Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1131 1132 [1133] 1134 1135 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2848381 times)

Culise

  • Bay Watcher
  • General Nuisance
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16980 on: January 13, 2016, 02:23:57 pm »

EDIT: Ah, never mind.  Sorry.
Logged

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16981 on: January 13, 2016, 02:54:21 pm »

Does anyone have any advice for balancing power requirements for a laser cruiser?
I want some serious firepower for missile-catching, but I'm afraid of straining the reactor, and can't find where the power drain of the damn things is.
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

Mini

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16982 on: January 13, 2016, 03:03:52 pm »

Power drain of each weapon is the capacitor rating.
Logged

Rince Wind

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16983 on: January 13, 2016, 03:38:32 pm »

You could also add the weapons, then add power plants until no error is shown in the bottom right.




Did the precursos get better? In my current game a 9.900t ship has 8 armor, that is a lot more than what I am used to. I like it.
Good thing I brought those 38cm spinal lasers. Though the 2nd one fell to point defence turrets.
Logged

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16984 on: January 13, 2016, 03:41:04 pm »

Is there any way to transfer crewmen from one ship to another? I have a ship that's run out of life-support, with no tugs or supply vessels. I sent out the oldest ship in the fleet to try and rescue it, but now I'm stuck.
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16985 on: January 13, 2016, 03:42:09 pm »

You could also add the weapons, then add power plants until no error is shown in the bottom right.




Did the precursos get better? In my current game a 9.900t ship has 8 armor, that is a lot more than what I am used to. I like it.
Good thing I brought those 38cm spinal lasers. Though the 2nd one fell to point defence turrets.


how did you catch up with them? what tech level did you start with?
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16986 on: January 13, 2016, 03:45:20 pm »

There aren't any limits on how big ships can get, and I've seen folks SM billions tons ships.
Yes, there are. I don't remember the limits off the top of my head, but there are a bunch of different hard caps on shipbuilding beyond which the ships start to generate overflow errors, and they collectively result in an effective hard limit in the low millions of tons.

I don't doubt that someone clicked past a bunch of errors while designing something and managed to SM it into game, but it's not the sort of thing you could actually play with.
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.

The above link shows when ships get too big.  Not worth the overflows, in my opinion.

Rince Wind

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16987 on: January 13, 2016, 03:53:47 pm »

You could also add the weapons, then add power plants until no error is shown in the bottom right.




Did the precursos get better? In my current game a 9.900t ship has 8 armor, that is a lot more than what I am used to. I like it.
Good thing I brought those 38cm spinal lasers. Though the 2nd one fell to point defence turrets.

I used the standard start, but as a Meritocracy, that gives 30 research centers and I think 160k techpoints. I had those randomly assigned and luckily already had Ion drives. Didn't get decent scientists for a long time (I had three at the beginning, two of them sensor specialists), so I stayed in Sol for a while. When I met the precursors I had magneto plasma almonst ready, so I waited for a bit. Now my warships are 40% engines and are barely 200km/sec faster than the precursors. But it is enough. (6400km/sec, 5kt sensor ships, and 10kt cruisers and escorts).

how did you catch up with them? what tech level did you start with?
Logged

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16988 on: January 14, 2016, 12:36:52 am »

You could also add the weapons, then add power plants until no error is shown in the bottom right.




Did the precursos get better? In my current game a 9.900t ship has 8 armor, that is a lot more than what I am used to. I like it.
Good thing I brought those 38cm spinal lasers. Though the 2nd one fell to point defence turrets.
A lot of people are commenting on better AI
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.

nate9090

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16989 on: January 14, 2016, 02:46:29 am »

Haven't played in several years, but just loaded up Aurora yesterday and have been playing a very cautious slow game to get a handle on things again.

Year 2215 now, four systems surveyed and inhabited. No alien contacts and did not start with an alien NPC so things have been completely peaceful so far. (Also no turn slowdown!  :) ) I have large mineral stockpiles and a good amount of shipyards ready to go. I've only built the same small system defense ship since the beginning keeping a group of 8 in each system.

Now however I feel like I'm ready to explore and I've put together the first real exploration force.

I'm using long range offensive missiles, laser turret batteries, and gauss point defense. The escort frigates also have small AMM batteries. I have tankers to accompany the fleet, as well as geo and grav survey ships and one troop transport that carries a brigade and four boarding pods with a marine company and 25,000km/s speed. I'm hoping I didn't screw up the ship designs too bad:

Cruiser
Spoiler (click to show/hide)

Missile Destroyer
Spoiler (click to show/hide)

Escort Destroyer
Spoiler (click to show/hide)

Escort Frigate
Spoiler (click to show/hide)

I know you don't have to put jump drives on each ship but I always felt like you either should have a JD on each ship or have a gate, so that is what I do for roleplay purposes. Last time I played I used nothing but missiles so I'm not exactly sure I did the beam weapons right. I might of put too many fire controls, each PD turret has its own FC. I wasn't sure if I would need more than one FC for the laser batteries on the cruisers so I only put one. Oh...and I put the wrong jump drive on the escort frigate, it has a 20k JD instead of the 10k one... oops! could of gained 750 tons of more useful stuff there...

So can I get some advice on improving these further for when I redesign them for the next generation? I was thinking of switching out the box launchers for 75% reduced ones so I can bring a missile collier and be able to reload without returning to Earth (or waiting for a tug to bring a maintenance base haha).


Edit: Fixed up the Escort Frigate with the correct JD. Was able to fit another magazine for missiles and an ECCM.

Spoiler (click to show/hide)
« Last Edit: January 14, 2016, 02:51:56 am by nate9090 »
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16990 on: January 14, 2016, 02:54:35 am »

 That magazine capacity on the cruiser is from the box launchers, right?
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

nate9090

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16991 on: January 14, 2016, 03:10:01 am »

That magazine capacity on the cruiser is from the box launchers, right?

Right, the launchers come with enough space to have one missile loaded, no magazines involved. They have to be reloaded in a maintenance facility or hanger though.

The idea with the missile destroyers is to have 24 missiles assigned to each FC, so they can shoot 24 missiles at 5 different targets at once per missile destroyer. They can just dump all their missiles at once if the target is large or fire smaller volleys of less missiles if the target is small.
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16992 on: January 14, 2016, 06:23:28 am »

They only have fuel for ~25 days. This makes me cringe. Not because I'm saying it's a bad idea, but because I have such little experience with fighting and cannot fathom having such little fuel on them. Do you bring a tanker? How many systems can those ships travel in 25 days? To me it doesn't seem like they could make it 2 systems before needing to refuel.
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16993 on: January 14, 2016, 06:52:15 am »

I've run into a problem. I started playing 7.1 and it was going fine for a about a week now, but after trying to open Aurora today, it immediately crashes. Opening it a second time worked, but now I am experiencing windows freezing and closing and popping up over others. Any idea what I should do to fix this?
Logged

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16994 on: January 14, 2016, 06:53:44 am »

Are you getting error messages? Post details.
Which window specifically causes the error?
Or what other process triggers it?
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.
Pages: 1 ... 1131 1132 [1133] 1134 1135 ... 1347