Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1241 1242 [1243] 1244 1245 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2811476 times)

Rince Wind

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18630 on: June 26, 2017, 10:36:08 am »

Missiles in ground bases (not PDCs) don't explode with secondary explosions iirc.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18631 on: June 26, 2017, 05:12:07 pm »

Magazines go boom. Stockpiles don't.
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

Detros

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18632 on: June 27, 2017, 06:37:33 am »

However, judging by the lack of secondary explosions on the colony world (That is perfectly habitable right off the bat, and is linked directly to Sol), the missiles were not there.

Judging by the Size 25 Secondary Explosion that consumed the missile base when I was done with it, the missiles were there. Emphasis on the past tense.
Missiles in ground bases (not PDCs) don't explode with secondary explosions iirc.
Magazines go boom. Stockpiles don't.
So that size 25 explosion was probably some defensive PDC. Also, according to the last missile storage I captured, there should be few hundreds of missiles so 25 would be too small, nevertheless.
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Madman198237

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18633 on: June 27, 2017, 06:25:54 pm »

Hood class Dreadnought    82 800 tons     2067 Crew     24594 BP      TCS 1656  TH 3000  EM 3600
7548 km/s     Armour 16-169     Shields 120-300     Sensors 56/56/0/0     Damage Control Rating 130     PPV 189
Maint Life 3.63 Years     MSP 24135    AFR 421%    IFR 5.9%    1YR 2833    5YR 42502    Max Repair 1250 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 1   
Hangar Deck Capacity 1000 tons     

1250 EP Magnetic Fusion Drive (10)    Power 1250    Fuel Use 25%    Signature 300    Exp 10%
Fuel Capacity 10 000 000 Litres    Range 87.0 billion km   (133 days at full power)
Jenkins Defence Systems Epsilon R300/432 Shields (40)   Total Fuel Cost  720 Litres per hour  (17 280 per day)

Burner CIWS-200 (20x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
30cm Railgun V5/C8 (21x4)    Range 350 000km     TS: 7548 km/s     Power 21-8     RM 5    ROF 15        7 7 7 7 7 5 5 4 3 3
Fire Control S06 192-15000 (1)    Max Range: 384 000 km   TS: 15000 km/s     97 95 92 90 87 84 82 79 77 74
ICFR-168 (1)     Total Power Output 168    Armour 0    Exp 5%

Steele Incorporated Active Search Sensor MR18-R1 (70%) (1)     GPS 168     Range 18.5m km    MCR 2.0m km    Resolution 1
Active Search Sensor MR257-R120 (1)     GPS 20160     Range 257.6m km    Resolution 120
Thermal Sensor TH4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km
EM Detection Sensor EM4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km

ECCM-2 (1)

^^^ What happens when feel like making something ridiculous.

I'm actually really tempted to start a brand new game with lots of extra RPs, because I screwed myself over with setup and ran out of minerals on Earth...before setting up mines on anything else. On a better note, I found a nearby habitable planet (Had that alien ground unit and (probable) DSTS on it) and it has plenty of minerals! Which is great, because Mars has nothing. Literally, nothing. I think I'm just going to kill off a million or so people on Venus to take the infrastructure I need to set up a second planet in the same system, colony cost of 1.8. Only problem is that the atmosphere of the second world is  ~.4 atm and 78% ammonia.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Detros

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18634 on: June 27, 2017, 06:58:31 pm »

What is a million of Venusians if their death makes sure your empire survives?
Just pick planet with low cost and lots of materials and move infrastructure and mines there while churning automines and delivering them to rich comets and asteroids.

After 44 years of Trisabria game, Earth has stopped producing 3 minerals and all other will be depleted in like 15 years (plus the slowdown caused by droping of accessibility). After 10 or so years it seems we have finally got over that duranium crisis as extra-Sol mines are starting to work. But mercasium is starting to go low and that one is hardly mined anywhere. Prospecting time!
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Madman198237

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18635 on: June 27, 2017, 07:01:24 pm »

Yeah my Earth has *one* mineral left. And it's not Gallicite (I have almost no gallicite, and not enough freighters to move the mines from Earth. Going to set a 200-mine civilian contract, I guess)
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Culise

  • Bay Watcher
  • General Nuisance
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18636 on: June 27, 2017, 07:33:02 pm »

My, I'm a little jealous, since I just wish my present game hadn't descended into superscript-error spam.  I mean, this is probably one of the most...inhabitable galaxies I've ever run into, and the mineral wealth is astounding as well, but the errors mean that I can't actually play it through.  Gliese 784 has almost 50m tons of Duranium at 0.9 accessibility, 42m of Neutronium at 0.8, 1m each of Corbomite and Tritanium at 0.9 (plus another 310m combined at lower concentrations begging for a survey team), 43m of Vendarite, 7m of Sorium, and 24m of Corundium, almost all of which are just on two or three worlds...and that's just the one system.  It makes up for having a complete paucity of resources in Sol proper, so much so that I hadn't even set up a single off-world colony to kickstart the civilian industrial complex yet. 

