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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841097 times)

Ansopedi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15090 on: July 16, 2014, 02:48:23 pm »

However CIWS is also significantly cheaper than gauss turrets - in fact, CIWS is a set of gauss, taking all the tech levels for gauss, but is treated as a 'stripped down' system so it's smaller and cheaper.  GREAT for large ships and sensor ships.

It also counts as a civilian system, if you want to put anti-missile defenses on your fuel tankers or freighters. Though honestly I can only see doing that for RP reasons.
Which also means you can have, for instance, sensor ships with CIWS that require no upkeep.

Don't forget that any sensor (passive or active) above size 1 is a military component.

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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15091 on: July 16, 2014, 04:25:02 pm »

Huh! That is rather interesting, actually! Didn't know that.
Suddenly wondering, are CIWS hit rates affected by morale, despite being automated?
However CIWS is also significantly cheaper than gauss turrets - in fact, CIWS is a set of gauss, taking all the tech levels for gauss, but is treated as a 'stripped down' system so it's smaller and cheaper.  GREAT for large ships and sensor ships.

It also counts as a civilian system, if you want to put anti-missile defenses on your fuel tankers or freighters. Though honestly I can only see doing that for RP reasons.
Actually, i can see it having use on certain critical commercial ships or commercial ships who would be interacting with your navy. For instance, ships being escorted, tugs interacting with engineless military craft, orbital habitats, that tanker that's accompanying your fleet to keep it fueled, etc
« Last Edit: July 16, 2014, 04:32:32 pm by iceball3 »
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15092 on: July 16, 2014, 05:19:58 pm »

I always think about that, and I never feel I can afford to add CIWS to designs - not the minerals, not the ship space, not the build time, not the fuel to haul 'em around, not the research :(  Maybe if I ever played a game enough to reach high tech.  But really, it'll stop a few leakers IF the enemy is using missiles AND their tech is crappy enough to intercept AND there's not a buttload of them...
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15093 on: July 16, 2014, 05:35:46 pm »

I always think about that, and I never feel I can afford to add CIWS to designs - not the minerals, not the ship space, not the build time, not the fuel to haul 'em around, not the research :(  Maybe if I ever played a game enough to reach high tech.  But really, it'll stop a few leakers IF the enemy is using missiles AND their tech is crappy enough to intercept AND there's not a buttload of them...
Thing about CIWS is, it's insurance.  If you have a ship that you would particularly like to keep alive?  Then CIWS are an investment into security.  If you think you're not facing an enemy with missiles, or you think your anti-missile systems are good enough, or you think it won't be an issue, well, that's good.  But that's only what you think.  You may think differently if you're building a million ton megaship and say "y'know, maybe... MAYBE CIWS for this megalithic construction..."

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15094 on: July 16, 2014, 06:56:57 pm »

The problem with putting CIWS on civilian ships is they're fairly expensive (relative to the cost of civilian ships, anyways) and unlikely to save a ship on their own. You'd need both armor and CIWS to stand a chance, and then that will either slow the ship down or require more engines as well, and it ends up getting pricey. Plus if the ships are with a fleet, it might be better to just give them some armor and rely on the fleet for escort; if they're on their own, CIWS and armor is unlikely to be enough to save them. Probably better to use the minerals on more military ships.

The only time I think they're really efficient outside a RP context is if you're building a single enormous capital ship instead of a fleet. As mentioned, they're cheaper and lighter than a full gauss turret, with the limitation that they can't defend other ships in their fleet or be fired at fighters/other warships that come into their (pitiful) range. If you're building a huge dreadnaught neither of those is likely to come up, so it represents an advantage over gauss PD turrets.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15095 on: July 16, 2014, 07:47:21 pm »

I always put them on my commercial troop transports. Usually anything larger than 40k tons or so gets them as well, if it doesn't have other forms of PD. I also like to put a single one on my early E/KW frigates, given that their role is "charge straight at enemy missile ships, eat fire". A single CIWS can easily turn a killing blow from an enemy ship (of equivalent tonnage) into a light tap (or at least nothing but armor damage).
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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

iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15096 on: July 16, 2014, 07:59:46 pm »

Wouldn't CIWS also be a good defense against, say, a surprise box launcher fighter loaded with some ridiculously large munition?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15097 on: July 16, 2014, 08:00:32 pm »

If the AI were creative enough to make such a thing, yes.
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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

iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15098 on: July 16, 2014, 08:01:40 pm »

If the AI were creative enough to make such a thing, yes.
Eto... that's a good point...
There should probably be scriptable AI templates to help make some more diversified behavior, kind of like openttd! Albeit i'm not sure if steve would really bother working on that, eh.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15099 on: July 16, 2014, 08:06:34 pm »

If the AI were creative enough to make such a thing, yes.
Eto... that's a good point...
There should probably be scriptable AI templates to help make some more diversified behavior, kind of like openttd! Albeit i'm not sure if steve would really bother working on that, eh.
I think that'd be a thing he'd be more likely to work on.  In function, it wouldn't be the most difficult thing to implement.  Just rip out the current values for the AI, and leave the empty slots for how they act, like a hollow shell waiting for parameters.  Then load those parameters when you load the world from text files.  Weighted lists are pretty easy, make enemies that prefer missiles more than lasers, or prefer engines more than armor...

iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15100 on: July 16, 2014, 08:42:43 pm »

I was thinking more than just editing existing paramaters, but actually being able to write scripts in some proprietary game-language to make the AI behave differently to different circumstances as well. Like how openttd does, which is going to clearly take a lot more effort.
« Last Edit: July 16, 2014, 08:47:13 pm by iceball3 »
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gigaraptor487

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15101 on: July 17, 2014, 12:25:36 pm »

Hello, I keep getting error 76 at the end of each year :(. Is this fixed in any of the patches?
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Ansopedi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15102 on: July 18, 2014, 02:50:19 am »

IIRC error 76 is the path-not-found error. Most likely you don't have an expected folder in your Aurora-directory.
The usual culprit for this is the "Logs"-Folder, look if you got it and if you don't simply create it.
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jame156

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15103 on: July 18, 2014, 05:04:26 am »

I have a question about How to unload fuel

How to unload by using [Load/Unload Fuel (To Set Level)] command to colony

when i set [Target Pop Reverve Level] to 50,000 fuel it only load 50,000 fuel
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Duuvian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15104 on: July 18, 2014, 07:08:27 am »

there is an option to unload 90% of a tanker's capacity on a colony. If the round trip journey will take less than 10% of the tanker's total fuel capacity to complete that's what I use. I use big tankers (30000 tons or so) and a single size 50 high efficiency engine so it's what I do whenever I transfer fuel.

To have that option you have to be sure to check the tanker checkbox in the upper right of the ship design screen.
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