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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2810241 times)

Alastar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18270 on: August 24, 2016, 04:58:02 pm »

Slight clarification: Commercial jump drives don't work for ships that use non-Commercial engines.
A military vessel, weapons and all, that uses a commercial engine (power multiplier 0.5 or lower, size 25 or higher) can make use of a commercial jump engine.

Also, military jump drives are not military-grade components themselves, a ship with them can be a commercial vessel (and usually is in my games, typically consisting mostly of 0.5 power engines with some decent-size fuel tanks).

Hmm....I've never actually tried either of those scenarios because why would you??

A military ship with bloated, inefficient commercial engines?
A commercial freighter/colony ship with a military jump drive that's going to need constant maintenance and need to be way heavier than it needs to be?

The one scenario I could see it for are troopships -- my troopships are typically commercial designs. But then I'd either build an armored commercial jump tender, or integrated jump drives on the troopships. Or even just tacking on some small defensive weapons or >0.5 power engines and just making it a military vessel.

I build low-power military ships all the time.
Cheap and fuel-efficient, often possessing low-powered weaponry as well (don't care about bulk if we don't need high performance, low-tech components are cheaper per HTK than armour and can be repaired in space). 100 railgun shots every 15s on 10000t may seem a sorry excuse for an escort vessel... but at about 500BP it's a bargain.

And as I said... a military jump engine is no military component, the jump ship can still count as commercial. To me, putting jump engines on a military ship that needs maintenance seems a waste unless I have no choice (i.e. I want more speed than I can get on a design that consists mostly of 0.5 power engines).
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Viken

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18271 on: August 25, 2016, 08:51:27 am »

Sounds like you prefer to make boats instead.  Low-threshold, inexpensive boats.  I'm not sure i can call anything that's 500BP to be a 'ship'.  Lol.  Nothing wrong with that though.  Zerg Rush for the win!
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guessingo

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18272 on: August 25, 2016, 09:25:37 am »

Been playing along with the quill18 lets play and watching paladins tutorial. Documentation is really hard to find. The wiki is not current. Can someone point me to docs on

1. Stuff you build in the industry screen. I dont even see an in game blurb
2. More details on tech and tech trees. The in game blurbs are not clear.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18273 on: August 25, 2016, 10:00:56 am »

Slight clarification: Commercial jump drives don't work for ships that use non-Commercial engines.
A military vessel, weapons and all, that uses a commercial engine (power multiplier 0.5 or lower, size 25 or higher) can make use of a commercial jump engine.

Also, military jump drives are not military-grade components themselves, a ship with them can be a commercial vessel (and usually is in my games, typically consisting mostly of 0.5 power engines with some decent-size fuel tanks).

Hmm....I've never actually tried either of those scenarios because why would you??

A military ship with bloated, inefficient commercial engines?
A commercial freighter/colony ship with a military jump drive that's going to need constant maintenance and need to be way heavier than it needs to be?

The one scenario I could see it for are troopships -- my troopships are typically commercial designs. But then I'd either build an armored commercial jump tender, or integrated jump drives on the troopships. Or even just tacking on some small defensive weapons or >0.5 power engines and just making it a military vessel.

I build low-power military ships all the time.
Cheap and fuel-efficient, often possessing low-powered weaponry as well (don't care about bulk if we don't need high performance, low-tech components are cheaper per HTK than armour and can be repaired in space). 100 railgun shots every 15s on 10000t may seem a sorry excuse for an escort vessel... but at about 500BP it's a bargain.

And as I said... a military jump engine is no military component, the jump ship can still count as commercial. To me, putting jump engines on a military ship that needs maintenance seems a waste unless I have no choice (i.e. I want more speed than I can get on a design that consists mostly of 0.5 power engines).
Can you post a sample design? I'm still thinking they're horribly inefficient, as they'll be slow (i.e. dead), undergunned (i.e. dead), and take some serious investment in your military shipyards.
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18274 on: August 25, 2016, 02:52:31 pm »

Can someone point me to docs on

1. Stuff you build in the industry screen. I dont even see an in game blurb
2. More details on tech and tech trees. The in game blurbs are not clear.

