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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841891 times)

Cockyy

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15270 on: August 21, 2014, 12:41:03 pm »

Anybody know how to choose which planet a Sorium harvester drops it's fuel off at using the automated conditions?

Closest planet to Jupiter most times of the year is apparently Mercury and not Earth, as far as my sorium harvester is concerned.
Not sure what I'm gonna do with 100'000'000 litres of fuel on Mercury
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Cthulufaic

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15271 on: August 21, 2014, 01:15:02 pm »

Bluuuuhhh... I keep wanting to get into this but I keep messing up the installation and updating it to the newest version.  Any tips?

EDIT: Ahh, nvm.  I misread a bunch of stuff (including numbers!)
« Last Edit: August 21, 2014, 01:45:08 pm by Cthulufaic »
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Witty

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15272 on: August 21, 2014, 02:35:37 pm »

For installation, I'd recommend you(and anyone else interested in this) get AcidWeb's All-In-One installer. It'll save you a lot of unneeded hassle.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15273 on: August 21, 2014, 03:38:46 pm »

Anybody know how to choose which planet a Sorium harvester drops it's fuel off at using the automated conditions?

Closest planet to Jupiter most times of the year is apparently Mercury and not Earth, as far as my sorium harvester is concerned.
Not sure what I'm gonna do with 100'000'000 litres of fuel on Mercury

Going purely by the text-as-written, it only drops the fuel at the nearest colony, rather than the nearest planet. Which is still moderately problematic, and yet another reason to use largely immobile fuel harvesting bases (either totally immobile and tug-moved or very slow self-propelled) serviced by tankers with really weak drives. I don't really see a way to prevent that short of only having a presence on a single planet per system with FHs, which is obviously unacceptable.

As I said, just make a FHB with huge storage capacity and a tanker with maybe 25%-35% of the FHB's fuel capacity, set the tanker's speed to something fairly low (but appropriate to the travel distance -- say, something like 200 km/s for a Saturn-Earth loop), give it an order loop to transfer fuel, and then add 200-odd repeats.
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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

Cthulufaic

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15274 on: August 21, 2014, 09:56:26 pm »

Aha! I did it!  I installation was a success!
I did a conventional start, but I'm having trouble making a power plant that wont make the ship be classified as military.
I'm pretty sure I don't want to have to expand my military shipyard to 30K tons to make my first real freighter and not a mini one.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15275 on: August 21, 2014, 10:02:16 pm »

Power plants are military because they are only used to power energy weapons.
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Cthulufaic

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15276 on: August 21, 2014, 10:03:49 pm »

Power plants are military because they are only used to power energy weapons.
Oh...
Well then.
HNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNG.
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JOKER_G

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15277 on: August 22, 2014, 02:35:44 am »

Spoiler (click to show/hide)
Anyone have good ideas about carrier design? My light carrier is nothing but a big box with magazine and engine.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15278 on: August 22, 2014, 03:11:39 am »

Spoiler (click to show/hide)
Anyone have good ideas about carrier design? My light carrier is nothing but a big box with magazine and engine.
The armor is rather thin, by the looks of things, if anything so much as breathes on it, the whole vessel is going up.
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JOKER_G

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15279 on: August 22, 2014, 03:21:31 am »

The armor is rather thin, by the looks of things, if anything so much as breathes on it, the whole vessel is going up.
It does. But it's unlikely that a flying paper carton like that would engage enemy battleships face to face.
These monsters would swallow all damage and punch back.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: August 22, 2014, 03:25:51 am by JOKER_G »
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miauw62

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15280 on: August 22, 2014, 05:14:57 am »

Power plants are military because they are only used to power energy weapons.
Oh...
Well then.
HNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNG.
Generally, you don't want to do conventional stars, especially not as your first game ever.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15281 on: August 22, 2014, 08:49:49 am »

30'000 ton Destroyer and a 10,000 ton cruiser? *Twitch*
Uh... Excuse me I need to go lie down.
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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.

iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15282 on: August 22, 2014, 10:45:15 am »

The armor is rather thin, by the looks of things, if anything so much as breathes on it, the whole vessel is going up.
It does. But it's unlikely that a flying paper carton like that would engage enemy battleships face to face.
These monsters would swallow all damage and punch back.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Missiles aren't exactly a "face to face" weapon. If the thing is within sensor ranges of anything (active sensor buoys or hell even a fighter) it is going to go down very quickly. Getting it one extra layer and some form of shields would do the bare minimum to hold it together in the best case scenario..
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JOKER_G

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15283 on: August 22, 2014, 10:59:24 am »

30'000 ton Destroyer and a 10,000 ton cruiser? *Twitch*
Uh... Excuse me I need to go lie down.
I named my warship and fighter classes with the names in Freespace2, a great old space piloting and shooting game. In that game they called their big warships "Destroyer", smaller ones are "Corvette" or "Frigate", "Cruiser" is the smallest. Another example is Star Destroyer in starwar, you know, they are huge badass ships rather than standard destroyers.
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JOKER_G

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15284 on: August 22, 2014, 11:06:43 am »

Missiles aren't exactly a "face to face" weapon. If the thing is within sensor ranges of anything (active sensor buoys or hell even a fighter) it is going to go down very quickly. Getting it one extra layer and some form of shields would do the bare minimum to hold it together in the best case scenario..

I mean they won't even get into enemy missile range. You see, my Orion class have big active sensor and passive sensors on it, but missile range is much shorter. These sensors works for fighters.

And I don't think things within sensor ranges of anything is going to go down very quickly when they have good AMM protection. In a recent engagement, NPR fleet launched thousands of AMMs at my salvo, so do my fleet. We both can't penetrate or overwhelm enemy anti-missile defence, the main reason of my victory is that NPR fleet ran out of ammo.
« Last Edit: August 22, 2014, 11:44:23 am by JOKER_G »
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