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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2848405 times)

nate9090

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16995 on: January 14, 2016, 08:32:18 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.

They can cover a bit over 16 billion kilometers in those 25 days though! As a rough rule of thumb I try to keep my warships able to go to Pluto and back with a bit extra. That said, they definitely take tankers if they are going farther. I'm using 4 small 60kton jump tankers to double the range of the fleet right now which handily gets them to unexplored space and back with extra to spare.
Tanker:
Spoiler (click to show/hide)

First combat with the fleet ended in a complete victory against a handful of 1000 ton FACs and two 10kton ships. I wasted a bunch of missiles on the first volley though. I tried firing 24 missiles in a salvo at a group of 4 FACs thinking the thermal sensor on the missiles would re-target them to another ship when the first one was destroyed however it didn't work. Two missiles killed it and the other 22 didn't re-target. So I had to manually fire volleys of 4 missiles at each FAC.

The 10kton ships both survived 24 missiles each but where complete wrecks. I closed on them and blew the first one limping along up with the lasers and then had the troop transport launch the boarding pods and captured the second one. I was able to repair one engine on it but decided to have a tug take it back since it could barely limp at 500km/s without full repairs. They had less tech than I did but they did have better ECM than me.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16996 on: January 14, 2016, 11:44:12 am »

Does the "minimum increments" box do anything? Even though I put it on 2, with autoturns enabled, the game only progressed a couple hours (used 5 day increment), then stopped without a notice.

Edit: Of course, after posting it works. :D
« Last Edit: January 14, 2016, 11:46:29 am by Rince Wind »
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16997 on: January 14, 2016, 12:16:59 pm »

Well, Aurora seems to be harder Sci-fi than Stellaris, so...

There are several major problems of building a structure that large:
  • Finally, and this is the biggest problem, Gravity. It will be a major pain to prevent tidal forces from messing with the structure during construction. Even worse, as soon as the structure completely surrounds the star, the net force of gravitational attraction from the star becomes zero, causing the structure to start to drift. What do you think happens if/when the structure drifts into the star it was built around?
Just pointing out that this last one here is flat out wrong in what it is attempting to imply. This is exactly equivalent to saying, "The net force of the Earth's Core on the Crust is zero, so the Crust is going to drift causing the Core to burst through one side.".

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.
Yep, the limits are listed in the end of everything thread over on the aurora forums. ~7.75 million tons is the limit for a ship with a full 100 armour layers and ~7.75 billion tons is the largest possible at all. Of course, you are highly likely to run into one of the other overflow limits before reaching those sizes.

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.
The power a ship requires and the power generated by it's reactors are listed on the left hand side of the class design window. If power supplied drops under power required it will cause a universal slowing of recharge for all weapons by the proportion it is underpowered. There is no way of allocating power to specific weapons.

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.
To the best of my knowledge, there is no way to transfer crew between ships. You need to get the ship back to where it can be repaired as that will repopulate the ship from your academy supply.

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)

They are generally pretty good, especially if you are keeping to roleplay limits. One thing I'll note is that the escort frigates are a bit light on MSP storage. You generally want to have at least twice the MSP storage as the maximum repair cost, to allow for repairs of destroyed components in the field.

You also don't seem to have any actual long range active sensors for picking up targets outside of weapons range.

Pretty much anything else is down to design preferences or roleplay constraints, such as finding use of specialized beam, missile , beam PD or AMM PD ships more effective in a fleet than the hybrids you have, or use of mixed twin and quad turrets of the same type instead of just quads for space efficiency or just twins for greater redundancy to damage. And as you already noted, I'd usually use fewer firecontrols than you have here, one for every four barrels instead of one per turret.

First combat with the fleet ended in a complete victory against a handful of 1000 ton FACs and two 10kton ships. I wasted a bunch of missiles on the first volley though. I tried firing 24 missiles in a salvo at a group of 4 FACs thinking the thermal sensor on the missiles would re-target them to another ship when the first one was destroyed however it didn't work. Two missiles killed it and the other 22 didn't re-target. So I had to manually fire volleys of 4 missiles at each FAC.
It's been some time since I used missiles with sensors, but, as missile sensors are typically pretty weak, it is possible that the other FACs had moved out of the range of the missiles sensor in the increment after the first was destroyed, which is when they would look for another target.
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Ghazkull

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16998 on: January 14, 2016, 12:23:40 pm »

uhm i have a question, i am trying to do the missing dll fix but what is meant with that line:

3. Open up the command line as administrator and type the second to last line outlined in red

what second to last line? and what command line?
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Dutrius

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16999 on: January 14, 2016, 12:50:19 pm »

Well, Aurora seems to be harder Sci-fi than Stellaris, so...

There are several major problems of building a structure that large:
  • Finally, and this is the biggest problem, Gravity. It will be a major pain to prevent tidal forces from messing with the structure during construction. Even worse, as soon as the structure completely surrounds the star, the net force of gravitational attraction from the star becomes zero, causing the structure to start to drift. What do you think happens if/when the structure drifts into the star it was built around?
Just pointing out that this last one here is flat out wrong in what it is attempting to imply. This is exactly equivalent to saying, "The net force of the Earth's Core on the Crust is zero, so the Crust is going to drift causing the Core to burst through one side.".

That isn't what I meant at all.
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Vendayn

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17000 on: January 14, 2016, 12:55:43 pm »

Well, I'm trying to create a mothership and put habitats on it so people can live on it. I want it to be a huge massive ship that people live on. But is 500 million tons too big or something? I want it to have a ton of lasers and a bunch of missiles. A ton of armor too.

