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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840368 times)

Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18990 on: October 30, 2017, 02:04:07 pm »

You could outsource the missile part to a pdc that can be built using factories and does not need to be maintained. If you switch to mesons you could leave it on the ground entirely.
Still, it would lack the coolness factor of a battlestation in space.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18991 on: October 30, 2017, 02:09:01 pm »

You basically just described my Vanguard PDC in a nutshell. This is meant as the fleet HQ and at some point the HQ should be elsewhere than earth, this way I can simply refit the Station and move it via tug to wherever the new HQ should be.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18992 on: October 30, 2017, 02:56:34 pm »

Your turrets waste some space by being able to track better than the fire control.
As the lasers are probably mostly for defensive purposes, I'd advise using max tracking ones.
Even if the lasers are intended to shoot at ships that close the distance I would use more than one fire control to be able to split fire. For point defence duty you need more than one fire control.
With missiles you can get away with a single fire control though it is not very efficent. If you only want to shoot 10 missiles at each incoming ship you need to wait 5 seconds to fire missiles at the next one, which makes the job easier for enemy missile defence.
I also prefer to have some for different sized enemy ships, like a resolution 20 one for FACs.

When you tow it expect a LOT of maintenance failures.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18993 on: October 30, 2017, 03:25:24 pm »

I'm designing some new lasers, fire controls and search sensors. Probably going to keep the original laser calibre with a newer 12000m/s turret (currently cannot design fire controls with higher tracking). I'm thinking 5 beam controls (4 turrets each) and 6 missile controls (5 launchers each, 2 for anti-FAC 4 for anti ship) with the active sensors upgraded to higher range (but similar res).

This version below isn't final but still closer to the end result:
Code: [Select]
Leander class Space Station    44 800 tons     1470 Crew     7409 BP      TCS 896  TH 0  EM 1500
1 km/s     Armour 10-112     Shields 50-300     Sensors 48/48/0/0     Damage Control Rating 18     PPV 479
Maint Life 3.13 Years     MSP 3861    AFR 892%    IFR 12.4%    1YR 593    5YR 8897    Max Repair 192 MSP
Intended Deployment Time: 6 months    Spare Berths 2   
Flag Bridge    Magazine 1080   

Fuel Capacity 500 000 Litres    Range N/A
Gamgee Corporation Delta R300/480 Shields (20)   Total Fuel Cost  400 Litres per hour  (9 600 per day)

Twin Charlton & Payne 15cm C3 Near Ultraviolet Laser Turret (20x2)    Range 180 000km     TS: 8000 km/s     Power 12-6     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Richards Aeronautical Fire Control S04 96-6000 (5)    Max Range: 192 000 km   TS: 6000 km/s     95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1 (20)     Total Power Output 120    Armour 0    Exp 5%

Scardina Incorporated Size 6 Missile Launcher (30)    Missile Size 6    Rate of Fire 90
Hamilton-Howells Missile Fire Control FC51-R100 (6)     Range 51.8m km    Resolution 100
Size 6 Anti-ship Missile MK2 (180)  Speed: 32 000 km/s   End: 26.9m    Range: 51.6m km   WH: 4    Size: 6    TH: 160/96/48

Bradley Electronics Industries Active Search Sensor MR11-R1 (1.2m S6) (2)     GPS 192     Range 11.5m km    MCR 1.3m km    Resolution 1
Ingram Space & Security Active Search Sensor MR85-R80 (2)     GPS 12800     Range 85.9m km    Resolution 80
Hamilton-Howells Active Search Sensor MR76-R100 (2)     GPS 12800     Range 76.8m km    Resolution 100
Antarius Technology Thermal Sensor TH8-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
Antarius Technology EM Detection Sensor EM8-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km

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 Military Vessel for maintenance purposes
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Detros

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18994 on: October 30, 2017, 04:34:12 pm »

Also, London show this
System bodies surveyed: 207/206
This happens all the time when you have multiple ships searching the same system. I have already reported it. I got up to 624/620 in Sol there.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18995 on: October 30, 2017, 05:50:11 pm »

Odd that it would only be one over when there were 3 ships surveying, all in one fleet too.

I decided to make a disposable PD battery, really small, can fit in my escort carriers hangers if I need move them (the CVEs are meant for hauling small craft rather than battle but they can still field 10 fighters if needed) so deployment time doesn't really matter.

