Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1170 1171 [1172] 1173 1174 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2849693 times)

QuakeIV

  • Bay Watcher
  • Cant resist... must edit post.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17565 on: January 31, 2016, 12:13:56 am »

No, as far as I know those are hard coded.  You'd have to ask steve to change it in the next update.
Logged
GENERATION 9: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
I wish my grass was emo, then it would cut itself.
Quote from: Jesus
Quote from: The Big Fat Carp
Jesus, you broke the site!
Sorry, Bro.
link to quote

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17566 on: January 31, 2016, 12:17:04 am »

I'm not hugely experienced with shields so I don't know the recharge rate, but you have quite a lot of shielding.  Should be extremely effective.

e:  Laser is considerably better in terms of range.  You still need to catch people in most fleet fights but it should work fine defensively, especially if you order it to begin pursuit as soon as the hostiles start moving.

That's actually very, very little shielding. The format IIRC is [shield strength]-[shield recharge rate]. The 42-450 means that the ship has a total of 42 points of shields--that is, the shields at full will soak 42 points of damage before they go down, which is absolute rubbish--and that the shields will recharge 450 strength every 300 seconds (or 7.5 points each 5-second tick). Basically they'll charge from naught to full in 28 seconds, but only a couple of hits will bring them down. There's no point using shields unless you use them en masse.

By way of comparison, that battleship class I was using to clear out invaders had 500-300 shields (that is to say, 500 points of shield strength) and those still got mauled pretty badly.

Admittedly it's a tad confusing because the internal format for the shields is [shieldname/strength][recharge time][fuel consumption], so for example you'll design something called a "Theta R240/240 Shield", but what that actually means is that each shield provides Theta-level protection (4 points; they scale by 0.5 per level from Alpha-Epsilon and then start increasing by 1 per level), takes 240s to recharge, and costs 240 liters of fuel each day you have it active. Then, if you add five of those to a ship, you've got a total of 20 points of protection.
« Last Edit: January 31, 2016, 12:19:26 am by Flying Dice »
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

QuakeIV

  • Bay Watcher
  • Cant resist... must edit post.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17567 on: January 31, 2016, 12:27:35 am »

Misread that, I thought it had 450 shields.
Logged
GENERATION 9: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
I wish my grass was emo, then it would cut itself.
Quote from: Jesus
Quote from: The Big Fat Carp
Jesus, you broke the site!
Sorry, Bro.
link to quote

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17568 on: January 31, 2016, 04:11:18 am »

How do you update armor in designs, anyways? Like if a design (that I can modify) was created when I had an earlier armor tech, and I want to update the design to have my current armor tech now.
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

bluephoenix

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17569 on: January 31, 2016, 04:34:25 am »

How do you update armor in designs, anyways? Like if a design (that I can modify) was created when I had an earlier armor tech, and I want to update the design to have my current armor tech now.
There is a button in the design window called "new armour" next to the "lock" button that you have to click.

Different question to you guys, I'm still running version 6.21 with a great game I don't want to loose, is it worth it to update to 7.1 or should I wait till 7.2 gets released?
« Last Edit: January 31, 2016, 04:37:43 am by bluephoenix »
Logged

Erkki

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17570 on: January 31, 2016, 06:01:19 am »

Still stuck with lasers only, I'm thinking about building a new patch of ships with more modern equipment. Using just a single fire control is intentional to save weight - I doubt they will ever need to use the main weapon and 10 cm ones at the same time against different targets.

I have 3 x 12,000 in one yard and 3 and 4 6,000 ton slipways on two other yards, so I've designed the ships to fit those again. I hope their similar speed is convenient too.

I was thinking about building three cruisers and three or four squadrons of destroyers, one DDL each plus a possible reserve one.

Can I build the DDs, or even 2 of them, on a yard without retooling?


Spoiler (click to show/hide)
Logged

Rince Wind

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17571 on: January 31, 2016, 06:10:43 am »

One thing about Tie Fighter: Its fire control only has a speed rating about half the fighters speed, better bump it up. And, if you haven't done so, design a fighter oly fire control.


Deathstar: A ship that moves that slow will never be able to use lasers offensivly in any meaningful way. You need to be faster than your targets.

Logged

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17572 on: January 31, 2016, 06:43:59 am »

Try making the death star Fire size 100 laser warhead missiles!
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

Erkki

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17573 on: January 31, 2016, 06:49:15 am »

I waited another year and renamed M84 series M85. Stats are otherwise similar, but besides higher cost their speed is now 8000 km/s(2 days less endurance but identical range) and they have more armor: destroyers 1, and the cruiser 3 more.

