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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2848076 times)

EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16545 on: December 18, 2015, 01:12:26 pm »

The design screen does have a box which tells you if your ship lacks reactors or fire control for the weapons installed. It should also warn for lack of magazines too, but doesn't. I believe it also mentions if you have no fuel tanks.

Why should it tell me if I don't have magazines?  I regularly design ships that can only shoot one salvo of missiles (ideally with Box Launchers, but I've been known to resort to using the larger launchers until I've researched Box Launchers).

Yea. The ship design system is very open ended. Ships share sensor contact information. So an AMM battery doesnt need to use its own active sensor to target. Probably not the smartest thing, but valid.

A possibly more helpful thing is to tell you when a fleet thingy doesnt have any active sensors. But even then what if you just want to make support weapon platforms that rely on other ship sensors?

Actually, it is often ideal to not have active sensors on the ships with the Missiles.  Enemies target the sensor-carrying ships, and if those ships are also loaded down with explosive missiles, BOOM.  Especially when unscrupulous designers put the barest minimum of armor and defense on their Missile Boats.

Even for fleets, missiles can easily out range sensors, so the dedicated sensor ships should be ahead of the missile fleet.

Coincidentally, I usually combine the roles of Sensor Ship and Beam-Based Missile Defense Ship.  When I have the patience to play long enough to have space battles.

Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16546 on: December 18, 2015, 01:43:54 pm »

I generally make a "scout" class that has nothing but the best sensor suite I can fit into the shipyard, usually on massive active array and an equally massive passive one. I still find it practical to put AMM sensors on most ship classes, since those tend to be fairly small and a critical backup if the SC gets toasted.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16547 on: December 18, 2015, 02:49:35 pm »

How do you assign governors for planets other than your homeworld? I don't see anything but

Earth
unassigned (which is strange because a governor is assigned on earth!)

edit: nevermind, figured it out. Had to tick the "Assign to any location"... wouldnt it be straight forward to have it on default?
I think that is the default. If it's unticked then you can only assign them to places they are physically located. (i.e. it prevents you from warping them around the galaxy at the click of a button).
I've tried playing with it off before, but it's tedious as hell. Wouldn't mind it so much if you could use civilian transport -- hop a governor candidate on a luxury liner or colony ship and have him auto-disembark when it arrives. But AFAIK, while you can board civvie ships, there's no way to disembark.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16548 on: December 19, 2015, 01:40:19 am »

I like to put minimal backup sensors on all my ships, decent sensors on escorts, and huge sensors on dedicated surveillance ships.
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AlStar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16549 on: December 20, 2015, 09:53:19 pm »

***Story Mode***
Spoiler (click to show/hide)

EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16550 on: December 21, 2015, 02:56:20 am »

Awesome story AlStar!

Now you have to avenge the loss of half your Retribution fleet!  And build Tanker ships...

mineforce

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16551 on: December 26, 2015, 03:33:41 pm »

How do I load missiles and such onto my ships?

I remember when I sent my whole fleet into battle without seeing the 0% ammo. I cried to myself in the corner of my room thinking of what I have done and how I killed thousands because I learned that gauss cannons have low range.

It was a very emotional moment for me.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16552 on: December 26, 2015, 03:41:51 pm »

How do I load missiles and such onto my ships?

I remember when I sent my whole fleet into battle without seeing the 0% ammo. I cried to myself in the corner of my room thinking of what I have done and how I killed thousands because I learned that gauss cannons have low range.

It was a very emotional moment for me.

You can either set default missile loadouts for each class on the ship design screen, then use load ordnance order on the taskgroup at a colony that has the missiles in stock, or you can use the individual ship details page to manually transfer missiles from a colony that has them stockpiled to ships in a taskgroup at the colony.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16553 on: December 26, 2015, 09:21:17 pm »

Additionally: Load Ordinance is best for routine operations. Manual transfer of missiles is best for when you want to load something specialized, or when you don't have enough missiles to fill everything to 100% and need to split loads based on need.
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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

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16554 on: December 26, 2015, 10:31:05 pm »

So I've got a new computer with a beastly CPU (Intel i5-6600) and, more importantly, a fresh operating system with no bloat hogging it down.

I might start a game with the potential to reach somewhat extreme sizes or with simpler galaxies running quickly.  Does anyone have any suggestions/requests/themes?  Possibly an abridged style LP?

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16555 on: December 26, 2015, 11:32:12 pm »

Yes and no.  You can have carronades on strike craft, ready to move close by and unload.  Or you can have spinal lasers.  But higher jump tech gives you a greater radius to enter a system, so you drop out further from the gate, making gate ambushes more difficult.  You can also deploy mines - missiles with sensors that sit and wait - and need no upkeep.

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16556 on: December 27, 2015, 12:58:13 am »

Out of curiosity, is it feasible to create powerful short-range ships designed to sit on jump points so that if enemies come in they can be shredded before doing anything? I've never managed to get a hang on combat, so I'm rather unsure as to whether that's a good idea or if it's easier to just spam missiles from a distance still.

The answer is yes, but probably not quite like you're thinking.

This isn't Starfire; you can't park a battlestation on a jump point and pound enemies with beams as they come through. Both because, as Girlinhat mentions, jump drives can jump ships in some distance from the jump point, and because jumping doesn't disable a ship's engines and it can immediate start running in a random direction. So either you'll want a ship that's faster than the enemy and can chase them down as they run, or a slow/stationary ship with enough range and damage to kill anything as it comes through the jump point.

For the first, I actually like Meson armed FACs. They don't need to stay in a hanger; you can put enough engineering spaces and crew quarters on a FAC to give it a multi year deployment time. Then they can just sit there waiting for something to come through, and swarm it while punching it with the armor and shield piercing but short range meson cannons. By minimizing fuel and increasing engine power at the cost of efficiency, they should be faster than most enemy ships.

For the second, I like immobile bases with a bunch of box launchers. Using missiles for short range work might seem wasteful, but you can put a huge warhead on a missile if you're only going for a range of a million km or so. Then if something comes through, the bases can launch and the missiles should impact before the enemy vessel can raise its point defense. They only get one shot, but it's *really* going to hurt anything that comes through that jump point.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16557 on: December 27, 2015, 04:14:48 am »

And to be fair, you could pull the usual Starfire tactic of piling a web of fifty-odd battlestations on every major point if game mechanics didn't prevent the creation of self-sustaining deep-space stations or artificially limit the functional range of non-missile weapons.
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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

Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16558 on: December 27, 2015, 04:37:11 am »

Well, even non-missiles weapons got a max radius on 1m km or so, that's plenty.
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Lossmar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16559 on: December 27, 2015, 04:40:42 am »

And to be fair, you could pull the usual Starfire tactic of piling a web of fifty-odd battlestations on every major point if game mechanics didn't prevent the creation of self-sustaining deep-space stations or artificially limit the functional range of non-missile weapons.

You can always make a military "ship" with 999999999 deployment time and no engines to simulate fortress. It only costs shitload of minerals.
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