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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2837967 times)

Man of Paper

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17295 on: January 23, 2016, 11:47:13 pm »

Fun fact, I've been watching The Expanse before diving into Aurora. Named my first asteroid mining shit (I'm leaving that typo there, apparently my body types shit more naturally than ship) class, and it's subsequent first ship, Canterbury. Things went very well for me.

Haven't seen the latest episode, girlfriend wants us to watch it together. I hear shit gets awesome though. Apparently it's based off of a series of books that I must read, which explains why it's a SyFy property that's pretty good.

Spoiler (click to show/hide)

Anyway, I'm going to be doing an Aurora LP on another forum, but I'll post some stuff about it here because it's Aurora and why is it so good.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17296 on: January 23, 2016, 11:52:26 pm »

That's one hell of a resolution 1 sensor.
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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.

coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17297 on: January 23, 2016, 11:59:56 pm »

Things went very well for me.

Was there sarcasm in that statement? :P

Anyway, I'm going to be doing an Aurora LP on another forum, but I'll post some stuff about it here because it's Aurora and why is it so good.

What forum are you doing it on? Is there going to be a backstory to match or is it JUST an LP?
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jocan2003

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17298 on: January 24, 2016, 01:35:51 am »

Geez i was playing a new game, everything was fine, doing my business like always, slowly colonising working my tech up etc. For once i choose to work more on missiles than before but i didnt have ANY military ships exept a eye-in-the-sky PDC with MASSIVE size 50 active sensor and the like, couple missile launcher too.

HOSTILE TRANSIT DETECTED in sol, wait what?!, thats new.... it also point a system i already went in and i never detected anything at all...... Anyway due to my stupidity i made a ship design and i was kinda proud of, a small 55kton war ship with the best i had researched, but since my research was more focused on logistics/engines/terraforming, the economic side of thing, but decent missiles.
Spoiler (click to show/hide)
Yeah i know its not the most efficient design but i gave myself the rule to only spawn one ship with the oob... so i had to kinda generalize it, anyway i told myself with that many CIWS nothing will get trought right? Right? RIGHT? well..... nope.... i send my ship in an interception course, the poor gatebuilder didnt stand a chance when they jumped on him.... Then i send orders left and right to move civilian/logistics ship toward earth for protection, they intercept the second gatebuilder... the only 2 i had dammit......Both died but they sent missile from very far away and since they were alone, lots of missiles were lost in both engagement to them.

Just before i intercept them they manage to let of a couple missile voley toward mars where i have 20 terraformers and a morale support ship ( basicly a big ship with recreational facility). I lost 4 terraformers in a very sort period of time then the missile stops.... They are out of missile, i said myself, nice! i will be able to catch them, sadly they are a bit faster than me and my fleet is not really trained... let see where it will lead us! I have a decent range on these weapon so should be that bad right? RIGHT? NOPE!... i let off 2 full salvo on each contact, 2 of the same class and another one wich doesnt have sensor active. Thats 6 salvoes in the aid of 15 missile each.... BAM all of them died to point blank defense..., BLAM and again again, NO MISSILE went trought their defense.... Alright time to knife fight them....

By the time i can finaly use my weapons im already under energy fire most likely laser and my weapon reload only every 25 seconds and he god damn shoot every 5 secs!.... My armor is holding up, i manage to score a decent couple hits but then i never realised one of them went and did
Quote
29th June 2077 00:15:46,Sol,Ceylon 001 hit by 936 points of damage from Ramming Attack
Yup.... try to survive a hit like that when your armor is already beaten up....... Suffice to say the only hope to stop the attack was a total disaster... At least they only have 2 more ships in the system and there is 17? or 16 terraformers near them.... Time to rethink and militarise properly seeing how unsuccessfull the attempt was XD.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17299 on: January 24, 2016, 02:18:42 am »

That damage! That's 30 squares deep of armor penetration on a clean slate of armor wide enough to take it wholly! And that's not even including shock damage!
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17300 on: January 24, 2016, 03:01:53 am »

Did you stumble into the Garden of Kadesh or something?  :P

--

Hoo boy. Okay, so those stealth cruisers I sent out to deal with three Invader ships ran into five instead, of two classes. The cloaks worked very well, they didn't notice my ships until I popped an active sensor on. That's when I got the unpleasant surprise of the two-class pair having 600m km+ ranges on their actives, essentially preventing my little attack group from re-stealthing. At least one of those ships was also a nasty AMM platform; not only did only two single missiles from ~250 fired make it through (though those two hits did cripple the target), but I was taking in excess of 240 hits every volley after misses and PD fire. Suffice it to say that the cruisers died and the passive scout bugged out.

