Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1140 1141 [1142] 1143 1144 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2808560 times)

jocan2003

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17115 on: January 17, 2016, 10:17:31 pm »

Unrelated question, i know there is engine, had hyper engine ( Still didnt get the tech to research tme maybe i am missing something O.o? ), and one of the spoiler opened up spoiler, is their tech salvageable so my vessel can open *spoiler* too?
Logged
Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17116 on: January 17, 2016, 10:30:30 pm »

And my fighter
Spoiler (click to show/hide)

How'd you manage to keep your fighter below 200 tons? I can barely keep mine below 500. :P
Do gauss cannons not need a reactor because I don't see one in your fighter design. What's the advantage to using gauss instead of lasers?
Also, is it possible to build a combat effective fighter under 100 tons? If not, what about 150 tons?
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17117 on: January 17, 2016, 10:45:03 pm »

Quick question. Do turrets require a separate beam fire control system? Trying to set up some anti missile systems in case I run out of anti ship missiles, or my sensor ships get blown apart.
Oh yeah, quick tip from something I learned. If your only long range sensors are on your sensor ship, don't have your sensor ship be the largest target.

Speaking of fire controls, if I have two lasers on a ship, do I need one or two fire controls?
You can assign as many weapons as you like to one fire control, but you can only target one thing with a given fire control. Multiple FCs are required for PD ships and anything large enough to mount more than ~6-8 weapons (for redundancy as well as targeting multiple light contacts). You can generally skimp on MFCs because you don't want to split salvos, so one's enough up until you have enough launchers that you can split salvos and still saturate enemy defenses.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Mini

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17118 on: January 17, 2016, 11:13:30 pm »

Careful when you get to AMM range, those will probably be able to get through your defenses. Similarly, if they still have missiles left at this point, when you are close enough that their missiles hit you in their first 5s of movement you won't be able to intercept them (except probably with CIWS) because the turn order has them be fired, move, and hit before sensors happen.
I believe this is incorrect, CIWS seem to work flawlessly at point blank range or during jump blindness.
Which is why I included the bit in brackets.

Quick question. Do turrets require a separate beam fire control system? Trying to set up some anti missile systems in case I run out of anti ship missiles, or my sensor ships get blown apart.
Oh yeah, quick tip from something I learned. If your only long range sensors are on your sensor ship, don't have your sensor ship be the largest target.
Speaking of fire controls, if I have two lasers on a ship, do I need one or two fire controls?
One fire control can handle any number of weapons. The reason you'd want more is if your weapons have different cababilities (anti-ship vs anti-missile, for instance), if you want to handle more targets at once (one FC can only fire at a single target every 5s), or if you just want redundancy (having your only FC knocked out immediately on contact is bad). This goes for both missile and beam FCs, but obviously missile ones can only handle missile launchers and beam ones handle everything else.
Logged

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17119 on: January 17, 2016, 11:43:01 pm »

PRZ is bae <3

Are lasers better than particle beams?

Spoiler (click to show/hide)
Logged

Mini

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17120 on: January 17, 2016, 11:59:48 pm »

Lasers have a higher maximum range and have more potential damage, but particle beams do all of their damage through the entire range (while lasers taper off). Therefore, lasers are better at long range (because they can do anything at all), worse at medium range (where they are doing less damage than particle beams) and better at close range (where they do more damage).
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17121 on: January 18, 2016, 12:02:03 am »

 Well, in an effort to save some time at shipyards, I decided to turn my design for a troop transport into a tanker/gas miner. Not only did that effort fail, but I managed to miss removing one of the troop transport bays.


 I could always say its for supporting invasion fleets...
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17122 on: January 18, 2016, 12:59:37 am »

Or just the product of lowest-bidder contracting. "Close enough for government work" and all that jazz, no?  :P
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

jocan2003

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17123 on: January 18, 2016, 12:59:56 am »

And my fighter
Spoiler (click to show/hide)

How'd you manage to keep your fighter below 200 tons? I can barely keep mine below 500. :P
Do gauss cannons not need a reactor because I don't see one in your fighter design. What's the advantage to using gauss instead of lasers?
Also, is it possible to build a combat effective fighter under 100 tons? If not, what about 150 tons?
Well i use a 1HS guauss cannon since in my mind its what feels more like the 2x 800 rd. Thraxon MEC-A6 30mm mounted on the new BSG series viper MkII, also i went with gauss for point defence, at low tech its bullcrap but once you get them some range and rate of fire they can shred missiles real easy, but you will need good fighter pilot tho.

