Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1042 1043 [1044] 1045 1046 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840536 times)

Micro102

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15645 on: January 24, 2015, 05:28:55 am »

Cargo Task Group failed to Load Terraforming Installation Components Earth. Please reschedule the orders for this fleet.
Logged

Mini

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15646 on: January 24, 2015, 06:16:59 am »

How many cargo holds does the design have, and does it have anything already loaded?
Logged

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15647 on: January 24, 2015, 05:57:18 pm »

How many cargo holds does the design have, and does it have anything already loaded?
That's probably it, your holds are still full.
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.

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15648 on: January 24, 2015, 06:06:07 pm »

Is there any way to set "if cargo holds full, unload everything at Earth" as a conditional order? It's getting a bit annoying having to micromanage my salvage fleet (which I'm just using to haul cargo right now because I've finally finished cleaning up after my last war) to avoid losing ship components (which I want to break down for resources).

A few other questions on foreign components:

1. Can you use them in a design of your own? I've captured a ton of foreign ships after conquering AI homeworlds, and I'd like to make some small upgrades cheaply. For example, I'd like to rip the missile tubes out of a captured missile ship (the AI used size 4 missiles instead of the size 5 I use for light missiles), as the ship is servicable as a second-line combatant despite being slow. Eventually I'd replace everything with my components, but I'd like to get it usable cheaply.

2. In the event that a ship takes damage in combat, does having the components on hand reduce repair time?
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 #15649 on: January 24, 2015, 06:17:03 pm »

I don't know anything about combat repair, but when yiu create a design there's a checkbox  for only using your own components, untick it and you can make a design using captured parts. Mmske sure those parts are at tge shipyard when you build .
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 #15650 on: January 24, 2015, 07:01:34 pm »

Is there any way to set "if cargo holds full, unload everything at Earth" as a conditional order? It's getting a bit annoying having to micromanage my salvage fleet (which I'm just using to haul cargo right now because I've finally finished cleaning up after my last war) to avoid losing ship components (which I want to break down for resources).

A few other questions on foreign components:

1. Can you use them in a design of your own? I've captured a ton of foreign ships after conquering AI homeworlds, and I'd like to make some small upgrades cheaply. For example, I'd like to rip the missile tubes out of a captured missile ship (the AI used size 4 missiles instead of the size 5 I use for light missiles), as the ship is servicable as a second-line combatant despite being slow. Eventually I'd replace everything with my components, but I'd like to get it usable cheaply.

2. In the event that a ship takes damage in combat, does having the components on hand reduce repair time?
Components do not facilitate combat repair. What you want is maintence storage for replacement parts, damage control for repair speeds, and Engineering spaces for a little bit of both with subtracted incident failure rate unlike the afformentioned both.
Putting parts in your ships that weren't already in require a complete refit. The less that changes between refits the less expensive it is to carry out. The worst offender is tonnage, or anything else that affects the hull, such as changes to hull technology, thickness, or tonnage (affected by even the smallest internal tonnage change). Refiting for hull can be more expensive than building a new ship altogether, so what you want to do is use Copy Design on a refit candidate, and make sure you do not change armor thickness, do not click "New Armor", and make sure that the final tonnage is the same as before. Otherwise, as a rule of thumb, try to keep the internals as similar as possible to the old design. For instance, when using new engine tech, you can upgrade by making the new engine exactly the same size as the old one. There will still be refit costs, but following a model like that it will be significantly less.
Refitting is also useful for conserving Task Force training of a vessel, if it is important.
« Last Edit: January 24, 2015, 07:09:33 pm by iceball3 »
Logged

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15651 on: January 24, 2015, 08:29:04 pm »


Putting parts in your ships that weren't already in require a complete refit. The less that changes between refits the less expensive it is to carry out. The worst offender is tonnage, or anything else that affects the hull, such as changes to hull technology, thickness, or tonnage (affected by even the smallest internal tonnage change). Refiting for hull can be more expensive than building a new ship altogether, so what you want to do is use Copy Design on a refit candidate, and make sure you do not change armor thickness, do not click "New Armor", and make sure that the final tonnage is the same as before. Otherwise, as a rule of thumb, try to keep the internals as similar as possible to the old design. For instance, when using new engine tech, you can upgrade by making the new engine exactly the same size as the old one. There will still be refit costs, but following a model like that it will be significantly less.
Refitting is also useful for conserving Task Force training of a vessel, if it is important.