That was in Macharia.
Spoiler (click to show/hide)
I've been popping into both there and Verun from time to time; Macharia's got two more ships now, and Verun is at something like 20-30 targets. Meanwhile, bad news, my scouts exploring galactic South ran into Swarm in Tamahal, a dead-end system. The good news is that that nebula is a Level 3, so as long as they're penned up in there the Soldiers are basically useless.

So what I needed was a compromise ship, something that could close with the known threat in Macharia and kill it, keep the system clear until the wormhole closes, and then head down to protect the colony in Konor and clean up the Swarm. What I came up with was this:
Code: [Select]
Conqueror class Battleship    70,000 tons     1632 Crew     32508.8 BP      TCS 1400  TH 10000  EM 15000
7142 km/s     Armour 20-151     Shields 500-300     Sensors 24/24/0/0     Damage Control Rating 54     PPV 372.4
Maint Life 0.96 Years     MSP 7111    AFR 1599%    IFR 22.2%    1YR 7424    5YR 111358    Max Repair 3000 MSP
Intended Deployment Time: 120 months    Spare Berths 0   
Cryogenic Berths 200   

Ventris & Sicarius 2500 EP Magnetic Fusion Drive (4)    Power 2500    Fuel Use 84.85%    Signature 2500    Exp 20%
Fuel Capacity 11,000,000 Litres    Range 33.3 billion km   (54 days at full power)
Taurus Defence Industries Xi R300/360 Shields (100)   Total Fuel Cost  1,500 Litres per hour  (36,000 per day)

Barak Technology 52cm C6 Far X-Ray Laser (1)    Range 480,000km     TS: 8000 km/s     Power 71-6     RM 8    ROF 60        71 71 71 71 71 71 71 71 63 56
Twin Barak Technology 15cm C6 Far X-Ray Laser Turret (24x2)    Range 480,000km     TS: 25000 km/s     Power 12-12     RM 8    ROF 5        6 6 6 6 6 6 6 6 5 4
Valefar Incorporated Fire Control S06 240-24000 (6)    Max Range: 480,000 km   TS: 24000 km/s     98 96 94 92 90 88 85 83 81 79
Kalick-Endymion Magnetic Confinement Fusion Reactor Technology PB-1 (30)     Total Power Output 300    Armour 0    Exp 5%

Torgaddon-Lupercal Megacorp Active Search Sensor MR72-R1 (2)     GPS 300     Range 72.0m km    MCR 7.8m km    Resolution 1
Torgaddon-Lupercal Megacorp Active Search Sensor MR3943-R30 (1)     GPS 90000     Range 3,943.6m km    Resolution 30
Sotha-Hezekiah Thermal Sensor TH1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Sotha-Hezekiah EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

ECCM-3 (6)         ECM 30
Supported by this:
Code: [Select]
Divine Right class Support Vessel    50,000 tons     1088 Crew     8882.1 BP      TCS 1000  TH 2500  EM 0
2500 km/s    JR 5-500     Armour 10-120     Shields 0-0     Sensors 24/24/0/0     Damage Control Rating 99     PPV 0
Maint Life 4.96 Years     MSP 20993    AFR 202%    IFR 2.8%    1YR 1420    5YR 21299    Max Repair 3250 MSP
Intended Deployment Time: 60 months    Flight Crew Berths 0   
Hangar Deck Capacity 2000 tons     Troop Capacity: 2 Companies   

Carabia Heavy Industries J70000(5-500) Military Jump Drive     Max Ship Size 70000 tons    Distance 500k km     Squadron Size 5
Justinian-Stubbs Aerospace 312.5 EP Commercial Magnetic Fusion Drive (8)    Power 312.5    Fuel Use 3.98%    Signature 312.5    Exp 5%
Fuel Capacity 10,000,000 Litres    Range 904.5 billion km   (4187 days at full power)