Spoiler (click to show/hide)
« Last Edit: June 28, 2017, 02:14:17 pm by Culise »
Logged

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18637 on: June 27, 2017, 07:41:27 pm »

Is there a list of the formulas used by the game somewhere? I lost my ship/missile design spreadsheet.
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.

Detros

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18638 on: June 28, 2017, 12:53:51 am »

Is there a list of the formulas used by the game somewhere? I lost my ship/missile design spreadsheet.
AuroraWiki: Basic Ship Creation for the start?
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Sagal

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18639 on: June 28, 2017, 04:02:19 am »

Hood class Dreadnought    82 800 tons     2067 Crew     24594 BP      TCS 1656  TH 3000  EM 3600
7548 km/s     Armour 16-169     Shields 120-300     Sensors 56/56/0/0     Damage Control Rating 130     PPV 189
Maint Life 3.63 Years     MSP 24135    AFR 421%    IFR 5.9%    1YR 2833    5YR 42502    Max Repair 1250 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 1   
Hangar Deck Capacity 1000 tons     

1250 EP Magnetic Fusion Drive (10)    Power 1250    Fuel Use 25%    Signature 300    Exp 10%
Fuel Capacity 10 000 000 Litres    Range 87.0 billion km   (133 days at full power)
Jenkins Defence Systems Epsilon R300/432 Shields (40)   Total Fuel Cost  720 Litres per hour  (17 280 per day)

Burner CIWS-200 (20x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
30cm Railgun V5/C8 (21x4)    Range 350 000km     TS: 7548 km/s     Power 21-8     RM 5    ROF 15        7 7 7 7 7 5 5 4 3 3
Fire Control S06 192-15000 (1)    Max Range: 384 000 km   TS: 15000 km/s     97 95 92 90 87 84 82 79 77 74
ICFR-168 (1)     Total Power Output 168    Armour 0    Exp 5%

Steele Incorporated Active Search Sensor MR18-R1 (70%) (1)     GPS 168     Range 18.5m km    MCR 2.0m km    Resolution 1
Active Search Sensor MR257-R120 (1)     GPS 20160     Range 257.6m km    Resolution 120
Thermal Sensor TH4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km
EM Detection Sensor EM4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km

ECCM-2 (1)


Why use CIWS? Normal gauss or railgun turrets work better if there are more than 1 ship in group and that is awfully slow :P and only 1 fire control for the main guns?
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18640 on: June 28, 2017, 08:31:59 am »

The ship is awfully slow? It weighs 82.8k tons!

CIWS is so I don't have to fool around with alternate turrets. Not to mention, when I designed this thing I was losing a lot of ships to missile spam, so a ship capable of surviving on its own works better.

Also, yeah, this thing is literally meant to be deployed on its own. It is built to run somebody down, reach firing range, and chew them up.


Why have additional fire controls? Besides redundancy, I get that...but at 16 layers of armor and 120 shields, this thing is probably good enough. That said, I've only ever fought a single  group of Precursors, so I guess I'll eventually find out what a good speed is.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18641 on: June 28, 2017, 09:00:39 am »

A warship should probbably be able to hit in excess 10k if you want it to fight anything but precursors.

Also multiple fire controls is good for splitting fire up
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

Madman198237

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18642 on: June 28, 2017, 09:06:52 am »

Yes, but this thing is meant to destroy enemy vessels, one at a time, at close range. You don't need to split fire up.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18643 on: June 28, 2017, 09:11:29 am »

At 7km per second I have serious doubts about its ability to close range on even high-speed precursor boats, let alone NPRs or the special races
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

Madman198237

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18644 on: June 28, 2017, 09:12:41 am »

The only race I've found is Precursors travelling 4400 km/s.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.
Pages: 1 ... 1241 1242 [1243] 1244 1245 ... 1347