I know how refits work, which is why I want to change, for example, only the missile tubes and leave the engines alone. To do that I'd need to make a design, and to make a design I'd have to use the foreign engines. Thus, I asked if I could use foreign parts in the design. As for repair, the reason I asked was to determine whether there was any reason not to scrapp salvaged components immediately. It appears there is not.
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.

iceball3

  • Bay Watcher
  • Miaou~
    • View Profile
    • My DA
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15652 on: January 24, 2015, 11:49:08 pm »

For the design to refit easily it's suggested to fill that extra little space with something to maintain tonnage. Otherwise though, utilizing the components instead of scrapping has the benefit of being slightly more efficient than building new ones from scrap, as the scrapping process is somewhat lossy. As it is, though, if you'd need to retool a shipyard, its better to just scrap the tools. Though, if any of its techs are better than yours, isnt there a deconstruct menu that gives research points?
On another note, where is the option to disable automatic tech downloading from ships? I want to avoid accidents such as accidentally downloading useful data to a recently unnearthed research lab with no staff
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15653 on: January 25, 2015, 03:44:09 am »

How many cargo holds does the design have, and does it have anything already loaded?
That's probably it, your holds are still full.

Yep that was it! Thanks guys.
Logged

Bremen

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15654 on: January 25, 2015, 12:47:56 pm »

I usually only refit small stuff, like sensors or magazines. Refitting engines or armor is usually far more expensive than just building a new ship, and even major systems like weapons or shields are usually roughly comparable. It can still be worth it to conserve the fleet and crew training, but generally I prefer having two ships :p

I also kind of have a rather heinous but pragmatic habit of sending my obsolete ships out on high risk missions while keeping the new ones safe at home.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15655 on: January 25, 2015, 02:04:56 pm »

I usually only refit small stuff, like sensors or magazines. Refitting engines or armor is usually far more expensive than just building a new ship, and even major systems like weapons or shields are usually roughly comparable. It can still be worth it to conserve the fleet and crew training, but generally I prefer having two ships :p

I also kind of have a rather heinous but pragmatic habit of sending my obsolete ships out on high risk missions while keeping the new ones safe at home.
Relics are also good for garrison duty. Just park the buggers in orbit around your colonies and save your new ships for fighting.
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

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15656 on: January 25, 2015, 04:45:45 pm »

On another note, where is the option to disable automatic tech downloading from ships? I want to avoid accidents such as accidentally downloading useful data to a recently unnearthed research lab with no staff
Individual ship details->History/Notes/Tech Data->Do Not Release Tech Data checkbox
Logged
In the beginning was the word, and the word was "Oops!"

Micro102

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15657 on: January 26, 2015, 12:46:16 pm »

I have my grav survey ships set to resupply at the closest colony within 4 jumps, yet they don't seem capable of filling that order. It says there is no colony within 4 jumps but they are only one jump away from earth and there are indeed maintenance supplies there. I had no problem giving them manual orders to go to earth and resupply.

Also, what do you do with your colonies on planets that don't have resources? Are they just to boost the civilian economy? Also, how important is the economy? What can you do with it?

EDIT: Another question. For some reason my cargo ships cannot jump. I have a commercial jump ship with a jump engine that can transport well above their tonnage. It can jump by itself just fine. I'm getting the message "Cargo Task Group cannot carry out it's standard transit order as at least one ship is larger than the ship with the highest jump rating. No friendly or allied jump ships are available for escort." when I clearly have a ship with a large enough jump rating. I also have tried making the group contain only 1 ship, in case it had something to do with squad size, but no luck.

« Last Edit: January 26, 2015, 04:27:44 pm by Micro102 »
Logged

Mini

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15658 on: January 26, 2015, 01:19:04 pm »

Everything that costs minerals costs wealth as well (1 wealth for every mineral used almost all the time, but there might be some exceptions). Also more colonies means more goods can be moved by civilian shipping, which means there are more civilian ships to move anything you need moved.
Logged

iceball3

  • Bay Watcher
  • Miaou~
    • View Profile
    • My DA
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15659 on: January 26, 2015, 06:54:55 pm »

Colonies also produce their own infrastructure that cab only be exported by civilian lines, presumably to slightly overpopulated colonies.
Logged
Pages: 1 ... 1042 1043 [1044] 1045 1046 ... 1347