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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841170 times)

Ansopedi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15105 on: July 18, 2014, 12:45:08 pm »

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

I've experienced problems with the [Load/Unload Fuel (To Set Level)] command myself, and I think it's bugged (or just doesn't do what it says it does).
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15106 on: July 18, 2014, 03:21:39 pm »

With my current tech, I can only target an incoming missile at around a million kilometers unless I use a massive sensor far too large for smaller ships (even then, I can only really get out to 144 million) As my standard Counter missile has a range of 72 million, much of its endurance is wasted.

This is my standard issue counter missile:

Quote
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 15
Speed: 28000 km/s    Engine Endurance: 43 minutes   Range: 72.5m km
Cost Per Missile: 0.7024
Chance to Hit: 1k km/s 420%   3k km/s 135%   5k km/s 84%   10k km/s 42%
Materials Required:    0.25x Tritanium   0.4524x Gallicite   Fuel x625

Development Cost for Project: 70RP

(Missile Allocation: .17 WH .25 Fuel .08 Agility, 2 .25 space missile drives)

I'm strongly considering replacing it (as an individual ship weapon, it seems servicable aboard fighters or dedicated missile ships with a longer-ranged fire control) with a shorter ranged version that is faster, better hit percentage, or has a larger warhead (to make it more useful as a dual-purpose weapon against fighters, LACs, or close-range ships) until I get better sensor tech in play.

Suggestions?
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Gentlefish

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15107 on: July 18, 2014, 03:37:32 pm »

Any word on how effective Lazor-Fighters are with the spinal mounts?

tryrar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15108 on: July 18, 2014, 03:52:50 pm »

With my current tech, I can only target an incoming missile at around a million kilometers unless I use a massive sensor far too large for smaller ships (even then, I can only really get out to 144 million) As my standard Counter missile has a range of 72 million, much of its endurance is wasted.

This is my standard issue counter missile:

Quote
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 15
Speed: 28000 km/s    Engine Endurance: 43 minutes   Range: 72.5m km
Cost Per Missile: 0.7024
Chance to Hit: 1k km/s 420%   3k km/s 135%   5k km/s 84%   10k km/s 42%
Materials Required:    0.25x Tritanium   0.4524x Gallicite   Fuel x625

Development Cost for Project: 70RP

(Missile Allocation: .17 WH .25 Fuel .08 Agility, 2 .25 space missile drives)

I'm strongly considering replacing it (as an individual ship weapon, it seems servicable aboard fighters or dedicated missile ships with a longer-ranged fire control) with a shorter ranged version that is faster, better hit percentage, or has a larger warhead (to make it more useful as a dual-purpose weapon against fighters, LACs, or close-range ships) until I get better sensor tech in play.

Suggestions?

yeah, you REALLY don't need countermissiles with that long of a range unless you're using them on fighters as their main armament(as dual missile/shipkillers). 10m km is the highest range 'd recommend for anti-missile work(I tend to go about half that).
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15109 on: July 18, 2014, 04:17:25 pm »

Was checking tech descriptions.

Is this description deprecated or for an unfinished feature or does it have some kind of impact?

With my current tech, I can only target an incoming missile at around a million kilometers unless I use a massive sensor far too large for smaller ships (even then, I can only really get out to 144 million) As my standard Counter missile has a range of 72 million, much of its endurance is wasted.

This is my standard issue counter missile:

Quote
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 15
Speed: 28000 km/s    Engine Endurance: 43 minutes   Range: 72.5m km
Cost Per Missile: 0.7024
Chance to Hit: 1k km/s 420%   3k km/s 135%   5k km/s 84%   10k km/s 42%
Materials Required:    0.25x Tritanium   0.4524x Gallicite   Fuel x625

Development Cost for Project: 70RP

(Missile Allocation: .17 WH .25 Fuel .08 Agility, 2 .25 space missile drives)

I'm strongly considering replacing it (as an individual ship weapon, it seems servicable aboard fighters or dedicated missile ships with a longer-ranged fire control) with a shorter ranged version that is faster, better hit percentage, or has a larger warhead (to make it more useful as a dual-purpose weapon against fighters, LACs, or close-range ships) until I get better sensor tech in play.

