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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841734 times)

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15315 on: September 14, 2014, 04:20:41 pm »

Well, how big are your carriers? How many aircraft do they carry? The US Nimitz-class supercarriers cdisplace over 100,000 tons, but carriers for other nation are much smaller, the UK's HMS Illustrious displace 22,000 tons while the Italian Giuseppe Garibaldi displace less than 14,000 tons.

To give you an idea, the USS Ronald Reagan carry 90 aircrafts, Illustrious carries 22 and Giuseppe Garibaldi 18.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15316 on: September 14, 2014, 05:04:26 pm »

Its worth noting that thats also the approximate mass of destroyers.

Though the navy classifies based off of capability, not mass.

For instance, the zumwalts will be around 20kton iirc. (though they arent going to build all that many of those)
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gimlet

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15317 on: September 14, 2014, 06:12:00 pm »

And that's really only been true "recently".  In WW2 the original Wasp was about 19000 tons full load, and carried almost 100 of the aircraft of the time.  The original Enterprise was about 25000 tons.  They did get bigger as the war went on - Essex class were 36000 tons, Midways were 45000 tons and it increased to 64000 tons over the postwar years.

Independence class light carriers (CVL) were about 11000 tons, I usually name my first carriers "CVL" too because I want a lot built fast, just like the reasons for the CVL designs.  They were built by converting light cruiser hulls already under construction.

When I build really crappy, slow, low-armored carriers I sometimes designate them "CVE", like the "escort carriers" of WW2.  Short for "Combustible, Vulnerable, Expendable" :D  Like the Casablanca class, 10,902 tons full load.

TLDR:  Assign your ship classes relative to each other, it always depended 100% on the time period.
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15318 on: September 14, 2014, 06:45:32 pm »

That actually touches on one of the things I find annoying about this game. The WWII CVE ships were so slow because they were built on freighter hulls to save money and building time. There were also large numbers of ships such as Merchant Cruisers, Auxillary Cruisers, Q-Ships, and Merchant Raiders built in the same time period for economic or deceptive reasons. You can't simulate that in Aurora due to the civilian/naval component split. You can't even adopt the popular practice of mounting light weapons on your cargo ships to ward off light units such as aircraft or submarines (in-game, this would be fighters and FACs) without turning your freighter into a warship that's too large to build.
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RadtheCad

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15319 on: September 15, 2014, 11:44:56 am »

Awfully sorry to ask another question, but how is there a way to make a cargo taskgroup automatically pick up mined minerals from asteroids and ferry them all to one central location?  I can select 'move to mineral source', but can't seem to find a way to make my glorious asteroid mining scheme automatic :l
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15320 on: September 15, 2014, 11:47:38 am »

Set the following order:
Pickup Mineral at Location
Drop Mineral at Earth
Refuel at Earth

the click the checkbox for "cycle orders".
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15321 on: September 15, 2014, 12:18:05 pm »

I believe there's also a set of 'standing orders' along the lines of 'collect resources at asteroid' and 'deliver resources to colony within 4 jumps' or such.

I prefer mass drivers, they cost a little but they cost no fuel to operate, so you can pile them around and have resources sent back reasonably automatically.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15322 on: September 15, 2014, 02:18:43 pm »

Just don't forget to have one to catch the loads.
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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

Tobel

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15323 on: September 15, 2014, 06:42:38 pm »

How do you all keep up with if there is an update for Aurora or not? So many subforums, rarely an announcement about progress.
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15324 on: September 15, 2014, 06:44:59 pm »

Mechanics has threads about changes in the not-yet-released version.

I usually get newly released versions from this thread.
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Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15325 on: September 15, 2014, 06:48:00 pm »

I usually just head into the Installation subforum and look at the stickied threads.  Each patch gets its own thread, and they tend to draw only a little activity after the release, so it's fairly easy to see if a new thread went up by looking at the date.

Just don't forget to have one to catch the loads.
Ah, but accidentally packing up your only mass driver while you have payloads incoming is half the fun. :3
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15326 on: September 15, 2014, 06:56:26 pm »

I usually just head into the Installation subforum and look at the stickied threads.  Each patch gets its own thread, and they tend to draw only a little activity after the release, so it's fairly easy to see if a new thread went up by looking at the date.

