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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840081 times)

Sagal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18945 on: October 21, 2017, 07:58:52 am »

That's really slow for a fighter and weird tonnage
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18946 on: October 21, 2017, 08:04:17 am »

Well good thing its not locked in.
Code: [Select]
Invincible class Fighter    487 tons     3 Crew     70 BP      TCS 9.74  TH 72  EM 0
7392 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 97%    IFR 1.4%    1YR 6    5YR 97    Max Repair 9 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

Preston Biotech 18 EP Ion Drive (4)    Power 18    Fuel Use 218.25%    Signature 18    Exp 15%
Fuel Capacity 50 000 Litres    Range 8.5 billion km   (13 days at full power)

Savoy-Altavilla 10cm Railgun V1/C3 (1x4)    Range 10 000km     TS: 7392 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Coles & Little Fire Control S00.5 10-3000 (FTR) (1)    Max Range: 20 000 km   TS: 12000 km/s     50 0 0 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 (FTR3) (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes
Requires more space on the PDC but thats not a problem.
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Detros

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18947 on: October 21, 2017, 08:59:15 am »

Too fast FC for slower railgun. Check if smaller would not be enough.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18948 on: October 21, 2017, 09:12:52 am »

For 0.5hs I can make an 8kms fire control. Thats the closest to design speed without increasing the fc's size. I can get a 0.75/7.5kms FC also.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18949 on: October 21, 2017, 10:38:05 am »

You want your FC and ship/turret speed to be as close as possible.  It will always use the slowest one, so the extra speed on your FC is just wasted space.

Range on FC that is listed is where it get's a 50% chance to hit.  With what you got can be considered fine.  You'll have a base 100% chance to hit, though you could cut it down because the bonus for the higher TS from being a fighter is a pretty good bonus.
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Alastar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18950 on: October 21, 2017, 06:17:28 pm »

Not important, but you can probably get away with less fuel - 3 days deployment, 13 days of fuel.

Range may be an issue if you need to use these against ships. If your quarry has better initiative and is faster than 2000km/s, they can get out of range before you can fire.
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Detros

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18951 on: October 22, 2017, 03:14:48 am »

This okay for a PDC/Fighter/ASM combo?
Code: [Select]
Vanguard class Missile Defence Base    17 800 tons     72 Crew     1967 BP      TCS 356  TH 0  EM 0
Armour 10-60     Sensors 1/160     Damage Control Rating 0     PPV 155.9
Intended Deployment Time: 0.1 months    Flight Crew Berths 57   
Hangar Deck Capacity 2000 tons     Troop Capacity: 1 Battalion    Magazine 600   

Fuel Capacity 250 000 Litres    Range N/A
Single Savoy-Altavilla R1.5/C3 Meson Cannon Turret (10x1)    Range 15 000km     TS: 10000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Waters Megacorp PDC Fire Control S02 15-12000 (1)    Max Range: 30 000 km   TS: 12000 km/s     67 33 0 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 (5)     Total Power Output 30    Armour 0    Exp 5%

Scardina Incorporated PDC Size 6 Missile Launcher (10)    Missile Size 6    Rate of Fire 45
Hamilton-Howells Missile Fire Control FC51-R100 (1)     Range 51.8m km    Resolution 100
Size 6 Anti-ship Missile MK1 (100)  Speed: 24 000 km/s   End: 35.9m    Range: 51.6m km   WH: 4    Size: 6    TH: 120/72/36

Ingram Space & Security Active Search Sensor MR85-R80 (1)     GPS 12800     Range 85.9m km    Resolution 80

