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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840025 times)

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15855 on: February 11, 2015, 08:27:53 am »

Energy weapon science maybe?
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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.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15856 on: February 11, 2015, 09:19:27 am »

That'd be my guess as well. Maybe the place has laser trees. Your choice of whether those are trees which shoot lasers or trees made out of lasers.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15857 on: February 11, 2015, 09:26:53 am »

Ok, probably. It ist just that all other anomalies have a 100% Bonus so far and are all "alien installations".
On this Planet it is in range of "strange stellar radiation", so it is the star that shoots lasers. Maybe.
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ThtblovesDF

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15858 on: February 11, 2015, 11:23:35 am »

When I still played I just made little cubes with missle-boxes infront and engines in the back and called it a day.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15859 on: February 11, 2015, 11:29:07 am »

When I still played I just made little cubes with missle-boxes infront and engines in the back and called it a day.
Wrong thread?
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15860 on: February 11, 2015, 11:33:28 am »

When I still played I just made little cubes with missle-boxes infront and engines in the back and called it a day.
I make big cubes made of missile boxes and engines.
Spoiler (click to show/hide)
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15861 on: February 11, 2015, 01:08:36 pm »

When I still played I just made little cubes with missle-boxes infront and engines in the back and called it a day.
Wrong thread?
Unlikely, that sounds exactly like a missile fighter.  :P

When I still played I just made little cubes with missle-boxes infront and engines in the back and called it a day.
I make big cubes made of missile boxes and engines.
Spoiler (click to show/hide)
Spoiler: "Big" (click to show/hide)
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15862 on: February 11, 2015, 01:21:14 pm »

It follows my standard start of game combat cruiser.  I stopped using non-box launchers for offensive purposes a long time ago.  I can carry 80-100 missiles and launch them 5-10 at a time over a few minutes, or carry the same number and launch as many as I want.

Rearming in the field is really the only problem though.


Also it's just fun to send 500 missiles in one giant barrage.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15863 on: February 11, 2015, 02:55:24 pm »

Yeah, the main problem with that is rearming full-sized warships in the field. I use it for FACs and corvettes, but rarely anything too large to not fit into a carrier. That's why I normally go for a mix of reduced-size tubes and box launchers; it's the best of both worlds, giving sustained moderately large salvo capability as well as enough missiles for a heavy alpha strike, given that in most situations you either don't need to saturate at all or else need to do so very badly.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15864 on: February 11, 2015, 06:09:23 pm »

Don't multiple box launchers increase the size if you put too many on? It sounds like it would also heavily increase armor costs.

Speaking of missiles. I am preparing to assault an enemy planet. I am going to make a bombardment ship, and am wondering if there is a point in giving nuclear missiles range. I was just going to make them massive, slow, and armored, get into the planets face, and rain hellfire. First time attacking a planet so any tips would b appreciated.
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Dorfs R Fun

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15865 on: February 11, 2015, 06:32:08 pm »

well, if they're like some planets I've invaded you could have thousands of long range missiles headed your direction. So not having any range on your missiles could be a problem without good PD. Plus if you can just walk right up to the planet without anything firing at you then I would just unload a division or 2 of troops and be done with it. Unless of course you want to completely wipe out the population.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15866 on: February 11, 2015, 07:04:44 pm »

Don't multiple box launchers increase the size if you put too many on? It sounds like it would also heavily increase armor costs.

Speaking of missiles. I am preparing to assault an enemy planet. I am going to make a bombardment ship, and am wondering if there is a point in giving nuclear missiles range. I was just going to make them massive, slow, and armored, get into the planets face, and rain hellfire. First time attacking a planet so any tips would b appreciated.

...All modules increase size. But here's how it breaks down, using size-4 launchers as an example:

Standard: 200t
0.5x Size/5x Reload: 100t
Box: 30t

Incidentally, at the TL I'm using for this, a 50t magazine could hold four missiles of the same size with a bit of unused capacity. So you're sort of right; all box launchers on a warship is increasingly inefficient as you scale up, since past a certain point you don't really need larger salvos, meaning that you're essentially using box launchers as magazines, which is markedly less efficient than using reduced-size launchers to get a good base salvo size backed by magazines.

Regarding planetary bombardment:

1. As long as they don't have any anti-space defenses, use zero-range bomb missiles, you're correct on that.
2. Target ground forces first.
3. Don't go for saturation bombardment, just kill off their ground forces then invade with your own troops, anything more than that will drastically reduce the amount of industry and new tax-payers you gain when they surrender.
4. If you really want to commit xenocide, use increased radiation warheads (which also have proportionally reduced direct damage) so that there's more industry left after the population is reduced. This is a bad idea, though, since it only takes a decade or two for them to become fully useful citizens, which is a staggering boost economically and industrially even to a well-developed empire.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15867 on: February 11, 2015, 10:18:12 pm »

Hmmmm, so only use normal missiles, and their population is easy to subjugate... I also keep forgetting they might have PDCs.

So should I bother making a separate missile for bombarding? I guess I should assume they have point defense PDCs too and should treat the planet as one big ship, right?

I am having a problem here as all my weaponry is advanced into lasers and missiles. Lasers wont do shit in the atmosphere and missiles may end up just getting wiped out by point defense, which may put me on a position of not being able to capture a planet without suicide rushing it with troop transports.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15868 on: February 11, 2015, 10:25:01 pm »

Even if you do get troops planet side they'll use their local space based weaponry on your troops.  They'll use their EW even if it will have no effect and will even bomb their own planet to destroy your troops.

Better off choosing and making a siege system.  The basis is saturation of missiles.  Two most popular is either with long range drones with multiple sub-munitions or box launcher on fighters or normal sized combat ships.

The first one I ever did were massive drones launched from stealthy ships.  600km long range, each with 12 sub munitions and 3 layers of armor so they would tie up more AMM fire.

Of course once you get to a point technologically or with physical fleet power you no longer need a siege system to take out planetary defenses.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15869 on: February 11, 2015, 10:53:34 pm »

Probably the best (relatively, anyways) way to take a heavily defended planet is long range MIRV missiles. Generally the AI will build lots of anti-missile missile launchers, and a planet can have a huge number of AMMs in reserve, so you want to keep your ships out of harm's way; which means (usually large) long range missiles, but that can split into multiple small missiles before they get intercepted by the AMMs. If you fire enough you'll usually either push some through the anti-missile envelope or run them out of AMMs.

If you don't have the luxury of a massive supply of MIRV missiles, the second best way is usually to attrition their missile supply with your ships. But even 1 damage AMMs can be really painful when the enemy has thousands of them.

If the planet is not heavily defended, just fly into orbit and blast any ground troops with your standard missiles. It wont take many.
« Last Edit: February 11, 2015, 10:55:56 pm by Bremen »
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