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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2848457 times)

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16590 on: December 28, 2015, 04:39:31 pm »

Hangars, magazines and maintenance storage bays may class a design as military, but they can't break themselves. So we can get fully functional unbreakable carriers if the engines are in a commercial section with a tractor beam.
Engineless weapon pods (especially those with box launchers) can easily have maintenance life and deployment time in the decades; just scrap them if you're still playing then. Cheaper than periodic maintenance.
Commercial tugs with low-powered engines can keep running for decades too, so you're set.
You don't even need fancy stuff like maintenance/entertainment modules, let alone the more awesomely overengineered solutions.

Wouldn't the crew quarters in the hangar section still break down?
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16591 on: December 28, 2015, 04:57:06 pm »

You can do it with a two-stage missiles (well, what we call a mine really), with its own sensors. You can't choose targets though.

I never had a game grow to a size where it made sense to have more than one fleet anyway, so I just park it on sol most of the time.
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tryrar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16592 on: December 28, 2015, 04:58:40 pm »

So, how viable would it be to go completely to weapon pods? Basically have a ship be engines and armor and have the weapons in pods that tractor to the ship?
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16593 on: December 28, 2015, 05:00:37 pm »

Didn't steve remove tractor chaining? Or can you still do that?
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Alastar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16594 on: December 28, 2015, 05:30:26 pm »

@ Bremen: doesn't seem to be a problem, and ships display 0 for maintenance life (changing to something else if you add something breakable).
@ tryrar: Quite viable. Slow and weak for their size, but cost-effcient and eases logistics. I don't armour the tugs much, they'e bulky (so each armour layer is expensive) and the large non-explodey engines can tank some hits.
@ forsaken1111: He removed an exploit where you could chain multiple pods together and only one would have its mass accounted for speed considerations.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16595 on: December 28, 2015, 05:41:29 pm »

Didn't steve remove tractor chaining? Or can you still do that?
He removed one of the ways that you could set up a tractor chain some time ago, but, as of the last time I tried following that, there was still a way to set one up. When I get some time I'll check if it still holds true for the current version.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16596 on: December 28, 2015, 06:13:13 pm »

More than 500 battalions or 23 divisions on one planet will cause an overflow.
http://aurora2.pentarch.org/index.php?topic=6739.0
That topic holds info on what breaks aurora when things get too big.
« Last Edit: December 28, 2015, 06:17:42 pm 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.

Aseaheru

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16597 on: December 31, 2015, 02:51:43 pm »

 Well, Quill18 just went and started a series on this.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16598 on: December 31, 2015, 03:55:06 pm »

Oh excellent. He'll probably stick to it and appreciate it. The downside are the folks that'll come in, and bitch that its arcane unfriendly mess to start playing.
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Xardalas

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16599 on: December 31, 2015, 07:34:05 pm »

Well, Quill18 just went and started a series on this.

Damn. You beat me to it.
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Graknorke

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16600 on: December 31, 2015, 09:19:58 pm »

Oh good, he usually explains what he's doing. Maybe I'll finally be able to figure out how to make fleets work.
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JOKER_G

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16601 on: December 31, 2015, 11:44:14 pm »

Anyone have better idea about permanent fuel harvester station? This design works well, but really hard to relocate. As OH and rec module are too large, use less harvest module don't help.
Spoiler (click to show/hide)
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16602 on: January 01, 2016, 12:47:34 am »

For one, it doesn't need to be that large, unless you plan on sucking the gas giant dry in just a couple of years. Two hundred million liters of fuel is probably more than any of my civilizations have ever used in total.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16603 on: January 01, 2016, 12:48:58 am »

More importantly you don't need the orbital habitat or rec facilities. Better making 3 separate platforms .
Oh, wow get rid of the armour, it's probably a third of your weight.
« Last Edit: January 01, 2016, 12:50:30 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.

EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16604 on: January 01, 2016, 01:13:10 am »

More importantly you don't need the orbital habitat or rec facilities. Better making 3 separate platforms .
Oh, wow get rid of the armour, it's probably a third of your weight.

Orbital Habitat might make sense so Industry can create it instead of shipyards.

Rec Facility is redundant: The 50,000 population will act as a large enough colony for shore leave.  In fact, 10,000 population would be sufficient.
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