Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1037 1038 [1039] 1040 1041 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840787 times)

Shooer

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15570 on: December 27, 2014, 11:31:11 am »

Forget the vessel, do a terraforming station and tow it there. You can even strap hab modules to kickstart the colony.

Forget the vessel, drop installations and enough population to kick start economic trade, let the private sector profit of delivering infrastructure, works better if you have captured some planet so you can drop them as slave, imperial population complains a lot
How many terraforming installations you talking about?  Even at 10 mil, which is considered a full fledge colony, you'll be running about 20 installations.  That's the number I put in my smallest terraformers.  50 to 100 is my average when it comes to terraformer platforms, that and I build 3 and they almost always work together.
Logged

FritzPL

  • Bay Watcher
  • Changing avatar text since 2013
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15571 on: December 29, 2014, 08:18:20 am »

In my current game I have had an interesting encounter: I detected an alien population on a planet during it's geosurvey(this is quite early game still), and the default sensors on my ships yielded a thermal/EM signature of 55. I looked at my solar colonies, and to my surprise that's the exact amount a single civ mining complex produces. I managed to establish full contact with the aliens, although I'm still at -60 relations.
Do NPRs have shipping lines? I think they do, but I'm not too sure of that, and I'd like to know what to do with this signature 2 jumps away from Sol...


Near-insta EDIT:
This just in.

Spoiler (click to show/hide)

Fuck.

Edit2:
Spoiler (click to show/hide)
They're following me, no relations hit yet, but they turned their sensors on... Fortunately, 3000km/s isn't too bad, I can easily fight that if I have to.

Edit3:
oh no.
« Last Edit: December 29, 2014, 08:32:47 am by FritzPL »
Logged

Bremen

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15572 on: December 29, 2014, 11:50:13 am »

It looks like they're right on top of your survey ship, so they're probably matching its speed instead of going all out.

On the positive side, the fact that their first response wasn't a missile argues that diplomacy is possible.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15573 on: December 30, 2014, 12:41:44 pm »

Also, those Pegasus-class ships look to be anti-missile ships, probably small ones given the number of them in the stack. Just, y'know, in case:P
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

iceball3

  • Bay Watcher
  • Miaou~
    • View Profile
    • My DA
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15574 on: January 13, 2015, 12:59:32 am »

*iceball casts necromancy*
Wow, it has been a while. Just now i am starting up a new game, and hoping i get more progress than giving up the instant i encounter a phyrrically win against an ai due to lack of fleet redundancy. I have a question, are the geo/grav sensors on docked fighters accounted for in a fleet's sensor capability? I want to try promoting nodularity by using efficient, longer range bessels with stripped-down sensor pods crammed inside them for ease on the maintenence frequency. Also gets things built faster, as the sensor construction all sits on the fighter factories.
Logged

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15575 on: January 13, 2015, 02:40:23 am »

The last time I checked that was surprisingly the case, but you can verify easily enough.
Logged
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

  • Bay Watcher
  • Miaou~
    • View Profile
    • My DA
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15576 on: January 13, 2015, 03:58:58 am »

The last time I checked that was surprisingly the case, but you can verify easily enough.
The last time I checked that was surprisingly the case, but you can verify easily enough.
Just wanted to get an idea before i try as to not waste my starting moves. If this works out, i'll end up knocking out a logistical nerve wreck of having pain in the ass to build gravsurvey ships, and in the process end up allocating my very few shipyards improperly.
As an aside, how are carriers and their parasites handled when jumping?
Logged

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15577 on: January 13, 2015, 12:22:39 pm »

Anything docked within a carrier doesn't count against the jump limit on number of ships. It's been a while since I last did a carrier jump assault, but the parasites either share the carriers jump-blindness period after a jump or simply can't be launched until the jump-blindness dissipates.
Logged
In the beginning was the word, and the word was "Oops!"

iceball3

  • Bay Watcher
  • Miaou~
    • View Profile
    • My DA
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15578 on: January 13, 2015, 04:32:31 pm »

Do docked vessels increase tonnage, though?
Logged

Paul

  • Bay Watcher
  • Polite discourse with a dash of insanity.
    • View Profile
    • Need an affordable website? I can help.
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15579 on: January 13, 2015, 05:58:07 pm »

Yes the docked vessels do count for survey points. It's not very space efficient though, as you have to account for the size of the hangar being larger than the space inside it and the fighters themselves having extra space used on armor and such. And hangar bays still make the vessel military.

I had previously wanted to make one survey vessel with fighter sized sensor pods to change between geo and grav survey as needed, but I couldn't really justify having maintenance costs on a geo survey ship that could otherwise be smaller, faster, and maintenance fee.

You could have survey pods that turn your otherwise military carrier ships into an impromptu survey fleet, but that probably wouldn't be very fuel efficient.
Logged
Do you like Science Fiction? I'm writing the Weaveborn Saga over on Royal Road and my website. Link

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15580 on: January 13, 2015, 06:02:50 pm »

I had previously wanted to make one survey vessel with fighter sized sensor pods to change between geo and grav survey as needed, but I couldn't really justify having maintenance costs on a geo survey ship that could otherwise be smaller, faster, and maintenance fee.

I always give my geosurvey ships efficient military drives (and jump drives), and fix their weight at 1,000 tons (identical to the gravsurvey ships I use in every way except sensors). This allows me to use my LAC shipyards to build them in the early part of the game (when the technology to make LACs serious combatants isn't in play yet) instead of tying up valuable commercial shipyards.
Logged
On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Bremen

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15581 on: January 13, 2015, 09:18:40 pm »

Do docked vessels increase tonnage, though?

No. Though since hangar bays always weigh more than they can hold, I suppose it could be better phrased as "empty hangars don't decrease tonnage."
Logged

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15582 on: January 19, 2015, 06:02:44 am »

I had previously wanted to make one survey vessel with fighter sized sensor pods to change between geo and grav survey as needed, but I couldn't really justify having maintenance costs on a geo survey ship that could otherwise be smaller, faster, and maintenance fee.

I always give my geosurvey ships efficient military drives (and jump drives), and fix their weight at 1,000 tons (identical to the gravsurvey ships I use in every way except sensors). This allows me to use my LAC shipyards to build them in the early part of the game (when the technology to make LACs serious combatants isn't in play yet) instead of tying up valuable commercial shipyards.

LAC? Your acronyms confuse me.

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15583 on: January 19, 2015, 06:12:48 am »

Light Attack Craft. I don't use the FAC designation because my early ones are pure attrition units, merely cheap, fairly slow missile launchers that might take shots for more valuable ships, and had essentially forgotten that I changed the definition.
Logged
On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15584 on: January 19, 2015, 09:51:37 am »

David webber calls them LACs anyway.
Logged
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.
Pages: 1 ... 1037 1038 [1039] 1040 1041 ... 1347