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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2840714 times)

coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19155 on: November 19, 2017, 12:36:23 pm »

Has anyone here ever done the ship concept where you have the core ship with all the engines with a tractor beam but then build "sections" that each have their own purpose, then just detach and attach whatever section a ship may need in the given situation? I understand that they wouldn't act as one entity, but as several different "ships", but is it something that's even feasible?
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19156 on: November 19, 2017, 01:32:27 pm »

Space Trucks works pretty good for commercial ships, because a lot of commercial components are pretty much unchanging. For military purposes, the advantages are a lot less.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19157 on: November 19, 2017, 08:15:27 pm »

Don't swarm multiply though?
Yes, they just need to... eat enough to do it.

Has anyone here ever done the ship concept where you have the core ship with all the engines with a tractor beam but then build "sections" that each have their own purpose, then just detach and attach whatever section a ship may need in the given situation? I understand that they wouldn't act as one entity, but as several different "ships", but is it something that's even feasible?
A number of people used to, before a exploit was fixed.  Can still work, I guess.

It works in theory.  You just have to remember the AIs target priority.  They fire at things they see first most often.  Things that are easy to see are active sensors, shields, and large engines.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19158 on: November 19, 2017, 08:18:24 pm »

Don't swarm multiply though?
Under the right circumstances. No asteroids/NPRs feeding them ships = no growth.
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StagnantSoul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19159 on: November 21, 2017, 05:56:06 pm »

A ton of plasma oneshotted my battleship as the first act of engagement with an NPR... Yeah, just going to run away.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19160 on: November 21, 2017, 11:30:29 pm »

Had the same thing happen with a missile in Proxima Centauri. Currently jumpstarting my military with a civilization-wide focus on weaponry to outfit my advanced ships (good engines, decent armor, etc.). Hopefully my speed and armor should allow me to succeed with weak lasers and wimpy missiles.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19161 on: November 25, 2017, 07:26:09 am »

Before I commit to building the latest version of my fast ships I would like to know which is the better design focus,
The faster firing but slightly less accurate vs swarm warriors:
Code: [Select]
Victory II - Copy A class Frigate    950 tons     32 Crew     377.8 BP      TCS 19  TH 196  EM 0
10315 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 8.49 Years     MSP 124    AFR 14%    IFR 0.2%    1YR 3    5YR 46    Max Repair 180 MSP
Intended Deployment Time: 1 months    Spare Berths 3   

28 EP Magneto-plasma Drive (7)    Power 28    Fuel Use 280.76%    Signature 28    Exp 17%
Fuel Capacity 150 000 Litres    Range 10.1 billion km   (11 days at full power)

10cm C3 Far Ultraviolet Laser (1)    Range 150 000km     TS: 10315 km/s     Power 3-3     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Fire Control S03 120-10000 (1)    Max Range: 240 000 km   TS: 10000 km/s     96 92 88 83 79 75 71 67 62 58
Stellarator Fusion Reactor Technology PB-0.5 (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

(It has room for a scanner or another engine but wouldn't be able to fit higher tracking fire control even with range reduction, unless I sacrifice ROF)
Or the more accurate but slower firing turreted version:
Code: [Select]
Victory II - Copy B class Frigate    1 000 tons     33 Crew     436.8 BP      TCS 20  TH 196  EM 0
9800 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.8
Maint Life 6.65 Years     MSP 136    AFR 16%    IFR 0.2%    1YR 5    5YR 80    Max Repair 240 MSP
Intended Deployment Time: 1 months    Spare Berths 2   

28 EP Magneto-plasma Drive (7)    Power 28    Fuel Use 280.76%    Signature 28    Exp 17%
Fuel Capacity 150 000 Litres    Range 9.6 billion km   (11 days at full power)

Single 10cm C1 Far Ultraviolet Laser Turret (1x1)    Range 150 000km     TS: 20000 km/s     Power 3-1     RM 5    ROF 15        3 3 3 3 3 2 2 1 1 1
Fire Control S04 80-20000 (1)    Max Range: 160 000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Stellarator Fusion Reactor Technology PB-1 (0.2) (1)     Total Power Output 1.2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

The turreted version has a reduced size laser (hence the lower ROF) which was needed to actually have it turret mounted on such a craft. Could possibly sacrifice fuel range for more speed or the large fast firing turret. Higher speed with the slow laser actually is faster than the swarm warriors by about 600km/s but both C and D variants only have 6 days of fuel.

I can build B,C and D versions in the same shipyard without refit though. They are good for different things.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19162 on: November 25, 2017, 06:19:37 pm »

Before I commit to building the latest version of my fast ships I would like to know which is the better design focus,
The faster firing but slightly less accurate vs swarm warriors:
Code: [Select]
Victory II - Copy A class Frigate    950 tons     32 Crew     377.8 BP      TCS 19  TH 196  EM 0
10315 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 8.49 Years     MSP 124    AFR 14%    IFR 0.2%    1YR 3    5YR 46    Max Repair 180 MSP
Intended Deployment Time: 1 months    Spare Berths 3   

28 EP Magneto-plasma Drive (7)    Power 28    Fuel Use 280.76%    Signature 28    Exp 17%
Fuel Capacity 150 000 Litres    Range 10.1 billion km   (11 days at full power)

10cm C3 Far Ultraviolet Laser (1)    Range 150 000km     TS: 10315 km/s     Power 3-3     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Fire Control S03 120-10000 (1)    Max Range: 240 000 km   TS: 10000 km/s     96 92 88 83 79 75 71 67 62 58
Stellarator Fusion Reactor Technology PB-0.5 (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