As for keeping my fighter i think im reaching end game on multiple front, my engine has the most engine power multiplicative possible, i keep the armor to a minimum, also gauss doesnt require reactor and you can make gauss cannon really small without loosing the rate of fire always shooting every 5 seconds, but the accuravy can get a massive hit tho. Since the gauss only have a very small range i kept the beam fire control as small as possible with not active sensor at all, it rellies on mothership to provide active contact.

My first Viper design was nearly 500ton so dont worry, it did sport one more gun and had a bit more armor tho but well i kinda wanted to make them as small as possible to get that massive speed increase for the second gen. Very nice to send in pack against missile less enemies and with the speed they have they are kinda are to hit, but they are fragile as hell so best for missile interception and unarmed ship hunting. Or finish of these dang contact loosing engine but dont want to waste a salvo on them.
Logged
Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

AlStar

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17124 on: January 18, 2016, 02:26:09 am »

I'm actually still mid-fight, but at this point, we've weathered half a dozen volleys without a single missile getting through, and even if we miss one, I think my shields should be able to tank it. We'll have to see if they've got anything nasty when we close to energy range, but I'm currently hopeful that entire the fleet will be returning to Earth to refit and rearm.
Just in case anyone was curious, I just finished the fight - it took roughly an hour of real-time (and, thinking about it, a roughly equal amount of in-game time, mostly in 5-second increments) to play out. My three ships waded through hundreds (if not low thousands) of missiles. However, the missiles were so low tech (only moving at around 4,500 km/s) that the only time that I was in real danger was when they targeted Cruiser #1, who had picked up about 90% of all the POWs, and as a result was so overcrowded that their morale had gone down to 0, reducing their to-hit %s down into the single digits. Usually the laser turrets on the other two ships were able to pick off anything that the CIWS missed, but sometimes not - as a result, the armor on that ship mostly looks like someone took a sandblaster to it - only a single hit to internals though (took out one of the CIWS... which of course just made the ship even more vulnerable.)

It was rather nail-biting when we finally closed into energy range, but it turned out that the entire enemy fleet had been missile cruisers, so instead of the 100km knife dual I feared, I ended up just chasing down their helpless fleet and slaughtering them.

Now we head back to Sol.

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17125 on: January 18, 2016, 03:07:59 am »

So my revenge fleet is nearly ready. Main delay is going to be getting the tankers ready. Planning to deploy two, each of which are almost 250 thousand tons. Very, very heavily armored, with fifty CIWS cannons apiece. I decked to use this time to design some assassination ships that will go in before my main fleet. They will launch drones designed to lock onto EM or thermal emissions, First stage is designed for fuel efficiancy. Once that is close enough it will launch the second stage, designed to get through any anti missile dire. Last stage is pure speed, and separates right outside beam fire range.  Going to try two or three variations to see what works.
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

jocan2003

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17126 on: January 18, 2016, 03:25:28 am »

Well with fifty CIWS.... you can just sit there and wait untill they are done using their missiles, then move closer untill they start spewing out amm and finish them off with a couple missile salvo at close range, unless they are faster than you, might be better ressource wise to do that.
Logged
Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17127 on: January 18, 2016, 04:48:53 am »

My first Viper design was nearly 500ton so dont worry, it did sport one more gun and had a bit more armor

same here, I'm on ion still, since begun recently, and 500 is a nice spot for low tech fighters

Spoiler: trafalgar fighter (click to show/hide)

but I use a big ass 50% gauss, since I've a lower tracking speed

still, a 12t carrier can move 8 of those fighters, which seems reasonable firepower.
Logged

Hanzoku

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17128 on: January 18, 2016, 04:56:13 am »

Those might make decent escorts, but they'll die like flies fighting offensively. Because they have only one layer of armor and no integral sensors, they'll need to fight within range of a sensor vessel, and any AMMs that leak through will quickly start crippling them.

If they are intended to act as a fighter vessel, you can set the intended deployment time to 0.1 months, which gives 3 days of life support to match the fuel capacity, and reduces the crew from 18 to 1 or 2.
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17129 on: January 18, 2016, 05:39:27 am »

ah thanks didn't know you could use decimals for deployment time!

yeah they are intended mainly as escort but works well for mopping up remains after the main engagement ended (i.e. no amm coming or no actives), 16 fighters with 3 shoots every 5 seconds quickly add up to deal decent damage. also I tried once box launchers at low tech but the logistic for missile supply was a nightmare XD
Logged
Pages: 1 ... 1140 1141 [1142] 1143 1144 ... 1347