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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2849020 times)

Dozebôm Lolumzalěs

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18150 on: June 21, 2016, 05:44:25 pm »

Are you absolutely sure that there is a significant increase in skills when actually doing a job, and that this is not proportional to labs assigned? Because it's a true PITA to assign those 1-lab jobs, especially when my giant academies are spitting out more scientists that I have actual assignments for...

And I really doubt that it's always "intercept everything" - what if the TG changes course?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18151 on: June 21, 2016, 06:19:13 pm »

There's a limited sort of per-tick interception in relation to initiative, but not in the same sense as intercepting planets, because ships don't move on constant, predictable paths. Interception is based on the interception target's position and vector at the time your TG moves, because anything beyond that is impossible to predict.

And yes, I'm ~95% certain that it's just a binary "are they assigned Y/N?" There's no documentation that I know of, but I have never seen a difference beyond the simple increase in skill+ proc which happens when an officer is assigned to a task (in this case a scientist to a project).

In unrelated news, Steve announced another change for C# Aurora: system, class, and ship name themes have been integrated into a single theme. Kind of a shame, actually. I liked playing with the 40K commander names, Federation systems, and something else for ships.
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Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18152 on: June 21, 2016, 06:59:46 pm »

Quote
For C# Aurora, they are all amalgamated into Naming Themes, which can be used individually for Classes, Systems and Ships.
If I'm reading this, you still can pick separate, individual ones for Classes, Systems, and Ships.  It's just that instead of three separate lists for Federation Classes, Federation Systems, and Federation Ships, you'll just have a Federation list containing the three, and you can pick that list for whichever of the three you prefer.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18153 on: June 21, 2016, 08:11:08 pm »

Oh, I herped my derp there.

Though I'm not sure what the point is, considering that that's basically the exact same thing (save, I suppose, for standardizing the ones that aren't present in all three sets of namelists).
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Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18154 on: June 21, 2016, 10:51:08 pm »

I think I might have misread it a bit, too.  I'm not sure, but it might actually just be that you can select any name list for any category, rather than merging the associated name lists together into one superfile; that would make more sense, because you wouldn't have to worry about internal divisions between different types of name lists.  So, hypothetically, you could give a ship class the name list for your nation's star names (typically cities) if you wanted to copy the historical naming convention for US Cruisers, or if you wanted all your alien NPR's ships to have gemstones for reporting names, you could use the gemstone ship name list for their class names. 

Plainly I need to get more sleep. ^_^
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18155 on: June 23, 2016, 12:46:20 am »

Awh, I spend 3 years making a ship and only after it's made do I see a major design error I've made!
See if you can spot it as well, eh?
Code: [Select]
S-10 2069 Altus Nirbhik class Cruiser    10 500 tons     233 Crew     1169.6 BP      TCS 210  TH 640  EM 420
3047 km/s     Armour 5-42     Shields 14-300     Sensors 6/6/0/0     Damage Control Rating 27     PPV 30
Maint Life 3.57 Years     MSP 487    AFR 126%    IFR 1.7%    1YR 59    5YR 880    Max Repair 77 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

320 EP 50C-Class Magneto-plasma Driven Engine (2)    Power 320    Fuel Use 4.05%    Signature 320    Exp 4%
Fuel Capacity 300 000 Litres    Range 127.0 billion km   (482 days at full power)
Gamma R300/336 Phase Shift Armor (7)   Total Fuel Cost  98 Litres per hour  (2 352 per day)

150-2 HF H-Ion Particle Beam (6)    Range 150 000km     TS: 4000 km/s     Power 5-3    ROF 10        2 2 2 2 2 2 2 2 2 2
CIWS-WS Fire Control S01 16-16000 (2)    Max Range: 32 000 km   TS: 16000 km/s     69 37 6 0 0 0 0 0 0 0
LEPB Fire Control S02 128-4000 (2)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Fitting PB-1 (3)     Total Power Output 18    Armour 0    Exp 5%