Strike Group
5x Invincible Fighter   Speed: 4712 km/s    Size: 7.64

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 8 sections
Looking also at the PDC:
  • active sensors (AS) with resolution 80 but FC with resolution 100 may for enemies smaller than 100 mean you will see them but won't be able to shoot at them for a while
  • in this group you have only resolution 80 AS, add at least AS with resolution 1 so you can see incoming missiles better, especially with those meson guns you have there
  • in this group you have only one sensor, if it blows up neither PDC nor its fighters can fire at anything so beware if you were going to plop down just one Vanguard PDC per colony
  • unless you are scared of armored missiles or heavy fighters using gauss cannons, small lasers or small rail guns can lead to stronger point defense for the given amount of space
  • you have only one big power plant but currently it is better to use 1 HS or smaller: changing, say, one 10 HS power plant to 10x 1 HS ones gives you the same power for the same price, with added duplicity for case of combat damage and more HTK
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18952 on: October 22, 2017, 03:35:14 am »

Actually there are 5 powerplants each providing 6 power. I think those are size 1 maybe size 2 while the fighters have even smaller. The intention is to have at least two Vanguards on colony worlds. I have two other AS, one for missile spotting and one for larger ships (Res 100 @ 75m km IIRC). I'll probably double up the sensors though, not like i'm limited by shipyard size for a PDC.

Can they even fire anything other than Mesons and misiles if they are deployed on Earth or another atm 1+ world?
I will probably extend the deployment time of the fighters a little.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18953 on: October 22, 2017, 01:01:06 pm »

Detros, component counts are listed in parentheses right after their names.
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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

Detros

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18954 on: October 22, 2017, 01:33:46 pm »

Can they even fire anything other than Mesons and misiles if they are deployed on Earth or another atm 1+ world?
If you are going to place those PDC on colonies with atmosphere then yes, missiles or mesons only, at least for now.

Detros, component counts are listed in parentheses right after their names.
Of course, I just missed it, sorry. Anyway, looking forward to the new power plant system.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18955 on: October 22, 2017, 02:19:54 pm »

The logistical effort of building and maintaining a missile base on unpopulated worlds so early is far greater than the value of those worlds. I have ships outside Sol looking for good colony worlds but its too early to I think for me to build a major colony outside Sol and haven't run into anything other than a system that isn't connected to any others as far as I can tell. (2 unexplored JPs that could lead there, but no idea why I know the system exists, log says its connected to one of the systems but no JPs lead there)
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Detros

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18956 on: October 23, 2017, 03:39:20 pm »

An image for a change. I may have left too many tracking stations at Earth. Time to start shipping them to outer colonies again.

TS coverage at Sol for power 500 signal: 21x at Earth, 10x at Naiad above Neptune, 3x at other populated or mining colonies, 1x at Herschel-Rigollet and other civilian mining complexes.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18957 on: October 23, 2017, 03:51:33 pm »

An image for a change. I may have left too many tracking stations at Earth. Time to start shipping them to outer colonies again.
*snip*
TS coverage at Sol for power 500 signal: 21x at Earth, 10x at Naiad above Neptune, 3x at other populated or mining colonies, 1x at Herschel-Rigollet and other civilian mining complexes.

Is it just me or does the color scheme seem off?
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Detros

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18958 on: October 23, 2017, 04:15:41 pm »

Is it just me or does the color scheme seem off?
There are no usual fleets or orbitals paths which are both bright.
And at Galactic map->Param you can set the desired background color, too. I may have made it bit darker.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18959 on: October 24, 2017, 10:22:34 am »

Ayayay... Cordoned off Dolman system after discovery of the "Kingdom of Betterdorf", which look vaguely Elvish. I pronounce it as the Kingdom of "Beating-dwarf", and as such, do not trust them overmuch.

After poking around their system, briefly, I located a sizeable colony but no ships. Positioned my archaic gen-1 particle-beam & S-5 missile fleet at the JP, built a one-way gate into their system, and promptly declared the system off-limits.

Active sensors are my current headache. I have no idea what I'm doing.

Is this any good for a long-range ship sensor? This would be my latest and hopefully greatest long-range active sensor, for what will hopefully be a well-defended dedicated sensor ship. My first time doing that, however, as I never tend to find NPR's.

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