Zoren & Ventris Techsystems CIWS-320 (5x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Sotha-Hezekiah Thermal Sensor TH1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Sotha-Hezekiah EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

ECM 30
Which carries two of these:
Code: [Select]
Boots class Assault Shuttle    1,000 tons     22 Crew     412.5 BP      TCS 20  TH 24  EM 0
10000 km/s     Armour 5-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0.7 Years     MSP 26    AFR 80%    IFR 1.1%    1YR 37    5YR 556    Max Repair 125 MSP
Intended Deployment Time: 1 months    Spare Berths 3   
Cryo Drop Capacity: 1 Company   

Balian Space & Security 100 EP MFD-F (2)    Power 100    Fuel Use 166.31%    Signature 12    Exp 20%
Fuel Capacity 20,000 Litres    Range 2.2 billion km   (60 hours at full power)

Zoren & Ventris Techsystems CIWS-320 (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
ECM 10

I had to make compromises on the BB's drives--anything fast enough to keep up with fleeing Invaders wouldn't be able to operate more than one system outside Sol, and anything highly fuel-efficient would be too slow to close with threats. So I went with that. One Divine Right grouped with every four Conquerors to squadron-jump them places, provide refueling and resupply, and launch boarders. Lasers are best against Swarm Queens and at least one Invader combat class is confirmed to not have shields, so that's that. First group's just waiting on about one and a half Conquerors to finish building. Other than that all I've got is a little group of 54 year old frigates keeping the colonists happy and the OWPs.

Thoughts?
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3. Run Resize Enable

iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17301 on: January 24, 2016, 03:12:36 am »

Dang, I need to actually get myself deeper into a campaign to actually give advice on that matter, argh!
Also, did some cursory SM testing (by cursory, I mean i spent 10x as much time setting up the SM save to actually have task groups and whatnot so i could actually test some things darnit) and found out something neat: sensor buoys which have secondary missile stages inside them seem to persist after the missile stages are launched! This should prove to be quite interesting for future designs, yes, for instance, allowing the minefield act as an active sensor bead even after they've launched.
Also confirmed that thermal sensors do not in fact discriminate triggers based on civ for the missile stages, well, i think, so it looks like your minefields are going to be extra-visible to EM sensors unless you stick them on jump points for ease of use.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17302 on: January 24, 2016, 05:46:47 am »

So, I have this asteroid with acceptable gravity. I added an atmosphere, which is breathable according to the system generation window and the temperature is fine as well. I still have the base colony cost of 2. Can asteroids get to 0.0, or do you always need infrastructure, no matter what?
It's not that this would be an important part, it doesn't even have minerals in a system where I terraformed a couple planets/moons to 0.0, ut I would have liked to have the colony there.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17303 on: January 24, 2016, 06:00:24 am »

Are you absolutely certain that the oxygen level is both in the acceptable 0.1-0.3 atm range and less than 30% of the total atmospheric pressure? That's hands-down the number one reason I see for col cost 2.0 persisting after terraforming.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17304 on: January 24, 2016, 06:09:14 am »

Yes, 26% oxygen at 0.14 atm.
Is there a minimum atm pressure? Nothing's listed and 0.47 seems plenty for an asteroid.
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Dorsidwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17305 on: January 24, 2016, 07:16:02 am »

Yes, 26% oxygen at 0.14 atm.
Is there a minimum atm pressure? Nothing's listed and 0.47 seems plenty for an asteroid.
I think that you need a hydrosphere for CC0.0
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17306 on: January 24, 2016, 07:21:15 am »

So...just add water? Because I have planets without water that are just fine. The people there, they live on imported water? I guess?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17307 on: January 24, 2016, 07:34:14 am »

Nope.

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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17308 on: January 24, 2016, 09:56:10 am »

The answer is the same as it was when you asked it earlier.

Another question: Will adding water to a planet via terraforming installations cause the planet's hydrosphere to increase in extent?

No.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17309 on: January 24, 2016, 10:37:00 am »

Call me crazy but aren't asteroids broken so you can't colonise them even if the gravity is high enough?
Pretty sure it's being patched in 7.2
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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.
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