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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841013 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15495 on: November 23, 2014, 01:50:13 pm »

Eh, fair enough.
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Aurora on small monitors:
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2. Lock taskbar to the right side of your desktop.
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Rolepgeek

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15496 on: November 23, 2014, 02:00:24 pm »

Does anyone know of a way I could reduce speed and range of most engines?(as in reduce speed and range for missiles without reducing tracking speeds significantly?)


I want to be able to play a beam empire if I get back into Aurora.
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15497 on: November 23, 2014, 02:45:35 pm »

Beam weapons, in my experience, are pretty viable as-is unless your missile tech is seriously outclassed. High-quality countermissiles can pretty easily get you into beam range without too much damage, especially if they insist on sandpapering you with their own CMs instead of using proper shipkillers.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15498 on: November 23, 2014, 03:36:26 pm »

There are few unlocks and weird ones. ... the progression for engines and reactors goes engine->reactor->engine->reactor for the most part.
That's a little bit off in that there is no need to research the engine tech before researching the next reactor tech. Probably more accurate to say you can't research engine tech to a higher level than reactor tech.

Should be noted that Marines gets a *2 bonus when fighting on ships or PDCs.
Since the introduction of Combat Engineers, Marines only get their double strength bonus when fighting on-board ships. The bonus for fighting in PDC's was transferred to the Combat Engineer units. Related to this is that the old Engineering Brigades were split into the purely fighting Combat Engineers and the construction and xenoarchaeology performing Construction Brigades.

Does anyone know of a way I could reduce speed and range of most engines?(as in reduce speed and range for missiles without reducing tracking speeds significantly?)

I want to be able to play a beam empire if I get back into Aurora.
I suspect that this would require you to ask Steve for the database password(if you do, don't pass it out as Steve prefers to know who has it so as not to have to deal with bug reports from edited databases that don't say they were edited).

Having as an option at game start to simply disable all missile tech is something that has been suggested several times throughout the years, but if it ever gets implemented is pretty much down to if Steve ever thinks it might prove interesting for him.
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varsovie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15499 on: November 23, 2014, 04:05:51 pm »

I once had a successful missile-less game, success in : I stopped because 1hour IRL for a day in-game and battles that always lasted thousands of turns and 5seconds... My only missile was a big planetary bombardment with its own class of ship to operate.

Trick vs missile fleet is VERY good small sensors/fire control, multi-layer approach, speed and decoy.

All my fleet were based around a very big carrier with all long range and active sensors, tons of armor/shield and PDD.
I had meson fighters (could hunt missiles and kite the swarm things) but fighters are such a PITA to manage I didn't want to make more than few per carriers.
One kind on destroyer, small with only medium sized rapid-fire lasers to avoid getting targeted while ofering fast forward AM support (use picket).
Lots of frigates with medium range lasers that had two possible fire control so to get AM and AS (fast  and long range enough to get 2-3shots per volley). They were intended to get ride of fighters of shields on of preservers.
The cruisers with few gauss in close range (task force) AM and in centerline the main battle canon, a very long range slow laser (the only fire control that could not reliably see missiles).
I often had a OAP/TK that would be bigger than the carrier but with no sensor. Again full of armor and PDD since it's mass make it prime long-range target.

You have to be able to engage missile from far, even if it's not very effective. You need to run away when they get in-range to have most shot at them.
The problem is if you don't have enough relyable AM, then you rely completely on your speed to disengage or the enemy to run out of missile and risk loosing everything. More so with sufficient speed, you don't have to invest in turrets. :D
Don't invest in individual protection (armor, shields, PDD) except your baits.
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Erkki

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15500 on: November 24, 2014, 09:20:48 am »

Hmmm, I'm not sure if I like this game. I've played a good 16 hours or so already and restarted twice to fix mistakes and progress faster. Currently I have 5 colonies in 2 systems, mining set up, mass drivers sending things back to Earth, jump gate routes built and soon everything surveyed in 6 systems. My geo teams found over 40 million units of Mercassium on an extraterrestrial world with colony cost of 2,5...

A lot of the time I just advance time and wait for something to happen... Its like peace time in EU4 with clumsier UI, but worse as there is no existing empire to start with and it needs to be built with absolutely no idea how I'm doing compared to the future opposition. In other space 4X games I'd have already expanded a lot, probably met other races and would be starting the first wars if I wanted to.

I realize its more of a sandbox game than an actual 4X like Master of Orions or Space Empires. Maybe I could get a save with an already built up empire where I could concentrate more on warfare, tactics, ship designs and so forth because at my current rate of advance those are still far, far ahead and I mostly need to just look at time advancing in the mean while.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15501 on: November 24, 2014, 09:33:52 am »

I realize its more of a sandbox game than an actual 4X like Master of Orions or Space Empires. Maybe I could get a save with an already built up empire where I could concentrate more on warfare, tactics, ship designs and so forth because at my current rate of advance those are still far, far ahead and I mostly need to just look at time advancing in the mean while.

The good news is that the in-game "Space-Master" mode will allow you to set that save up yourself. The game gives you the tools to set your research level and create whatever ships or installations you want out of thin air.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15502 on: November 24, 2014, 12:29:59 pm »

Yep. Just give yourself an absurd amount of starting RP (set it to auto-allocate if you can't be arsed to spend fifteen minutes instanting techs in SM mode), high starting population, set NPR generation rate to 80-100%, make a couple starting NPRs, set difficulty to 800-1000% and you're off into a high-speed low-drag combat game. With high enough tech you generally stop worrying about logistics as much, and as long as you offset it with high difficulty it won't feel too stompy.
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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

varsovie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15503 on: November 24, 2014, 03:43:29 pm »

mining set up, mass drivers sending things back to Earth

Hint: I usually send my mineral all to the same inhabited location (moon) then back to Earth. That case no mistake with too many mass drivers and easier to stop if the one on Earth gets attacked.
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Erkki

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15504 on: November 24, 2014, 04:00:35 pm »

mining set up, mass drivers sending things back to Earth

Hint: I usually send my mineral all to the same inhabited location (moon) then back to Earth. That case no mistake with too many mass drivers and easier to stop if the one on Earth gets attacked.

Thats a good idea actually.

Would there be a way to edit mining so that once availability hits 0.1 the minerals, or at least some of them, never actually end? Even the entire Sol system seems very limited compared to construction and maintenance expenses and I feel forced to expand rapidly, long term just to maintain stuff.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15505 on: November 24, 2014, 04:14:18 pm »

No way to set mineral deposits to be infinite, but you can edit the deposits with SM on while using the system view (F9) screen.

Honestly using SM to learn the game is perfectly fine.  You have to use it to set up a non-earth start anyway, which is what I do every game.  Haven't done a Sol system start in forever.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15506 on: November 24, 2014, 05:43:32 pm »

Yeah, once a deposit runs out you can always just SM it to 0.1 accessibility and several hundred million tons worth of deposits. It's functionally identical insofar as that it forces you to expand, without actually killing a campaign through bad-luck lack of an essential resource.
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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

Erkki

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15507 on: November 26, 2014, 01:08:33 pm »

Hmm... Okay, I managed to do that.

I just found my game is 0.554 while the latest is apparently 6.something. I presumed the installer was to the latest version and went with that. Should I get the latest version and start again; is it worth it?
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Duuvian

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15508 on: November 26, 2014, 03:05:45 pm »

Yes, I would advise it. There are game killing bugs fixed in the newest patches.
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palu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15509 on: November 29, 2014, 11:34:44 pm »

Is there any way to repair fighters?
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