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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2808801 times)

Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17250 on: January 23, 2016, 12:03:24 am »

I think in a very old version particle beams were called particle torpedoes, but they are different from plasma torpedoes.
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This sentence contains exactly threee erors.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17251 on: January 23, 2016, 12:05:53 am »

Yep. ^

Got a couple new classes brewing for some cheekibreeki fun.

Code: [Select]
Eclipse class Prowler    10,800 tons     245 Crew     3205.28 BP      TCS 15.12  TH 96  EM 0
3703 km/s     Armour 6-43     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 38     PPV 18
Maint Life 3.49 Years     MSP 1484    AFR 116%    IFR 1.6%    1YR 187    5YR 2798    Max Repair 576 MSP
Intended Deployment Time: 120 months    Spare Berths 0   
Magazine 594   

Sarpedon Aeromarine 200 EP Vectored-Output Magnetic Fusion Drive (4)    Power 200    Fuel Use 15.45%    Signature 24    Exp 8%
Fuel Capacity 950,000 Litres    Range 102.5 billion km   (320 days at full power)

Samuel-Gunnar Ordnance CIWS-250 (1x10)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Lorien Syndicate Size 6 Missile Launcher (25% Reduction) (12)    Missile Size 6    Rate of Fire 4500
Agna Space & Security Missile Fire Control FC405-R20 (1)     Range 405.7m km    Resolution 20
Brutus-6 I (99)  Speed: 29,200 km/s   End: 198.4m    Range: 347.7m km   WH: 16    Size: 6    TH: 262/157/78

Agna Space & Security Active Search Sensor MR360-R20 (1)     GPS 11520     Range 360.6m km    Resolution 20
Cloaking Device: Class cross-section reduced to 7% of normal

ECCM-2 (1)         ECM 20
Code: [Select]
Raven class Scout Cruiser    15,000 tons     439 Crew     3793 BP      TCS 21  TH 120  EM 0
3333 km/s    JR 5-250     Armour 1-54     Shields 0-0     Sensors 700/700/0/0     Damage Control Rating 10     PPV 0
Maint Life 1.84 Years     MSP 1580    AFR 180%    IFR 2.5%    1YR 589    5YR 8837    Max Repair 700 MSP
Intended Deployment Time: 120 months    Spare Berths 0   

Gunnar Aerospace J15000(5-250) Military Jump Drive     Max Ship Size 15000 tons    Distance 250k km     Squadron Size 5
Sarpedon Aeromarine 200 EP Vectored-Output Magnetic Fusion Drive (5)    Power 200    Fuel Use 15.45%    Signature 24    Exp 8%
Fuel Capacity 1,100,000 Litres    Range 85.4 billion km   (296 days at full power)

Domitian Heavy Industries Thermal Sensor TH50-700 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
Alastor-Ectelion Aeronautical EM Detection Sensor EM50-700 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
Cloaking Device: Class cross-section reduced to 7% of normal

ECM 20
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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

Dramegno

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17252 on: January 23, 2016, 05:06:23 am »

is their a way that doesn't involve delayed orders that will make my fuel harvesters drop their fuel off at a particular colony or do I just have to micro manage to keep my fuel from being drop on every Tom, Dick, and Harry asteroid that is closest to the harvester?

Also I have no idea what level (Amount) of ground troops I would need to keep on my colonies, civilian craft, and military craft?
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So, it's AnimaRytak, mighty Void God, versus the greatest cluster[FOWL] my incompetence can engineer.

I will be so god damn proud if AMBASSADOR bites your head off.

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17253 on: January 23, 2016, 05:22:33 am »

Make some small tankers with efficient engines and set them to repeat orders, refuel from the harvesters then dump at colony.
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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.

Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17254 on: January 23, 2016, 05:47:49 am »

I usually have a brigade of garrisons on my colonies. Mostly to put down riots. (four garrisons attached to a brigade HQ)


I was wondering why my fleet training takes so long. Turns out I have no commander of my fleet HQ. And I can't assign a new one, because he now needs to be of rank six, while I only have officers of rank five. I hope it won't take too long until I get another one, training times have at least tripled.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17255 on: January 23, 2016, 05:52:29 am »

Build more military academies. More academies means more officers, more officers total means more officers promoted to flag rank. Or, y'know, just manually promote one via SM mode if you're willing to do that.