Suggestions?
I suggest reducing fuel level plainly, a benefit of this is that while you will use smaller than size 1 missiles and won't benefit from faster reload, you can reload a bunch more missiles. Also active sensors 0.01 can be helpful in cases where it's used against fleets and happens to be aimed at a ship that it just destroyed.
ALSO! You should redesign an engine with the same specs as the two you mounted, but twice as big. Such case you'd only need to mount one engine to get the same power but it's more fuel efficient, which means you can even further snip out fuel space and fit more missiles in one mag.
« Last Edit: July 18, 2014, 04:25:48 pm by iceball3 »
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15110 on: July 18, 2014, 04:40:04 pm »

Particularly early game, when space on your missiles is at a premium, I very rarely go above 2 million km range for AMM's.

The kiwi/emu approximation is still reasonably good at giving the proportion of missile space for engine and agility for the best chance to hit.
Code: [Select]
If S = the missile size,
and M = your current missile agility per MSP (depends on tech),
and T = the total MSP available for Engines plus Agility,

Then E = (T/2)+(5xS/M) is the amount of MSP that should be used for Engines
and A = (T/2)-(5xS/M) is the remaining MSP that should be used for Agility.
The exact space can usually be tweaked a bit to eke out a little bit of increased hit chance, but it will usually be pretty close.

If you still have poor sensor tech, it may be worth building a dedicated missile detection ship with a resolution 1 size 50 active sensor. As tech improves it could be phased out when your pd ships sensors have sufficient range.

Was checking tech descriptions.

Is this description deprecated or for an unfinished feature or does it have some kind of impact?
Yeah, it's deprecated, at least at the moment. Ballistic weapons don't require ammo storage in the current game.
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Reverie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15111 on: July 18, 2014, 04:42:53 pm »

I tried and failed to get into this game. In theory Aurora sounds amazing, but it manages to get in its own way and somehow amounts to something more tedious than fun :/
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Graknorke

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15112 on: July 18, 2014, 06:33:56 pm »

I tried and failed to get into this game. In theory Aurora sounds amazing, but it manages to get in its own way and somehow amounts to something more tedious than fun :/
I reckon it would be a lot more fun if you could make time pass faster and stop at certain events or whatever. Having to manually slog through the decades of research to get to a point where you can begin the game proper is a lot worse when you have to be babysitting the time passage buttons.
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15113 on: July 18, 2014, 06:57:15 pm »

You could just decide how much tech you want and use Spacemaster mode to give it to yourself...
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15114 on: July 18, 2014, 08:06:24 pm »

You could just decide how much tech you want and use Spacemaster mode to give it to yourself...
Feels a bit hacky at times though.
I tried and failed to get into this game. In theory Aurora sounds amazing, but it manages to get in its own way and somehow amounts to something more tedious than fun :/
I reckon it would be a lot more fun if you could make time pass faster and stop at certain events or whatever. Having to manually slog through the decades of research to get to a point where you can begin the game proper is a lot worse when you have to be babysitting the time passage buttons.
You could queue up a bunch of research and then use Auto Turns enabled, increment 12 and use the 30 day advancement. It'll take a while to buffer though, so you'd have to let it run in the background.
There's also the issue of whether or not the game automatically stops when you get any contacts, etc.
A good way to also make sure you're not busy is to research the earliest possible tech, then build it and use it while alongside you improve your tech, instead of constantly working on research. In such case, you aren't left devoid of military, get multiple generations of tech to have which adds a layer of depth the game, and can still be space explorables too.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15115 on: July 18, 2014, 10:20:26 pm »

If you're really hot to get to combat, SM yourself up to TL5-6ish, design your ships (which is half the fun anyways), Fast OOB them in, set NPR spawn chance to 100%, set difficulty to 1000% (or less if you're a dirty yellow coward--higher difficulty means more enemy ships, though that's somewhat simplified -- I tend to notice NPRs spawning with at least 300ish at that level) and start exploring until you find stuff to fight.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
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kytuzian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15116 on: July 19, 2014, 10:21:14 pm »

Alright, so I've been playing this game a bit, and encountered some less than friendly aliens.

They came by and destroyed every single one of my ships, and all of my civilian's ships as well. Whenever I build new shipyards/ships, even if they are just fighters, they come by and destroy them, which is rather unfortunate.

Therefore, I have hatched a plan. They don't/can't notice when I simply build shipyards. Therefore, my plan is to build several large shipyards with many slipways, then launch a large fleet all at once. This seems to be the best possible course of action, but I can't be sure. Once my ships are very close (10 days or less) from completion, I'm going to go into a full fighter building frenzy, and launch the largest fleet at once as I possibly can. I doubt there is another way that I can destroy the aliens, whom I believe to be the Invaders or Precursors (not sure which, although their ships have atmospheres so I'd lean towards Invaders).