Code: [Select]
Sheffield class Point Defence Base    800 tons     30 Crew     137 BP      TCS 16  TH 0  EM 60
1 km/s     Armour 5-7     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Maint Life 18.35 Years     MSP 107    AFR 5%    IFR 0.1%    1YR 1    5YR 9    Max Repair 13 MSP
Intended Deployment Time: 3 months    Spare Berths 4   

Fuel Capacity 50 000 Litres    Range N/A
Gamgee Corporation Delta R300/480 Shields (1)   Total Fuel Cost  20 Litres per hour  (480 per day)

Bradshaw-Scott Syndicate 10cm Railgun V2/C4 (2x4)    Range 20 000km     TS: 3000 km/s     Power 3-4     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Cole-North Fire Control S01 20-3000 (1)    Max Range: 40 000 km   TS: 3000 km/s     75 50 25 0 0 0 0 0 0 0
Goold-Sackville-Baggins Tokamak Fusion Reactor Technology PB-1 (0.5) (2)     Total Power Output 8    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Surprising how militant the hobbits are.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18996 on: October 30, 2017, 06:07:46 pm »

1 shield is pretty useless, and if you don't have it you can also strip the fuel, so you should save some more tons. If you can drop the weight below 500t (by using only 1x4 railguns maybe?) you can build them as fighters.
Maybe you could keep both guns if you drop deployment time and armor.
Something that could be turreted would make a better AA gun but of course increase the weight and lower your shots fired.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18997 on: October 30, 2017, 06:24:05 pm »

Wait... You... You survey in a single fleet!? Why?
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18998 on: October 30, 2017, 06:26:33 pm »

Given than the fighters I built previously wouldn't be maintained by planetary facilities (and required a carrier or other hanger facility) I would rather them be over 500t.
Shields and fuel increase the weight by 100t.

I'll see what I can get from a gauss cannon turret. Sure I have meson turrets but they have low ROF for orbital work. Still going to lose some ROF due to railguns firing 4 per 5 and my gauss tech allows for 3 per 5, but a single turret might be more useful even with lower base to hit chance.
Wait... You... You survey in a single fleet!? Why?
I'm in no rush. Well there are two actual survey fleets (one grav one geo). Might be worth building a couple more fleets now though, more things to probe.
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Luminous Bolt of Bacon
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18999 on: October 30, 2017, 06:53:28 pm »

I have them split when they arrive in system and go back to the entry WH when they are done.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19000 on: October 30, 2017, 07:37:41 pm »

I'm in no rush.
That's beside the point. You're spending far more than you would on single ships for marginal benefit.
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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

StagnantSoul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19001 on: October 30, 2017, 07:42:25 pm »

Got a jump point just within the asteroid belt... Ugh, this'll be annoying, unless we plap a station outside of it to defend it. Also quite annoyingly an asteroid is directly over my planet, in the same orbit, almost beside Luna, so when I zoom out I see a weird splurge of letters instead of my planet. Also working on getting a pair of surveyors out, with a gate constructor following right behind. No jump ships this game, just jump gates and stations defending either ends.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19002 on: October 30, 2017, 09:56:14 pm »

Aye, you're using up 3 times the fuel per object surveyed, not to mention maintenance costs. It is far, far more efficient to send survey ships out in single-ship fleets. Hell, if you want to send in 3 ships - go for it - but 3 single ships will survey an entire system fast swifter and more economically when operating independently. I send 2-4 gravs / geos into a new system and they clear it out in short time, especially if I tell two to focus on planets/moons and 1 or 2 to survey all objects, and disperse the geos to opposite ends to take advantage of convergent orbits. That way, they spread out and cover ground with extreme efficiency. I knock all the planets and moons rapidly, while the one takes care of any comets or asteroids, then move them to the next system in short order. Its better to take 3x longer to survey 3-10 times as many bodies, as that will save you fuel, and more importantly, time. By 3 to 10 bodies, I mean how different bodies have different survey costs, so while one might lag on a gas giant, another one has already mapped out 17 moons and moved halfway across the system :P Happens all the time.
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Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
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"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."

Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19003 on: October 30, 2017, 09:58:36 pm »

Got a jump point just within the asteroid belt... Ugh, this'll be annoying, unless we plap a station outside of it to defend it. Also quite annoyingly an asteroid is directly over my planet, in the same orbit, almost beside Luna, so when I zoom out I see a weird splurge of letters instead of my planet. Also working on getting a pair of surveyors out, with a gate constructor following right behind. No jump ships this game, just jump gates and stations defending either ends.

Display (or display 2) options, uncheck named asteroids box. Check show only asteroids with minerals (or colonies). Voila! Also, turn off moon names and asteroid orbits too. SIGNIFICANTLY lowers lag. Dem asteroids are an FPS nightmare.
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Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
Quote from: Dorsidwarf
"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."

StagnantSoul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19004 on: October 31, 2017, 12:01:15 am »

Love how morale effects speed, what, is there a guy sitting there with a shovel tossing coal/uranium into the engine?

Found an asteroid with 24million titanium, .4 access... How can I get this shipping company off their ass? They don't even have a ship yet, I gave them 31k wealth eight years ago, usually these guys seem content with 8k and have a ship up and running fast.

If that doesn't work, what menu do I use to move stuff myself? I've been just using civilian contracts for my past four plays, usually really simple but these guys are lazy as hell. Trying to decide between Luna or Mars for my first colony, usually I just plopped them on Mars then expanded out.
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I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
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Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.
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