Just don't forget to have one to catch the loads.
Ah, but accidentally packing up your only mass driver while you have payloads incoming is half the fun. :3

The game doesn't let you do that anymore  :P
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15327 on: September 15, 2014, 09:36:17 pm »

I usually just head into the Installation subforum and look at the stickied threads.  Each patch gets its own thread, and they tend to draw only a little activity after the release, so it's fairly easy to see if a new thread went up by looking at the date.

Just don't forget to have one to catch the loads.
Ah, but accidentally packing up your only mass driver while you have payloads incoming is half the fun. :3

The game doesn't let you do that anymore  :P

Doesn't mean it's not still funny. ^-^
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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

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15328 on: September 16, 2014, 02:19:19 am »

I usually just head into the Installation subforum and look at the stickied threads.  Each patch gets its own thread, and they tend to draw only a little activity after the release, so it's fairly easy to see if a new thread went up by looking at the date.

Just don't forget to have one to catch the loads.
Ah, but accidentally packing up your only mass driver while you have payloads incoming is half the fun. :3

The game doesn't let you do that anymore  :P

Doesn't mean it's not still funny. ^-^
I did it recently using spacemaster to 'move' a homeworld.... Fun was had for the remaining residents I didn't bother moving.
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nogoodnames

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15329 on: September 19, 2014, 12:18:34 am »

I've never been able to get invested in Aurora for long, but recently something called me back to it. So I made a game with a conventional start and NPR martians, just to make things interesting.

The martians' first move was to establish a military base on the moon, which was a bit disturbing. Not wanting to get into conflict before I had any defenses, I sent a diplomat team to convince the aliens that we were friendly, all the while planning my eventual betrayal. Ten years in I began assembling my fleet.

The first attack force was composed of 12 light railgun frigates. Not very effective at that tech level, but I was hoping the advantage of surprise would allow me to cripple their defenses. I flew the fleet to Phobos and opened fire on three light vessels I assumed to be attack ships. Unfortunately, three of the larger craft which I had assumed to be cargo ships revealed themselves to be laser PDCs. Three of my frigates were vapourized instantly. A mass attack on the first PDC managed to disable its fire control, but the others still managed to destroy two of my ships every 15 seconds. With my fleet rapidly shrinking, I ordered a retreat back to Earth. Only once the fleet was out of range of the lasers did the AMM bombardment begin. The missiles were nowhere near as deadly as the lasers, but with 50 hitting every turn, they gradually wore away my ships' armour until only one damaged frigate remained, limping back to Earth on 1/3rd engines. Then, to add insult to injury, the ship which had originally landed soldiers on the moon, and which had left orbit at the beginning of my attack, turned around, revealed itself to actually be a huge battleship and blew up the last survivor with missiles. There were no survivors. My only solace came from nuking the martian base off the face of the moon.

A few months later the martian counterattack came. Their troop transport/battleship positioned itself a short distance from Earth and began launching missiles. The first salvo destroyed two of my three shipyards. The following salvos destroyed three missile bases I intended to use for long-range bombardment, as well as killing tens of millions of civilians. Fortunately, I had built three new frigates which were eventually able to hunt down and destroy the battleship, but not before it had spent all of its heavy missiles on Earth. A lot of damage was done, but ultimately this put things in our favour. Without their battleship, the martians had no offensive capabilities, and their PDCs had a very limited range. Soon after that I was building a new fleet of missile frigates to attack the martians without them being able to fight back.

Four years after the start of the war, I positioned my new fleet around Mars at the edge of their sensor range and opened fire. I staggered the missile launches so that four salvos of 8 missiles would hit at 5 second intervals, hopefully confusing the enemy defenses. The tactic seemed to work, and one by one the martian PDCs were destroyed. Form there it was a simple task to destroy the other, presumably unarmed ships in orbit. The martians unconditionally surrendered after Two bombardment missile salvos. They also surrendered two gravitational survey ships several systems over, as well as data for ten other systems they had surveyed.

BTW, is there a way to view the non-human population of a colony? Or are they all just eliminated once they surrender?
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