced to spend upwards of a month waiting on the repair shop to fix it. Even if the events weren't related, paranoia now suggests that they were. =P

Even with a step by step tutorial, I really didn't understand what I was doing. Which is sad, because it's pretty much exactly what I want in a 4x game. Perhaps one day, when I have a better computer, I'll give it another shot. In the mean time, I'll be lurking and reading here, and hopefully increasing my understanding in the process.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14999 on: July 09, 2014, 01:20:34 am »

I tried getting into Aurora, I really did. Unfortunately, the resolution requirement meant I could only play it on my TV by plugging my computer into it using an HDMI cable. Shortly after starting to do that, some part in my TV failed, and I was forced to spend upwards of a month waiting on the repair shop to fix it. Even if the events weren't related, paranoia now suggests that they were. =P

Even with a step by step tutorial, I really didn't understand what I was doing. Which is sad, because it's pretty much exactly what I want in a 4x game. Perhaps one day, when I have a better computer, I'll give it another shot. In the mean time, I'll be lurking and reading here, and hopefully increasing my understanding in the process.
Check Flying Dice's sig for a fix.
Also, wouldn't you just need a bigger screen, not a better computer? At most you might need an new graphics card, if for whatever reason yours somehow doesn't support high resolutions or something? I dunno.
If a system has Lagrange points, they're automatically known. Grav surveying a system only reveals JPs.
Ah- What a shame. Looking around revealed two Lagrange Points, completely isolated on that orbiting star. I'm thinking at that distance, almost all sensors would be totally out of range besides seeing the system itself. I wonder what sort of idea would it be to try to set an outpost all the way out there? I'd have to design some incredibly long range geo missiles for it, though...
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