I dunno if we can find any specific sources, but if you ask some more specific questions we may be able to answer them for you.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18275 on: August 25, 2016, 03:21:41 pm »

Slight clarification: Commercial jump drives don't work for ships that use non-Commercial engines.
A military vessel, weapons and all, that uses a commercial engine (power multiplier 0.5 or lower, size 25 or higher) can make use of a commercial jump engine.

Also, military jump drives are not military-grade components themselves, a ship with them can be a commercial vessel (and usually is in my games, typically consisting mostly of 0.5 power engines with some decent-size fuel tanks).

Hmm....I've never actually tried either of those scenarios because why would you??

A military ship with bloated, inefficient commercial engines?
A commercial freighter/colony ship with a military jump drive that's going to need constant maintenance and need to be way heavier than it needs to be?

The one scenario I could see it for are troopships -- my troopships are typically commercial designs. But then I'd either build an armored commercial jump tender, or integrated jump drives on the troopships. Or even just tacking on some small defensive weapons or >0.5 power engines and just making it a military vessel.

I build low-power military ships all the time.
Cheap and fuel-efficient, often possessing low-powered weaponry as well (don't care about bulk if we don't need high performance, low-tech components are cheaper per HTK than armour and can be repaired in space). 100 railgun shots every 15s on 10000t may seem a sorry excuse for an escort vessel... but at about 500BP it's a bargain.

And as I said... a military jump engine is no military component, the jump ship can still count as commercial. To me, putting jump engines on a military ship that needs maintenance seems a waste unless I have no choice (i.e. I want more speed than I can get on a design that consists mostly of 0.5 power engines).
Can you post a sample design? I'm still thinking they're horribly inefficient, as they'll be slow (i.e. dead), undergunned (i.e. dead), and take some serious investment in your military shipyards.
I'm curious about the mineral wastage as well. Even if you salvage every wreck you're still pouring a lot down the drain, and those are decidedly nonrenewable resources.
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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

Culise

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18276 on: August 25, 2016, 03:24:36 pm »

Been playing along with the quill18 lets play and watching paladins tutorial. Documentation is really hard to find. The wiki is not current. Can someone point me to docs on

1. Stuff you build in the industry screen. I dont even see an in game blurb
2. More details on tech and tech trees. The in game blurbs are not clear.

1. A general list of stuff you can build on the Industry screen for planets by category:
  • Installations are the biggest set, being the planetary facilities available for manufacture.  You can find a list of facilities at that link. 
  • Second in the dropdown are Missiles.  This is where you actually manufacture the missiles you've designed elsewhere, using your Ordinance Factories.
  • Third are Fighters.  Like the above, only that they're Fighters built with Fighter Factories.  Important note: Fighters are specifically defined as ships less than 500 tonnes.  There are also Gunboats which make up the difference between Fighters on up to 1000 tonnes (at which point you need a bridge), but Gunboats need to be built in shipyards. 
  • Ship Components come fourth, and now we get to the interesting stuff.  When you build individual ship components such as engines, jump engines, sensors, cryogenics, harvesters, and the like from the planetary screen using your regular construction factories, these components then get placed in the planet's stockpile.  Any spaceyards orbiting the planet can then take those components instead of building them from scratch in orbit using its own local capacity, greatly accelerating ship construction. 
  • Build PDC/Orbital Habitats and Prefab PDC come fifth and sixth.  Again using construction factories, these let you build the PDCs you've designed as well as anything that has an Orbital Habitat attached to it.  Prefabbing creates "kits" that can be shipped to other worlds on freighters and assembled (with Assemble PDC, the seventh option) by local Construction Factories or Construction Brigades to allow you to set up fully functional PDCs in areas with little infrastructure or factories.  Building them churns out fully assembled facilities that are immediately functional. 
  • Refit PDCs is eighth.  Last I heard, something like around a dozen versions ago, this was broken, so I've never really messed with it.  It's basically a way to upgrade PDCs to a new class.
  • Finally, your final option is Maintenance Supplies.  These are stored aboard ship in Engineering Bays and the like and expended when breakdowns occur.  Replacing these is a good option if you're running low.
2. Techs and Tech Trees: The tech tree is actually pretty simple.  There are very few prereqs, as most branches follow linear improvements.  The biggest ones to remember are Trans-Newtonian tech itself, which unlocks most techs and is typically already researched unless you're playing a Conventional start, and Engine/Reactor techs, which alternate to a certain extent (you can run all the way up the reactor tree alone, but each engine requires the previous reactor tech as well as the previous engine tech).  Otherwise, techs tend to unlock new techs directly related to them (Jump Drives unlocks three tech branches corresponding to each area of improvement for jump drives, for instance, and Electronic Warfare unlocks both ECM and ECCM systems).  The only really tricky one is probably ground units in the Logistics branch, since those just carry along, but even that's all internal (assault unlocks heavy assault; small headquarters unlock bigger HQs; etc.  This thread, while a bit dated, probably is your best bet as far as a general overview is concerned.  One thing the thread doesn't tell you (but the game itself definitely will, via pop-ups when you open that particular design screen) is that certain features require certain techs.  These range from the obvious (to get gauss cannons, research everything listed under gauss cannons in the Design screen for gauss cannons) to the bit-less-obvious (once you've researched gauss guns and several other techs, you can also build CIWS). 
« Last Edit: August 25, 2016, 03:29:58 pm by Culise »
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Cyroth

