Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1192 1193 [1194] 1195 1196 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2849825 times)

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17895 on: March 11, 2016, 04:50:59 pm »

what is a good rule of thumb for number of engines for front line ships and fighters?
It's less about number, and more about percentage of weight.  In ye olden days with only one engine type, it was standard to build 10% of your weight as engine.  Now you might get better effect out of something like 20% for speedy ships.  But then it depends on what thrust/efficiency ratio you want.  There's not a good answer.  It depends on your tech level and your comfortable speed.  My advice is to start a new game, explore the neighboring system to Sol, use spacemaster to add an NPR, and then fight.  You'll learn balance way quicker than any explanation.

Dramegno

  • Bay Watcher
  • Gobo the other white meat
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17896 on: March 11, 2016, 05:12:27 pm »

I was talking more for redundancy in battle than thrust to weight since I did a test comparing stats of 8000 75 EP engines to 4000 150 EP engines of the same tech level and saw no difference in weight or speed, but their was a difference in range since the 75 EP engines are slightly less fuel efficient than the larger ones.
Logged
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.

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17897 on: March 11, 2016, 05:40:03 pm »

Biggest engines you can. The way HTM works means larger engines can take hits that would obliterate smaller engines without talking a scratch.
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Dramegno

  • Bay Watcher
  • Gobo the other white meat
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17898 on: March 11, 2016, 06:11:50 pm »

here is my Pd Destroyer that this generation will mainly be for show and planet defense
Spoiler (click to show/hide)

here is my AMM design as well
Spoiler (click to show/hide)
Logged
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.

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17899 on: March 11, 2016, 06:31:32 pm »

here is my Pd Destroyer that this generation will mainly be for show and planet defense
Spoiler (click to show/hide)

here is my AMM design as well
Spoiler (click to show/hide)

That missile probbably ought to be faster - see the % to hit? Most ASM are >10km/s , so you'll be firing eleven AMM per ASM or AMM inbound.
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

Rince Wind

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17900 on: March 11, 2016, 08:01:14 pm »

You can probably cut down the range to get more room for the engine. You don't need 26m km on an AMM. Look at what range you sensor can pick up size 6 and smaller missiles and use a little bit less for your missiles.

I wouldn't even deploy ASMs with that speed, as too many would miss, it is just a gigantic waste of ressources.
Logged

Dramegno

  • Bay Watcher
  • Gobo the other white meat
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17901 on: March 11, 2016, 08:29:59 pm »

okay I will play with my missile design but I might have to research something better than Nuclear thermal engines to get them fast enough

here is my Snap Dragon Controll for review
Spoiler (click to show/hide)
Logged
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.

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17902 on: March 11, 2016, 09:05:13 pm »

35 Hull spaces for an anti-missile fire control is not a good idea even for a dedicated anti-missile ship, particularly since you'd need a size 70 search sensor to see the missiles in the first place. That works out to (105*50) 5250 tons just in sensors - I build workable warships for less tonnage than that. You are much better off setting your AMM range to 1-3 million KM, which will generate far better missiles (I find it best to dedicate 50-75% of an AMM to engine) and allow sensor sizes that are actually usable. You may want to build dedicated anti-missile ships with longer ranges (around 10 million), and use two-stage missiles to get the engagement range, but what you have is not merely suboptimal but objectively awful.
Logged
On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Dramegno

  • Bay Watcher
  • Gobo the other white meat
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17903 on: March 11, 2016, 09:34:50 pm »

note noted. For some reason I was thinking that the fire controls were larger than the search sensors...  my plan was to have either a separate sensor ship or put the sensors on a pdc. After I develop new rocket engines and play around with some designs I will be back.
Logged
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.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17904 on: March 11, 2016, 10:48:05 pm »

Biggest engines you can. The way HTM works means larger engines can take hits that would obliterate smaller engines without talking a scratch.
What sort of scale are you working with? If my ships get to the point of taking internal damage directly, I don't notice much difference between a 5000t drive and ten 500t drives, except that it's less likely that I'll lose all of the latter as quickly as the former.
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

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17905 on: March 11, 2016, 11:20:17 pm »

Eh. Basically the way it works is it allocates damage, I think the totals of damage for that round are added up, and all of them are applied to a single location 'type' (like crew quarters, or engines, or cargo holds, and so on), and applies as much as it can there. If it's lower than the HTK for the module there, the damage does nothing. More useful for preventing knockouts here and there than utter destruction, or for slowing down engine death. I might be missing something here, but I don't believe so. *shrug*

By the way, has anyone figured out how much peak damage a 120cm Spinal Laser can do? I'm guessing in the range of 250?
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Alastar

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17906 on: March 12, 2016, 01:56:18 am »

While you can't build a 105 HS to match that fire control, there is something to be said for huge R1 sensors powerful enoug to detect ships at the ranges you care about:

1) More time to react to missiles: long-range AMMs, forward-deployed escorts, simply reversing course and hoping to run them out of fuel (assuming you're otherwise not using out-of-universe knowledge about being shot at - the interrupt pattern often gives it away).
2) No worries about small/cloaked ships avoiding detection.
3) Low EM footprint for the range. At equal tech, the enemy needs size-10 EM sensors to pick them up at your true maximum range. A R100 sensor at 1/10 of the size has 10 times the EM footprint at the same nominal range. Being useless against small craft further reduces its utility if your goal is to see the enemy before they see you.

That said, oversized R1 sensors represent a significant investment, you can expect to double the size and cost of a comparable 3-tier package (missile, fighter/FAC, ships). I like them later in the game when fleets are larger and component R&D is cheap compared to general tech advances.
« Last Edit: March 12, 2016, 01:58:14 am by Alastar »
Logged

Dramegno

  • Bay Watcher
  • Gobo the other white meat
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17907 on: March 12, 2016, 02:09:19 am »

interesting..

what kind of thrust to weight would I need on a tug design to drag the following around at any appreciable rate?
Spoiler (click to show/hide)
Logged
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.

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17908 on: March 12, 2016, 02:15:22 am »

Divide by zero error.

You will get nothing going anywhere at an appreciable rate. You want your tugs to be as large as you can get them given current shipyard capabilities and made entirely of max power commercial engines. Which is to say 50 HS x.5 power multiplier.
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Dramegno

  • Bay Watcher
  • Gobo the other white meat
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #17909 on: March 12, 2016, 04:32:01 am »

can I have more than one tug pulling the same thing at a time?
Logged
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.
Pages: 1 ... 1192 1193 [1194] 1195 1196 ... 1347