But, for some reason, whenever I add anything to it I get error 6 overflow error. And if I take everything off, I still get the same error. If I ignore it, and force build the ship with spacemaster, I get 30010 out of memory error, overflow error and after that, the save breaks and literally deletes the save when I alt tab out of it. And the error is permanent, no possible way to stop the error happening except alt tab, which then deletes the broken save.

Am I doing something wrong? Is 2000 orbital habitats too many? That is the whole point of the ship lol. I only have 100 meson and 100 lasers. And only 100 anti ship missile launchers, and 100 anti missile launchers...so not that many guns.

I'd post the broken save, but it deleted itself...
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17001 on: January 14, 2016, 01:00:41 pm »

Do you play with maintenance on? :D
A 500mil ton military ship must break down all the time, when it is not at a planet with huge maintenance facilities and gobbling up minerals like there is no tomorrow.
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Vendayn

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17002 on: January 14, 2016, 01:13:21 pm »

Do you play with maintenance on? :D
A 500mil ton military ship must break down all the time, when it is not at a planet with huge maintenance facilities and gobbling up minerals like there is no tomorrow.

well, I'd make it a PDC (they require a lot less maintenance don't they?). But I can't build orbital habitats or anything to allow people to live on them. Which is annoying. Unless I can change that somehow?
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17003 on: January 14, 2016, 01:16:50 pm »

I am not sure if PDCs work with habitats, I don't think so.

Edit: Why would you want it as a PDC anyway, you can't move one of those after it is built.
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Vendayn

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17004 on: January 14, 2016, 01:17:55 pm »

I am not sure if PDCs work with habitats, I don't think so.

no :( but my goal is a massive ship that would allow a huge population to live on it, and I'd abandon earth and travel far off into another part of the galaxy. Can I do that without breaking things?
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17005 on: January 14, 2016, 01:21:02 pm »

Well, I'm trying to create a mothership and put habitats on it so people can live on it. I want it to be a huge massive ship that people live on. But is 500 million tons too big or something? I want it to have a ton of lasers and a bunch of missiles. A ton of armor too.

Your are quite possibly hitting the armour limit. There is a limit of ~350k boxes of armour before a class hits the limit. for 100 layers of armour ~7.75 million ton ship hits the limit and for 1 layer of armour the limit is ~7.75 billion ton. 500 million is at the point you can't have more than a few layers of armour without hitting the limit.

Edit: also colonists can't actually live on a ship that is not at a defined colony. You would have to move them all into cryogenic berths before moving the ship.
« Last Edit: January 14, 2016, 01:22:48 pm by Metalax »
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Vendayn

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17006 on: January 14, 2016, 01:27:46 pm »

Well, I'm trying to create a mothership and put habitats on it so people can live on it. I want it to be a huge massive ship that people live on. But is 500 million tons too big or something? I want it to have a ton of lasers and a bunch of missiles. A ton of armor too.

Your are quite possibly hitting the armour limit. There is a limit of ~350k boxes of armour before a class hits the limit. for 100 layers of armour ~7.75 million ton ship hits the limit and for 1 layer of armour the limit is ~7.75 billion ton. 500 million is at the point you can't have more than a few layers of armour without hitting the limit.

Edit: also colonists can't actually live on a ship that is not at a defined colony. You would have to move them all into cryogenic berths before moving the ship.

ah, I see. So looks like a big ship won't be heavily armored then.

As for colonists, yeah I realized that so I put them cryo stuff on it. But won't I be able to have people live on the ship if I put orbital habitats on it? That is pretty much the entire point of the ship lol. I do want colonists for if I find a good place to settle, but I want the ship to be a living breathing ecosystem in a way...like that massive station in mass effect 1 that the game took place in. It had water, fake sky and a bunch of people living on it. I have wanted to re-create that ship, ever since I saw it....in a video game of course. But not one game has let me re-create that station :(

But maybe aurora can't handle the epic ME space station :P The one in near the beginning of the game. Don't remember what it was called lol

(edit: I've wanted to re-create the migrant fleet too. That was so epic. Just a massive fleet of ships sorta self-sustainable in a way, with a ton of people living on them. But if orbital habitats don't act as habitats on ships in Aurora, I can't do any of that...:( )
« Last Edit: January 14, 2016, 01:30:52 pm by Vendayn »
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Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17007 on: January 14, 2016, 01:36:30 pm »

Colonists only do things when they are on a population, and populations only exist on planets. Orbital habitats just let some colonists live on a planet without needing infrastructure (if they needed it in the first place).
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17008 on: January 14, 2016, 01:37:37 pm »

They act as habitats, just only when located at a body that has had a colony designated on it. All of the things for which you need them as workers out of the cryo and in the habitation, such as research, construction, etc., require you to be at a colony anyway.

A migrant fleet/battlestar refugee fleet is actually much easier to create, as you are far less likely to run into the various overflow limits.
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Vendayn

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17009 on: January 14, 2016, 01:38:20 pm »

Colonists only do things when they are on a population, and populations only exist on planets. Orbital habitats just let some colonists live on a planet without needing infrastructure (if they needed it in the first place).

ah I see. So I guess I can't be a migrant fleet like the one in mass effect :( Guess I'll need to change my plans.

I have yet to find a single 4x that lets you be a migrant fleet :( I guess even THAT is far more advanced than aurora, and aurora is most advanced 4x strategy game out lol.
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