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18277 on: August 25, 2016, 05:58:57 pm »

I just read Steve will enable multiple officers on ships in Aurora C#, so you can have Captain, First Officer and so on.
I think I squee'd so hard I need new pants.

Thats one of my most wished for features.
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Carefulrogue

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18278 on: August 25, 2016, 06:59:28 pm »

I just read Steve will enable multiple officers on ships in Aurora C#, so you can have Captain, First Officer and so on.
I think I squee'd so hard I need new pants.

Thats one of my most wished for features.
What would that change, out of question? 
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Cyroth

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18279 on: August 25, 2016, 07:16:35 pm »

I will no longer have to play with either small ships as my main combatants or a large number of small "dummy" ships to keep a sensible number of officers in circulation.
Instead I can use medium or large ships with 3 or 4 officers on each.

Its just a RP thing, really, but then so is most of Aurora.
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RAM

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18280 on: August 25, 2016, 07:23:17 pm »

Not to mention the freedom to use your totalitarian powers to split up your officers if you think that they are fraternising, or sending all the Steves to command operation "human shield"...
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Silverthrone

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18281 on: August 25, 2016, 08:59:35 pm »

I've been mostly showering them with medals. I've had it in my mind to shove officers I don't like into gate construction duty, but I don't really pay enough attention to the officer corps to form an opinion about them.

I like it, I've never been in the navy, but I suppose commanding a big ship is a job you'd want to delegate a bit.
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Alastar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18282 on: August 26, 2016, 01:25:59 pm »

Slight clarification: Commercial jump drives don't work for ships that use non-Commercial engines.
A military vessel, weapons and all, that uses a commercial engine (power multiplier 0.5 or lower, size 25 or higher) can make use of a commercial jump engine.

Also, military jump drives are not military-grade components themselves, a ship with them can be a commercial vessel (and usually is in my games, typically consisting mostly of 0.5 power engines with some decent-size fuel tanks).

Hmm....I've never actually tried either of those scenarios because why would you??

A military ship with bloated, inefficient commercial engines?
A commercial freighter/colony ship with a military jump drive that's going to need constant maintenance and need to be way heavier than it needs to be?

The one scenario I could see it for are troopships -- my troopships are typically commercial designs. But then I'd either build an armored commercial jump tender, or integrated jump drives on the troopships. Or even just tacking on some small defensive weapons or >0.5 power engines and just making it a military vessel.

I build low-power military ships all the time.
Cheap and fuel-efficient, often possessing low-powered weaponry as well (don't care about bulk if we don't need high performance, low-tech components are cheaper per HTK than armour and can be repaired in space). 100 railgun shots every 15s on 10000t may seem a sorry excuse for an escort vessel... but at about 500BP it's a bargain.