Right now, my planned strike force includes:

15 Caesar V class Destroyers:

Code: [Select]
Caesar V class Destroyer    6 000 tons     211 Crew     4920.5 BP      TCS 120  TH 230.4  EM 150
8000 km/s     Armour 3-29     Shields 5-375     Sensors 1/1/0/0     Damage Control Rating 2     PPV 50.68
Maint Life 1.18 Years     MSP 1025    AFR 144%    IFR 2%    1YR 757    5YR 11348    Max Repair 2100 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Lentullus & Pius 320 EP Inertial Fusion Drive (3)    Power 320    Fuel Use 22.5%    Signature 76.8    Exp 10%
Fuel Capacity 500 000 Litres    Range 66.7 billion km   (96 days at full power)
Tutor Techsystems Xi R375/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Twin U & C 35cm C12 Far Ultraviolet Laser Turret (2x2)    Range 800 000km     TS: 20000 km/s     Power 64-24     RM 5    ROF 15        32 32 32 32 32 26 22 20 17 16
Uticensis & Spurius Fire Control S08 400-20000 H40 (1)    Max Range: 800 000 km   TS: 20000 km/s     99 98 96 95 94 92 91 90 89 88
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%
Catulus Solid-core Anti-matter Power Plant PB-1.3 (2)     Total Power Output 41.6    Armour 0    Exp 25%

Sisinnius-Africanus Active Search Sensor MR28-R100 (1)     GPS 3600     Range 28.8m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

These are pretty small ships, but mostly I'm hoping their numbers will make up for their relative ineptitude. I included a single shield on them to absorb a single laser shot, as the enemy does have strength 42 lasers which are devastating at close range.

10 Maximus II class Battlecruisers:

This ship I do plan on increasing the number of weapons and shields on it, so it can take more than a single volley of enemy laser fire on its shields, and then destroy them as quickly as possible.

Code: [Select]
Maximus II class Battlecruiser    76 250 tons     1957 Crew     38909.5 BP      TCS 1525  TH 2688  EM 54000
7344 km/s     Armour 10-160     Shields 1800-360     Sensors 1/1/0/0     Damage Control Rating 87     PPV 320.08
Maint Life 2.97 Years     MSP 18179    AFR 816%    IFR 11.3%    1YR 3074    5YR 46104    Max Repair 2100 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Flag Bridge   

Lentullus & Pius 320 EP Inertial Fusion Drive (35)    Power 320    Fuel Use 22.5%    Signature 76.8    Exp 10%
Fuel Capacity 11 000 000 Litres    Range 115.4 billion km   (181 days at full power)
Tutor Techsystems Omicron R360/360 Shields (300)   Total Fuel Cost  4 500 Litres per hour  (108 000 per day)

Valerianus Armaments 52cm C12 Far Ultraviolet Laser (1)    Range 800 000km     TS: 7344 km/s     Power 71-12     RM 5    ROF 30        71 71 71 71 71 59 50 44 39 35
Twin U & C 35cm C12 Far Ultraviolet Laser Turret (12x2)    Range 800 000km     TS: 20000 km/s     Power 64-24     RM 5    ROF 15        32 32 32 32 32 26 22 20 17 16
Genialis-Siculus CIWS-200 (4x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Uticensis & Spurius Fire Control S08 400-20000 H40 (3)    Max Range: 800 000 km   TS: 20000 km/s     99 98 96 95 94 92 91 90 89 88
Catulus Solid-core Anti-matter Power Plant PB-1.3 (11)     Total Power Output 228.8    Armour 0    Exp 25%

Faustillus-Gratian Active Search Sensor MR5-R1 (40%) (1)     GPS 48     Range 5.3m km    MCR 575k km    Resolution 1
Iovinianus-Felix Active Search Sensor MR528-R100 (40%) (1)     GPS 48000     Range 528.0m km    Resolution 100

ECCM-2 (1)         This design is classed as a Military Vessel for maintenance purposes

5 Trajan class Missile Bases:

These Missile Bases carry a rather large (MS 50) missile that has a range of 3 billion kilometers with a warhead strength of 36. It's part of System Defense line of missiles, and the basic idea is provide coverage for an entire star system with planetary defense centers.