Seems I can use one yard to build both the DDL and the DDE without retooling!
Logged

Insanegame27

  • Bay Watcher
  • Now versio- I mean, age 18. Honestly not an AI.
    • View Profile
    • Steam ID
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17574 on: January 31, 2016, 06:59:52 am »

Try making the death star Fire size 100 laser warhead missiles!
That's a fucking wonderful idea. Doing so tomorrow.
Of couse, they would be complementary because it is possible to shoot a missile down, but not a laser.
« Last Edit: January 31, 2016, 07:04:28 am by Insanegame27 »
Logged
Power/metagaming RL since Birth/Born to do it.
Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17575 on: January 31, 2016, 12:54:26 pm »

I'm not hugely experienced with shields so I don't know the recharge rate, but you have quite a lot of shielding.  Should be extremely effective.

e:  Laser is considerably better in terms of range.  You still need to catch people in most fleet fights but it should work fine defensively, especially if you order it to begin pursuit as soon as the hostiles start moving.

That's actually very, very little shielding. The format IIRC is [shield strength]-[shield recharge rate]. The 42-450 means that the ship has a total of 42 points of shields--that is, the shields at full will soak 42 points of damage before they go down, which is absolute rubbish--and that the shields will recharge 450 strength every 300 seconds (or 7.5 points each 5-second tick). Basically they'll charge from naught to full in 28 seconds, but only a couple of hits will bring them down. There's no point using shields unless you use them en masse.

By way of comparison, that battleship class I was using to clear out invaders had 500-300 shields (that is to say, 500 points of shield strength) and those still got mauled pretty badly.

Admittedly it's a tad confusing because the internal format for the shields is [shieldname/strength][recharge time][fuel consumption], so for example you'll design something called a "Theta R240/240 Shield", but what that actually means is that each shield provides Theta-level protection (4 points; they scale by 0.5 per level from Alpha-Epsilon and then start increasing by 1 per level), takes 240s to recharge, and costs 240 liters of fuel each day you have it active. Then, if you add five of those to a ship, you've got a total of 20 points of protection.
I don't know. While in a full battle or for a full cruiser or what-have-you, I would agree that 42 points is a pittance, with a recharge rate like that it could last for a while against wear-down tactics.

Oh, wait that's for a Death Star.

Yeah those are utterly pointless, sorry.

Does anyone else prefer using boarding shuttles to most other means of winning?
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17576 on: January 31, 2016, 01:05:05 pm »

I'm bored, so if anyone feels like posting a set of ship specs (3-4 max) I'll do pixel art imagining what they look like. Submit a theme too, if you want!
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

Erkki

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17577 on: January 31, 2016, 01:17:43 pm »

I'm bored, so if anyone feels like posting a set of ship specs (3-4 max) I'll do pixel art imagining what they look like. Submit a theme too, if you want!

Heres my new series of destroyers. No aliens to fight yet so the couple of squadrons of these to be built are for making the citizens feel protected.

Code: [Select]
M90 DDL class Destroyer Leader    6 000 tons     168 Crew     2523.5 BP      TCS 120  TH 336  EM 0
8000 km/s     Armour 13-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 24.45
Maint Life 1.18 Years     MSP 526    AFR 144%    IFR 2%    1YR 385    5YR 5769    Max Repair 720 MSP
Intended Deployment Time: 9 months    Spare Berths 0   

Franklin Thrust 480 EP Internal Fusion Drive (2)    Power 480    Fuel Use 50.48%    Signature 168    Exp 12%
Fuel Capacity 250 000 Litres    Range 14.9 billion km   (21 days at full power)

Twin 10cm C3 Far Ultraviolet Laser Turret (1x2)    Range 150 000km     TS: 25000 km/s     Power 6-6     RM 5    ROF 5        3 2 1 1 1 0 0 0 0 0
Single 12cm C4 Far Ultraviolet Laser Turret (1x1)    Range 200 000km     TS: 20000 km/s     Power 4-4     RM 5    ROF 5        4 3 2 1 1 1 0 0 0 0
Fuller-Briggs 31cm C5 Far Ultraviolet Laser (1)    Range 480 000km     TS: 8000 km/s     Power 25-5     RM 5    ROF 25        25 20 13 10 8 6 5 5 4 4
Fire Control S08 240-20000 (1)    Max Range: 480 000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Jönsson Aircraft Engine TFRT PB-1 (1)     Total Power Output 8    Armour 0    Exp 5%
Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 10    Armour 0    Exp 5%

Active Search Sensor MR220-R120 (1)     GPS 13440     Range 220.8m km    Resolution 120
Active Search Sensor MR5-R1 (1)     GPS 28     Range 5.0m km    MCR 549k km    Resolution 1




M90 DD class Destroyer    6 000 tons     170 Crew     2429.5 BP      TCS 120  TH 336  EM 0
8000 km/s     Armour 13-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 30.05
Maint Life 1.17 Years     MSP 506    AFR 144%    IFR 2%    1YR 380    5YR 5704    Max Repair 720 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

Franklin Thrust 480 EP Internal Fusion Drive (2)    Power 480    Fuel Use 50.48%    Signature 168    Exp 12%
Fuel Capacity 250 000 Litres    Range 14.9 billion km   (21 days at full power)

