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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841600 times)

Neonivek

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15195 on: August 12, 2014, 12:20:50 am »

Well what I mean is... if you are fighting a moon sized (ok that is a bit of an exaggeration) high tech enemy who is about 10 "tiers" above you.

You wouldn't build hundreds of ships and send them with long range lasers or anything like that...

No you would outfit them with hundreds upon hundreds of missiles.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15196 on: August 12, 2014, 12:29:11 am »

Well, at a certain level of tech advantage a vessel can have longer range beam weapons and be able to dictate the range against its enemies, meaning the opponents will never be able to get a shot in.

The same holds true for missiles, but regardless of tech advantage you will eventually run out of missiles, and they'll always outrange beams regardless of tech level. So yeah, a ship 10 tech tiers higher could probably destroy an infinite number of enemy beam vessels before they could fire, but only a finite number of enemy missile vessels before they could fire.

On the other hand, with a 10 tier tech advantage the ship would likely be faster than the enemy missiles, so it's maybe not much difference if the situation is that extreme. But with a difference of 3 tiers or so yes, a massive missile fleet could still overwhelm the enemy (assuming it didn't retreat) but a beam fleet probably could not.
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Witty

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15197 on: August 12, 2014, 12:45:19 am »

Thanks Flying Dice and everyone else, I have at least a semblance of what I'm doing now  :P . I may post my first missile design sometime for the collective to scrutinize.

My current plan is to crank out some geo and grav surveyors, slap some basic jump drives on the grav ships and then focus on sensor tech a bit to start the preparations of a basic, not blind "warship" ship for outer system scouting.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15198 on: August 12, 2014, 02:36:36 am »

Missiles seem to be the only weapon that can really fire outside its tier range so to speak. At least that is the impression I get.
Missiles are a lot like ships though, and less like weapons.  You can be low tech and build a great heaping lump of iron and ion and be able to beat down things three times your tech level, simply because you have a massive old dreadnought.  Similarly, a missile can overcome a lot of its limits by being larger, and packing a bigger punch or a faster speed simply by increasing size.  An 'at tier' missile would probably be size 1 or 2, but most people build their missiles closer to 4 or 5, because why wouldn't you go bigger and go deadlier?

I think the game treats missiles from size 1 to size 6 as identical for purposes of countering them (sensors to track, weapons to hit).  So anything in that range will far quite well.

Although, most tactical doctrine for missiles seems to favor a single large volley.  Hence two size-3 missiles are better than one size-6.  And if tech allows, six size-1s are the best.  My limited low-tech missile experience shows that size-4 is pretty much the lowest you can go and still balance range, accuracy, and damage.  Basically talking ion engines and only one upgrade to warhead damage.  The real limiting factor is always getting all those missiles launched at once.

I like the idea of a primitive spacefaring race building "a great heaping lump of iron and ion and be able to beat down things three times your tech level, simply because you have a massive old dreadnought."  I'll have to start a new game and SM in a massive shipyard to test it out!

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15199 on: August 12, 2014, 02:45:30 am »

I like the idea of a primitive spacefaring race building "a great heaping lump of iron and ion and be able to beat down things three times your tech level, simply because you have a massive old dreadnought."  I'll have to start a new game and SM in a massive shipyard to test it out!
I've done it, with mixed effectiveness.  The basics you want to achieve with an iron dreadnought are CIWS and a mix of lasers and particle beams, as well as enormous layers of armor.  The reasoning here is, missiles are your greatest threat.  You'll be slow and vulnerable, so the CIWS (gauss and turret tech) are essential to survival, as they're a cheap way to defend a single vessel.  You won't be able to catch enemies who use missiles, either, because you're still slow.  So you basically weather their missile assaults using CIWS and laser defenses (having a number of double turrets for anti-missile and anti-fighter is decent), and then pack large anti-ship lasers and particles.  When the enemy runs out of missiles, you keep lumbering towards them.  You may in fact be totally unable to reach their ships, but planets are harder to hide.  You can bomb their colonies.

Box launchers with 100 size warheads are amazing.  Remember that if you're in orbit, and launching a 'missile' with zero fuel, it can still hit a population.  It'll irradiate the planet for centuries, but a 100 warhead pure 'gravity bomb' with a box launcher is 15 hull space to drop a planet killer.  There is no kill like overkill.

Also, adding an orbital habitat will make it a construction option, as well as a shipyard option, which lets you bypass normal shipyard limits and use construction factories instead.  Expensive, and you carry the dead weight of at least one orbital habitat, but it does open up infinite size vessels.