Code: [Select]
Trajan class Missile Base    27 700 tons     1000 Crew     10469 BP      TCS 554  TH 0  EM 0
Armour 20-81     Sensors 1/2400     Damage Control Rating 0     PPV 250
Intended Deployment Time: 3 months    Spare Berths 5   
Magazine 2170   

Genialis-Siculus CIWS-200 (3x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Pelagius-Clodian PDC Size 50 Missile Launcher (5)    Missile Size 50    Rate of Fire 375
Aemulius Missile Fire Control FC5068-R100 (40%) (1)     Range 5 068.8m km    Resolution 100
SD Aemulius II (43)  Speed: 15 400 km/s   End: 2.3d    Range: 3023.3m km   WH: 36    Size: 50    TH: 51/30/15

Aemulius Active Search Sensor MR3010-R130 (40%) (1)     GPS 312000     Range 3 010.1m km    Resolution 130

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 Planetary Defence Centre and can be pre-fabricated in 12 sections

As many Crassus II fighters as can be built:

These aren't especially good, but they can be cannon fodder and pepper the armor of the enemy ships with small plasma blasts. Ideally, they will simply take shots for the main fleet.

Code: [Select]
Crassus II class Fighter    480 tons     3 Crew     289.3 BP      TCS 9.6  TH 30.72  EM 0
13333 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 3.14 Years     MSP 38    AFR 18%    IFR 0.3%    1YR 6    5YR 87    Max Repair 64 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   

Postumianus Engineering 64 EP Inertial Fusion Drive (2)    Power 64    Fuel Use 140.01%    Signature 15.36    Exp 20%
Fuel Capacity 50 000 Litres    Range 13.4 billion km   (11 days at full power)

Proculus-Ferentinus Precision Arms 15cm C6 Plasma Carronade (1)    Range 60 000km     TS: 13333 km/s     Power 6-6     RM 1    ROF 5        6 3 2 1 1 1 0 0 0 0
Panthera & Naevius Fire Control S00.5 100-4000 (FTR) (1)    Max Range: 200 000 km   TS: 16000 km/s     95 90 85 80 75 70 65 60 55 50
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

Sisinnius-Africanus Active Search Sensor MR28-R100 (1)     GPS 3600     Range 28.8m km    Resolution 100

This design is classed as a Fighter for production, combat and maintenance purposes

However, I have also designed another class of Fighter than carries AMMs (that could maybe be used as ASMs), but I don't know that I even want to build them. Their main advantage is that they will have a much longer range than the enemy ships, so will probably be able to fire several salvos before the enemy even reaches laser range.

Code: [Select]
Sparrow II class Fighter    485 tons     4 Crew     247.3 BP      TCS 9.7  TH 30.72  EM 0
13195 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 3.13 Years     MSP 32    AFR 18%    IFR 0.3%    1YR 5    5YR 74    Max Repair 77 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   
Magazine 20   

Postumianus Engineering 64 EP Inertial Fusion Drive (2)    Power 64    Fuel Use 140.01%    Signature 15.36    Exp 20%
Fuel Capacity 30 000 Litres    Range 8.0 billion km   (6 days at full power)

Nertomarus Engineering Company Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 15
Sparrow Missile Fire Control FC25-R1 (1)     Range 25.3m km    Resolution 1
Nightingale FTR Missile (2)  Speed: 51 200 km/s   End: 8.1m    Range: 24.9m km   WH: 3    Size: 1    TH: 170/102/51

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 Fighter for production, combat and maintenance purposes

Any advice about the fleet or plan are appreciated.
« Last Edit: July 19, 2014, 10:23:07 pm by kytuzian »
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15117 on: July 19, 2014, 10:28:21 pm »

Mother of GOD those battlecruisers are huge what do you need destroyers for with ten of those?
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kytuzian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15118 on: July 19, 2014, 10:31:54 pm »

Haha I need them because the enemy has about 20 32000 ton ships, some of which have strength 42 lasers that can fire every five seconds. I need to be able to withstand salvos of it as well as return fire. The destroyers are there partially as cannon fodder, but they also have fairly powerful lasers so they can do damage as well. As far as I know their ships have just one fire control, so if I have enough ships, I should be relatively safe. Also, because if I mess this up, I'll lose every single shipyard I've got again, assuming they choose not to wipe me off the face of the Earth again.

I don't believe there is such a thing as overkill in those circumstances.

Those probably won't end up being final designs as I do need to shrink the ships a little to allow for my limited resources to construct them.
« Last Edit: July 19, 2014, 10:33:52 pm by kytuzian »
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15119 on: July 19, 2014, 10:41:39 pm »

You might want to avoid huge superships then, and just stick to hordes of destroyers.
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