1HS Engage/Close-In Weapons Sensor Array MR1-R1 (1)     GPS 21     Range 1.3m km    MCR 137k km    Resolution 1
Murty-Gandotra TH1-6 Infrared Tracker (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Murty-Gandotra EM1-6 Antenna (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18156 on: June 23, 2016, 12:51:32 am »

Awh, I spend 3 years making a ship and only after it's made do I see a major design error I've made!
See if you can spot it as well, eh?
Code: [Select]
S-10 2069 Altus Nirbhik class Cruiser    10 500 tons     233 Crew     1169.6 BP      TCS 210  TH 640  EM 420
3047 km/s     Armour 5-42     Shields 14-300     Sensors 6/6/0/0     Damage Control Rating 27     PPV 30
Maint Life 3.57 Years     MSP 487    AFR 126%    IFR 1.7%    1YR 59    5YR 880    Max Repair 77 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

320 EP 50C-Class Magneto-plasma Driven Engine (2)    Power 320    Fuel Use 4.05%    Signature 320    Exp 4%
Fuel Capacity 300 000 Litres    Range 127.0 billion km   (482 days at full power)
Gamma R300/336 Phase Shift Armor (7)   Total Fuel Cost  98 Litres per hour  (2 352 per day)

150-2 HF H-Ion Particle Beam (6)    Range 150 000km     TS: 4000 km/s     Power 5-3    ROF 10        2 2 2 2 2 2 2 2 2 2
CIWS-WS Fire Control S01 16-16000 (2)    Max Range: 32 000 km   TS: 16000 km/s     69 37 6 0 0 0 0 0 0 0
LEPB Fire Control S02 128-4000 (2)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Fitting PB-1 (3)     Total Power Output 18    Armour 0    Exp 5%

1HS Engage/Close-In Weapons Sensor Array MR1-R1 (1)     GPS 21     Range 1.3m km    MCR 137k km    Resolution 1
Murty-Gandotra TH1-6 Infrared Tracker (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Murty-Gandotra EM1-6 Antenna (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes

Here's my guess

Spoiler (click to show/hide)
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18157 on: June 23, 2016, 03:28:32 am »

CIWS don't need fire controls anyway. But I'd say that goes in the right direction. You have high-speed fire controls and your weapons only have the tracking for the low speed one anyway. You forgot some turrets?
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18158 on: June 23, 2016, 03:51:05 am »

He has a BFC called CIWS Fire Control, so I guess he intended to install some Gauss guns for PD and forgot them.
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Insanegame27

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18159 on: June 23, 2016, 04:04:48 am »

Deployment time? AFR?
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18160 on: June 23, 2016, 05:03:12 am »

CIWS don't need fire controls anyway. But I'd say that goes in the right direction. You have high-speed fire controls and your weapons only have the tracking for the low speed one anyway. You forgot some turrets?

Gah, I forgot. It's been a while since I've played. :P
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Sheb

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18161 on: June 23, 2016, 05:09:30 am »

Nah, those fall under "deasign choices I disapprove" rather than "errors". I mean, it look like to cruiser is design for actions very far from base (not picketing though), but to me I'd just use a tanker and try to make it faster. For a pure-beam MP ship, it's too slow for my taste.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18162 on: June 23, 2016, 12:46:05 pm »

Yeah, it's missing PD weapons and isn't fast enough. The deployment time is fine for defending 1-3 systems and that AFR is perfectly normal.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18163 on: June 24, 2016, 03:24:44 am »

He has a BFC called CIWS Fire Control, so I guess he intended to install some Gauss guns for PD and forgot them.
Bingo! Right on the money, there. I completely forgot that I removed the gauss cannons before I built the whole darn thing. Refitting is gonna be a pain, at any rate :Z
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Insanegame27

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18164 on: June 24, 2016, 03:30:25 am »

That's part of the reason spacemaster mode exists.
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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.
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