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15200 on: August 12, 2014, 05:03:50 am »

Except for the limit to jump engine size. Maximum size for a highest tier jump tech military vessel is only a mere 1.25 million tons, maximum size for a commercial is 9.375, so of course everybody always splits their behemoth into multiple sections which is terribly micromanagey...
Edit: oh and the cost of researching jump engines increases at the square of the size, so a size 1000 engine costs 627 thousand RP's, size 100 only costs 9950 and size 10 a mere 160....
« Last Edit: August 12, 2014, 05:06:53 am by MarcAFK »
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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.

JOKER_G

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15201 on: August 12, 2014, 08:47:04 am »

Now fighting against some NPR heavy armor battleship. D9 are almost useless, 30 missiles with D16 warhead can hardly kill one. Even when using D30 torpedo I need 15 or 16.

They crushed my 2nd fleet and invaded sol. 1st fleet and battlestations over earth fought hard, sank and disabled over 50 cruisers and several battleships, then boarded six of them. One crusier defeated 4 companies of marine and escaped. Then another huge fleet, consisting 30 battleships, appeared. Bastard.
« Last Edit: August 12, 2014, 09:02:42 am by JOKER_G »
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15202 on: August 12, 2014, 09:11:14 am »

Sounds like an  'invasion'.
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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.

JOKER_G

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15203 on: August 12, 2014, 10:01:45 am »

Not an invasion, but an 1000% difficulty NPR. Basically we have same tech level (mass-produced M-P engine and prototype ICF engine, same armor tech), I have higher missile tech but no laser tech. Their biggest advantage is number, both ships and colonies. My missile storge on earth is almost empty.

My biggest and strongest battleship, Orion class, but only one has been build yet.
Spoiler (click to show/hide)

Gaia class, smaller and older, but still powerful. 3 in service, 1 lost.
Spoiler (click to show/hide)


Fenris class and Leviathan class cruiser, the backbone of my fleet. 16 Fenris and 20 Leviathan built, 5 and 3 lost, many damaged.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Captured destroyers:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: August 12, 2014, 10:24:24 am by JOKER_G »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15204 on: August 12, 2014, 11:30:40 am »

Ooh, I always love seeing that sort of slugger-style missile fleet comp, even if I don't use it much myself.

Also, people? Joker's just given us a perfect example of why 1000% difficulty NPRs are awesome to fight against, especially with the recent improvements to their R&D. :))
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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

Witty

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15205 on: August 12, 2014, 12:08:49 pm »

After foolishly investing into sorium harvesters, thinking that Saturn or Jupiter would have some deposits, my construction specialist just died in a freak accident  :'(. I've also come to realize the importance of asteroids and their small but easy to access deposits. So basically when I have the tech to start designing asteroid miners (next year...), will it be worth the shipyard space to do so in the long term?
« Last Edit: August 12, 2014, 12:13:41 pm by Witty »
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Sharp

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15206 on: August 12, 2014, 01:36:18 pm »

I find asteroid miners a bit of a waste to be honest. It is normally easier to just build an automine and land it on an asteroid/comet. The only time an asteroid miner comes in handy over an automine is if your in a disputed area and may need to abandon an asteroid quickly as an automine can take a few days to unload and move, but that is a very fringe case and less likely to happen unless Steve adds some super rare mineral in so you might have to fight over asteroids and be in a rush to mine it.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15207 on: August 12, 2014, 05:11:29 pm »

You don't even need to do that in systems you've colonized once you have trade going, just buy from the civvies.
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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

JOKER_G

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15208 on: August 12, 2014, 11:25:40 pm »

Ooh, I always love seeing that sort of slugger-style missile fleet comp, even if I don't use it much myself.

Also, people? Joker's just given us a perfect example of why 1000% difficulty NPRs are awesome to fight against, especially with the recent improvements to their R&D. :))
Slugger-style?
I'd prefer long-range missile attack, so my fleets ususlly consist these missile crusiers, light carriers with torpedo bombers, sensor ships(or battleships) and supply ships. In most battles against NPRs, I have fewer ship but few casualties.
However, it is a real pain that my ordnance production can never catch up with consumption. My fleet have launched over 6000 AMMs ,2000 ASMs and several hundreds of torpedos during the Battle of Earth.
« Last Edit: August 12, 2014, 11:39:54 pm by JOKER_G »
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15209 on: August 13, 2014, 12:05:23 am »

No, no. In the sense that you make a bunch of big ships and throw massive weight of fire at things, rather than kiting things around with hundreds of fighters and frigates.
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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
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