(It has room for a scanner or another engine but wouldn't be able to fit higher tracking fire control even with range reduction, unless I sacrifice ROF)
Or the more accurate but slower firing turreted version:
Code: [Select]
Victory II - Copy B class Frigate    1 000 tons     33 Crew     436.8 BP      TCS 20  TH 196  EM 0
9800 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.8
Maint Life 6.65 Years     MSP 136    AFR 16%    IFR 0.2%    1YR 5    5YR 80    Max Repair 240 MSP
Intended Deployment Time: 1 months    Spare Berths 2   

28 EP Magneto-plasma Drive (7)    Power 28    Fuel Use 280.76%    Signature 28    Exp 17%
Fuel Capacity 150 000 Litres    Range 9.6 billion km   (11 days at full power)

Single 10cm C1 Far Ultraviolet Laser Turret (1x1)    Range 150 000km     TS: 20000 km/s     Power 3-1     RM 5    ROF 15        3 3 3 3 3 2 2 1 1 1
Fire Control S04 80-20000 (1)    Max Range: 160 000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Stellarator Fusion Reactor Technology PB-1 (0.2) (1)     Total Power Output 1.2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

The turreted version has a reduced size laser (hence the lower ROF) which was needed to actually have it turret mounted on such a craft. Could possibly sacrifice fuel range for more speed or the large fast firing turret. Higher speed with the slow laser actually is faster than the swarm warriors by about 600km/s but both C and D variants only have 6 days of fuel.

I can build B,C and D versions in the same shipyard without refit though. They are good for different things.
A neat thing about these in particular is that you can escort them aboard relatively compact carriers, or a full size supercarrier, for expeditionary Task Group of sorts. Just make sure you bring some anti-missile craft along to keep them safe, as it looks to be that any amount of damage will pop them like an egg. Also, make sure your task force is trained and you got the fuel to use them, in general!
Another thing worth considering is reduced-size engineering spaces, for better speed or general size economy.

At their current size, I would personally name them as "Fast Attack Craft", but that's my personal preference.
« Last Edit: November 25, 2017, 06:27:51 pm by iceball3 »
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19163 on: November 25, 2017, 06:28:25 pm »

I have a 10500t small carrier that is for them, they do have small engineering spaces too, the full size carrier can haul the small carrier if I felt like but I cannot actually build them yet, need much larger shipyards for true capitals.

No NPR contact yet, unless the swarm triggered one, but the swarm are there and numerous and I need to stop them soonish, lest they get out of hand.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19164 on: November 25, 2017, 06:32:40 pm »

I have a 10500t small carrier that is for them, they do have small engineering spaces too, the full size carrier can haul the small carrier if I felt like but I cannot actually build them yet, need much larger shipyards for true capitals.

No NPR contact yet, unless the swarm triggered one, but the swarm are there and numerous and I need to stop them soonish, lest they get out of hand.
Have you messed around with missiles yet, or been avoiding it? Mass-firing with mutliple fire controls and onboard active sensors on the missiles are pretty great for retargetting large quantities of salvos.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19165 on: November 25, 2017, 06:41:20 pm »

I have missiles and some auto targeting ones, but they aren't as accurate as I want them vs 10600km/s targets yet. Slower foes I can easy get 100%+ at 5000km/s and did have this possibly crazy idea of using passive EM sensor missiles to fire at the queen at very long range then spray into smaller active missiles at about 100kkm, close enough to lock on but outside PD range (and hopefully able to hit without being shot down).

My launcher tech is not what I want it to be though, want missile fire rate 6 for the size ones (AMM duty), once the swarm is blasted to pieces I can relax the building warship spam and focus on other things like missiles and colonies.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19166 on: November 26, 2017, 05:29:35 pm »

I have missiles and some auto targeting ones, but they aren't as accurate as I want them vs 10600km/s targets yet. Slower foes I can easy get 100%+ at 5000km/s and did have this possibly crazy idea of using passive EM sensor missiles to fire at the queen at very long range then spray into smaller active missiles at about 100kkm, close enough to lock on but outside PD range (and hopefully able to hit without being shot down).

My launcher tech is not what I want it to be though, want missile fire rate 6 for the size ones (AMM duty), once the swarm is blasted to pieces I can relax the building warship spam and focus on other things like missiles and colonies.
One thing I noticed is that when firing the swarm babies, reload wasn't quite insofar the issue as much as magazine depth was, as even using reduced size launchers of low reload tech, I could comfortably take out  a single swarm fighter group at a standoff range of 50 million kilometers.
What will be an issue, however, is taking on the swarm queen. I think for this purpose, reload speed and sustained fire is not your friend, but rather that you will need to be able to assemble a group that can reliably dish a missile alpha strike of enough excess damage to make the initial damage investment of cracking the shield worth it. For that purpose, you'll want missiles big enough to deal shock damage, and a lot of them.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19167 on: November 26, 2017, 06:37:51 pm »

Or have my entire fleet be faster than her, I think she has 1500 shields or 15000 shields, EM sig is 45000 from shields anyway and I can out run her with everything bar the tankers which shouldn't be anywhere near her anyway so casual massed laser and particle beam strikes from outside her range should suffice.
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iceball3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19168 on: November 26, 2017, 06:40:20 pm »

Or have my entire fleet be faster than her, I think she has 1500 shields or 15000 shields, EM sig is 45000 from shields anyway and I can out run her with everything bar the tankers which shouldn't be anywhere near her anyway so casual massed laser and particle beam strikes from outside her range should suffice.
What do you think the max beam range of the queen is?
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19169 on: November 26, 2017, 06:46:09 pm »

About 6x base meson range, so about 90kkm (according to estimates by fleet intel). The warriors show 12x though, but I got the first volley at 134kkm and they didn't shoot back, they can fire at 110~kkm but the first contact with the queen she only fired at point blank, if she had the range the warriors have she should have fired earlier than 0kkm.

It is clear that the warriors only fire every 15 seconds though.
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