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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2811578 times)

Kanil

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16035 on: March 03, 2015, 07:30:19 pm »

They're also on a completely different level of scale than Aurora. I mean, Aurora friggin' has individual asteroids, a Paradox game would have a system with an asteroid belt improvement in it.

I'm waiting for the new patch to start a new game, which I'll play until it gets so slow that it stops being fun, and I'll go back to waiting for the next patch...
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16036 on: March 03, 2015, 07:46:09 pm »

What is this "new patch" you speak of?
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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.

Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16037 on: March 03, 2015, 07:50:02 pm »

Rough eta is 1 to 18 years.
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Kanil

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16038 on: March 03, 2015, 10:47:55 pm »

It'll come out eventually. I can wait.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16039 on: March 04, 2015, 12:35:23 am »

What is this "new patch" you speak of?
Changes for version 6.50
Low Level Fleet Training(training without sending out on training exercise)
Chance of NPR Generating a New NPR (now optional)
Army Officer Promotions (more frequent)
Fleet Display on System Map(Alphabetised)
Optional Detection Rules for Systems without Player Presence ( Either Default, No detection without player presence or all detection successful)
Crew Quarters for Fighters(2 crew)
Small Boat Bay(125 ton)
No Minerals for Prefab PDC Assembly(Less micromanagement)
NPR Carriers (Wooo hoo)
Correct Planet Order on Fleet Window(Now ordered by star then orbital distance)
The new detection rules as well as being able to stop NPRs from generating more NPRs should leave a significant performance boost.
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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.

Sagal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16040 on: March 04, 2015, 03:16:22 am »

What is this "new patch" you speak of?
Changes for version 6.50
Low Level Fleet Training(training without sending out on training exercise)
Chance of NPR Generating a New NPR (now optional)
Army Officer Promotions (more frequent)
Fleet Display on System Map(Alphabetised)
Optional Detection Rules for Systems without Player Presence ( Either Default, No detection without player presence or all detection successful)
Crew Quarters for Fighters(2 crew)
Small Boat Bay(125 ton)
No Minerals for Prefab PDC Assembly(Less micromanagement)
NPR Carriers (Wooo hoo)
Correct Planet Order on Fleet Window(Now ordered by star then orbital distance)
The new detection rules as well as being able to stop NPRs from generating more NPRs should leave a significant performance boost.

Yep! It's going to be awesome. No more OP carriers for just players!

On the other news! I found partially intact colony on a planet that's pretty much ready for colonization (just needs oxygen) though in minerals it's pretty weak, only loads of sorium at 0.5 acc or something. Oh and only 1 jump away from Sol too :)
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Dorfs R Fun

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16041 on: March 04, 2015, 03:24:01 am »

I'm pretty stoked for all of these changes.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16042 on: March 04, 2015, 08:39:58 am »

Yeah, I'd have a lot more PDCs if it wasn't for those annoying minerals.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16043 on: March 04, 2015, 09:17:41 am »

Until then, another little thing to keep in mind: you can't load fractional minerals into freighters. Trying will fill the entire remaining space or load the entire supply of that mineral on the planet, whichever is lower.
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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 #16044 on: March 04, 2015, 10:46:53 am »

In the task group window enter a number into the window labelled" maximum amount to load", then click on load mineral. The quantity is in tons, a size 25 cargo hold should hold 25,000 tons.
Edit: Flying dice, WTF?
« Last Edit: March 04, 2015, 10:48:28 am by MarcAFK »
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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 #16045 on: March 04, 2015, 01:10:58 pm »

Yeah. One of my fighter PDC designs needs 0.5 tons of a certain mineral. When I set up an order block to load exactly the minerals required to construct one, the freighters would get to that point in the order list and then fill their entire hold with that mineral. Easily fixable, of course, by just rounding up. Was still bizarre though, and it took me a couple minutes to figure out what was going on.
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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

Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16046 on: March 04, 2015, 04:56:19 pm »

What is this "new patch" you speak of?
Changes for version 6.50
Low Level Fleet Training(training without sending out on training exercise)
Chance of NPR Generating a New NPR (now optional)
Army Officer Promotions (more frequent)
Fleet Display on System Map(Alphabetised)
Optional Detection Rules for Systems without Player Presence ( Either Default, No detection without player presence or all detection successful)
Crew Quarters for Fighters(2 crew)
Small Boat Bay(125 ton)
No Minerals for Prefab PDC Assembly(Less micromanagement)
NPR Carriers (Wooo hoo)
Correct Planet Order on Fleet Window(Now ordered by star then orbital distance)
The new detection rules as well as being able to stop NPRs from generating more NPRs should leave a significant performance boost.

"when their carrier is destroyed" crashes the Aurora forums? That's an odd bug. At least it looks like my space-superiority fighters and dogfighting missiles will have a purpose next time around.
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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.

Rinnix

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16047 on: March 04, 2015, 06:02:51 pm »

I wonder, what was the speed of the enemy missiles, and the range of your point defence?
 Because from the wiki:"If the missile can cross the engagement range of a PD beam during a single movement then it will not be engaged. "..

Well.. They did seem really fond of simply using their anti-missile missiles on my ships, I guess to simply spite me. The speeds on those ranged from 30,000 km/s to 68,000 km/s. Agility of 14. Salvos upwards of 45 at a time. Pre-tty tough. Don't know how much can be done about that, aside from an attempt to just severely outnumber them.

Oddly enough, my scoutship and all three missile-defense ships have not gotten a single scratch. My missile cruisers and beamships however..
« Last Edit: March 04, 2015, 06:07:01 pm by Rinnix »
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Karnewarrior

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16048 on: March 04, 2015, 06:08:32 pm »

How do I use a mining module on a mining ship? I designed one, but I don't have any orders that say "mine this asteroid" or such.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16049 on: March 04, 2015, 06:09:31 pm »

Only 45 in a Salvo? My NPR shoot way more than 200. But those were really slow, 15.000km/sec AMMs. They do have a range of around 13mil km, though.

I tested some more with my PD Mesons. It can't really be that they are not fully charged, because they don't activate on Salvos with only 4 Missiles in them (And I have 10 ships with four quad-turrets each) that are 50sec apart.
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