And as I said... a military jump engine is no military component, the jump ship can still count as commercial. To me, putting jump engines on a military ship that needs maintenance seems a waste unless I have no choice (i.e. I want more speed than I can get on a design that consists mostly of 0.5 power engines).
Can you post a sample design? I'm still thinking they're horribly inefficient, as they'll be slow (i.e. dead), undergunned (i.e. dead), and take some serious investment in your military shipyards.
I'm curious about the mineral wastage as well. Even if you salvage every wreck you're still pouring a lot down the drain, and those are decidedly nonrenewable resources.

Sorry for the delay, real life intruding.
Copied from a post on reddit...

Code: [Select]
Just Shoot Me class Corvette    10 800 tons     321 Crew     481.8 BP      TCS     216  TH 480  EM 0
2222 km/s     Armour 1-43     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 81
Maint Life 1.04 Years     MSP 84    AFR 311%    IFR 4.3%    1YR 78    5YR 1166    Max Repair 48 MSP
Intended Deployment Time: 11 months    Spare Berths 0   

240 EP Commercial Ion Drive (2)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 100 000 Litres    Range 41.1 billion km   (214 days at full power)

10cm Railgun V1/C1 (27x4)    Range 10 000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
Fire Control S00.7 24-4000 (2)    Max Range: 48 000 km   TS: 4000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (6)     Total Power Output 27    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Note the fairly advanced fire control speed tech compared to the rest, it's the most important tech line for the concept.
These are quite good at defending against ASMs, assuming no missile ECM, which I don't think I ever encountered. A flotilla of a few thousand BP can stop most missile threats without undue operating costs or logistics burden.
Against heavy AMM spam they're cheaper than the ordnance needed to shoot them down, I'm happy if these get targeted rather than something more valuable.

I may keep building the style at later tech levels, sometimes accompanied by an even more hilariously bad offensive variant: large-ish but low-tech lasers, or whatever I looted off wrecks/ruins that's too good to scrap but too bad to put on respectable ships (which I build in a completely different way, with an eye towards weight efficiency).
Most of the time, I favour more sophisticated ships for offense, and cheap flak barges (maybe literally, this works arguably even better with unpowered pods and commercial tugboats) enter the picture when my shiny high-tech ships can't play to their advantages.
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guessingo

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18283 on: August 27, 2016, 10:33:56 am »

Thank you for answering my questions. I will likely have more and more questions as I try to figure this game out. The quill18 Lets Play does a conventional start. He says it helps you learn the game.

1. Why is steve rewriting the game in C#? I read his posts of changes, but he doesnt say why he is completely rewriting it. He also isnt clear on how clean se he is s to a release. Sounds like he is a long way off and we shouldnt expect this until next year atleast. It looks like he has started some orher games he never finished too.

2. When you build a PDC kit with industry, how do you design it so that it builds as a kit and needs to be assembled?

3. I made some automated mines and a couple of mass drivers. I put 1 mine and one mass driver on a comet. I hVe a ship with a conventionsl hull. How do you tell much space something takes in a hull? I only loaded 1 automated mine. Is thst due to space in the storage? I know infrastructure you can put 10 on a normal storage unit.

4. To use regular mines do I just need population? Then send a mine?

5. Are mass drivers the best way to send minerals? How do you tell the mass drivers where to send the minerals? I know I need one on earth to catch the minerals. 

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Alastar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18284 on: August 27, 2016, 11:20:21 am »

1) Performance, and more modern technology that is still supported.

2) "Prefab PDC" instead of "Build PDC / Orbital Habitat" in the Industry tab of the Population and Production window

3) http://aurorawiki.pentarch.org/index.php?title=Installations , there's an overview of how much space things take near the end

4) Yes.

5) Usually the best way because there are no ongoing costs. Top right in the Mining/Maintenance tab in the Population and Production Window, you can select a colony in the same system that has a mass driver.
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