Single 12cm C4 Far Ultraviolet Laser Turret (2x1)    Range 200 000km     TS: 20000 km/s     Power 4-4     RM 5    ROF 5        4 3 2 1 1 1 0 0 0 0
Twin 10cm C3 Far Ultraviolet Laser Turret (1x2)    Range 150 000km     TS: 25000 km/s     Power 6-6     RM 5    ROF 5        3 2 1 1 1 0 0 0 0 0
Fuller-Briggs 31cm C5 Far Ultraviolet Laser (1)    Range 480 000km     TS: 8000 km/s     Power 25-5     RM 5    ROF 25        25 20 13 10 8 6 5 5 4 4
Fire Control S08 240-20000 (1)    Max Range: 480 000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Magnetic Confinement Fusion Reactor Technology PB-1 (2)     Total Power Output 20    Armour 0    Exp 5%

M90 DE AMSE class Destroyer Escort    6 000 tons     151 Crew     2244.5 BP      TCS 120  TH 336  EM 0
8000 km/s     Armour 14-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 28.9
Maint Life 1.21 Years     MSP 468    AFR 144%    IFR 2%    1YR 331    5YR 4958    Max Repair 540 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Cryogenic Berths 200   

Franklin Thrust 480 EP Internal Fusion Drive (2)    Power 480    Fuel Use 50.48%    Signature 168    Exp 12%
Fuel Capacity 250 000 Litres    Range 14.9 billion km   (21 days at full power)

Single 12cm C4 Far Ultraviolet Laser Turret (2x1)    Range 200 000km     TS: 20000 km/s     Power 4-4     RM 5    ROF 5        4 3 2 1 1 1 0 0 0 0
Twin 10cm C3 Far Ultraviolet Laser Turret (2x2)    Range 150 000km     TS: 25000 km/s     Power 6-6     RM 5    ROF 5        3 2 1 1 1 0 0 0 0 0
Fire Control S06 180-20000 (1)    Max Range: 360 000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Magnetic Confinement Fusion Reactor Technology PB-1 (2)     Total Power Output 20    Armour 0    Exp 5%

The designers had no idea if 12 cm lasers are better than dual 10 cm ones in anti-missile work, so they used both. They all look very armored and rather primitive, every part of them thought with functionality in mind first. Just like the way they spared some cash using old power plants together with magnetic confinement fusion new ones.

Heres their command cruiser, built with survivability in mind. I have similar but worse ships aplenty already so I will for now build just one.

Code: [Select]
M90 ACR class Armoured Cruiser    12 000 tons     294 Crew     4385 BP      TCS 240  TH 672  EM 0
8000 km/s     Armour 21-46     Shields 0-0     Sensors 90/1/0/0     Damage Control Rating 7     PPV 44.5
Maint Life 2.31 Years     MSP 1599    AFR 164%    IFR 2.3%    1YR 407    5YR 6101    Max Repair 720 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

Franklin Thrust 480 EP Internal Fusion Drive (4)    Power 480    Fuel Use 50.48%    Signature 168    Exp 12%
Fuel Capacity 500 000 Litres    Range 14.9 billion km   (21 days at full power)

Single 12cm C4 Far Ultraviolet Laser Turret (3x1)    Range 200 000km     TS: 20000 km/s     Power 4-4     RM 5    ROF 5        4 3 2 1 1 1 0 0 0 0
Fuller-Briggs 31cm C5 Far Ultraviolet Laser (1)    Range 480 000km     TS: 8000 km/s     Power 25-5     RM 5    ROF 25        25 20 13 10 8 6 5 5 4 4
Twin 10cm C3 Far Ultraviolet Laser Turret (2x2)    Range 150 000km     TS: 25000 km/s     Power 6-6     RM 5    ROF 5        3 2 1 1 1 0 0 0 0 0
Fire Control S08 240-20000 (1)    Max Range: 480 000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Magnetic Confinement Fusion Reactor Technology PB-1 (3)     Total Power Output 30    Armour 0    Exp 5%

Active Search Sensor MR220-R120 (1)     GPS 13440     Range 220.8m km    Resolution 120
Active Search Sensor MR5-R1 (1)     GPS 28     Range 5.0m km    MCR 549k km    Resolution 1
Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
Logged

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17578 on: January 31, 2016, 02:08:23 pm »

Logged
Quote from: Rodney Ootkins
Everything is going to be alright

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17579 on: January 31, 2016, 02:08:36 pm »

I'm bored, so if anyone feels like posting a set of ship specs (3-4 max) I'll do pixel art imagining what they look like. Submit a theme too, if you want!

Sure, why not. Here's my new frigate. As for the theme, could you make it look sort of rugged, tough, and un-sleek? Functionality over style, even if it does make it look ugly.

Spoiler (click to show/hide)
Logged
Pages: 1 ... 1170 1171 [1172] 1173 1174 ... 1347