Make some small tankers with efficient engines and set them to repeat orders, refuel from the harvesters then dump at colony.
Or just switch to using harvesting stations instead of ships. Give 'em a few dozen million liters of capacity, remember to dump it all on the colony you built them at, then tow them to the gas giant of your choice.
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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

LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17256 on: January 23, 2016, 06:14:56 am »

Make some small tankers with efficient engines and set them to repeat orders, refuel from the harvesters then dump at colony.

isn't that broken? harvester now refuse to fill more than 90% on my task group so the unload fuel secondary order isn't getting triggered for me
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Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17257 on: January 23, 2016, 08:05:35 am »

If you manually set them to take fuel from the harvesters and unload at a colony, and then set them to cycle orders, secondary orders don't even come up.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17258 on: January 23, 2016, 08:15:07 am »

I just found about 450 missiles the precursors left behind. Size three, WH 7, range 230mil km, speed 33k. Not so bad for their small size. Now...do I design a collier, pick them up and then design some missile ship/platform/pdc, or do I just scrap them. Hmmm...

(Only using lasers on ships and mesons on PDCs so far. The 50 RP for the magazine so I can see the missile in the design window were the first RP I put into m&k.)
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tryrar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17259 on: January 23, 2016, 08:18:48 am »

I just found about 450 missiles the precursors left behind. Size three, WH 7, range 230mil km, speed 33k. Not so bad for their small size. Now...do I design a collier, pick them up and then design some missile ship/platform/pdc, or do I just scrap them. Hmmm...

(Only using lasers on ships and mesons on PDCs so far. The 50 RP for the magazine so I can see the missile in the design window were the first RP I put into m&k.)

I'd compromise and pick them up and disassemble them on earth for sweet, sweet RP gains. (Well, if you CAN disassemble them, I'm not sure for missiles)
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17260 on: January 23, 2016, 08:22:54 am »

You can only scrap them, otherwise I would have done so. :(
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Azazass

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17261 on: January 23, 2016, 08:38:47 am »

You can only scrap them, otherwise I would have done so. :(

Hey, it's bad to look a gift missile in the warhead.

I say use them, why waste them?
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17262 on: January 23, 2016, 10:45:00 am »

if you're like me you're likely asking yourself, where' the heck is gliese compared to the sun?

here's a 3d star map someone on the internet made. not as complete as aurora database, but loads of stuff in here.
http://stars.chromeexperiments.com/
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acidia

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17263 on: January 23, 2016, 11:54:00 am »

Any tips on how to deal with enemies who won't engage?  I'm suspecting that my game's slow demise into lag death is being caused by hidden enemy fleets sitting on the edge of my active sensor range.  When I was having my fighters return they bumped into a dozen tiny 12000km/s ships that I would have never seen otherwise.  As my 10000km/s fleet moves towards them they always push away.  I liked the ramming mechanic to deal with fleets that I would never otherwise be able to catch but these aren't interested.   
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17264 on: January 23, 2016, 12:09:52 pm »

Any tips on how to deal with enemies who won't engage?  I'm suspecting that my game's slow demise into lag death is being caused by hidden enemy fleets sitting on the edge of my active sensor range.  When I was having my fighters return they bumped into a dozen tiny 12000km/s ships that I would have never seen otherwise.  As my 10000km/s fleet moves towards them they always push away.  I liked the ramming mechanic to deal with fleets that I would never otherwise be able to catch but these aren't interested.   
I think if you mount active sensors on missiles, you don't necessarily need an active sensor contact on the enemy otherwise and can manually fire them on the enemy's position, as long as the active sensor range clips the target. Don't quote me on that, though.
Another thing you could do is fire armored active sensor buoys on to the enemy's escape vector, and then toss some long range missiles at them.
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