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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2841229 times)

Madman198237

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19350 on: November 09, 2019, 11:02:38 pm »

Decided a different start of a game. Playing humans, but they've evolved to breathe methane from many years of toxic air. On top of that, its a colony (I started with 30 million people) that got lost from exploration some 10s of thousands of years ago and they got stuck in a nebula. Is that scientific? Dunno but thats the RP I'm going with :P So I actually started inside a nebula, and made sure my 3 outside connections were nebulas too so I'm starting in middle of a massive nebula.

As for the low amount of starting people. Its because humans like to go to war a lot :P I know not creative lol. I was thinking also I could have had it a cloud of oxygen entered the planet from the nebula, and it killed a bunch of people which is what I was actually gonna go with. Dropping the population to a few hundred thousand, but then has been recovering. But no idea how realistic that would actually be. Would there be "floating" clouds of oxygen in a nebula?

Its actually a hard start, 30 million people isn't much. Plus only started with 1 shipyard+5 research labs and I don't have much in the way of mining goes or construction facilities (only 60 constructors). But I like it so far, its a different start than the norm I've done. Though super slow start.

It's fine to be in a nebula, but there's no chance, so far as I'm aware, that a high enough concentration of oxygen could actually reach the planet's surface to kill people. It's also, strictly speaking, a little unlikely that you'd manage to evolve to breathing methane but be poisoned by oxygen because surely there must still be oxygen on the planet for chemical reactions essential to humans to take place?
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Trolldefender99

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19351 on: November 10, 2019, 03:24:15 am »

Decided a different start of a game. Playing humans, but they've evolved to breathe methane from many years of toxic air. On top of that, its a colony (I started with 30 million people) that got lost from exploration some 10s of thousands of years ago and they got stuck in a nebula. Is that scientific? Dunno but thats the RP I'm going with :P So I actually started inside a nebula, and made sure my 3 outside connections were nebulas too so I'm starting in middle of a massive nebula.

As for the low amount of starting people. Its because humans like to go to war a lot :P I know not creative lol. I was thinking also I could have had it a cloud of oxygen entered the planet from the nebula, and it killed a bunch of people which is what I was actually gonna go with. Dropping the population to a few hundred thousand, but then has been recovering. But no idea how realistic that would actually be. Would there be "floating" clouds of oxygen in a nebula?

Its actually a hard start, 30 million people isn't much. Plus only started with 1 shipyard+5 research labs and I don't have much in the way of mining goes or construction facilities (only 60 constructors). But I like it so far, its a different start than the norm I've done. Though super slow start.

It's fine to be in a nebula, but there's no chance, so far as I'm aware, that a high enough concentration of oxygen could actually reach the planet's surface to kill people. It's also, strictly speaking, a little unlikely that you'd manage to evolve to breathing methane but be poisoned by oxygen because surely there must still be oxygen on the planet for chemical reactions essential to humans to take place?

Yeah, it didn't seem very realistic. So I scrapped it earlier today, cause after sleeping on it the RP/story kinda sucked.

next time I do a nebula game, I think this is far better. So kinda same base story as last time. Except a colonization vessel drifted in space for unknown amount of years (so actually will be vastly higher start than 2100, maybe just cause there has to be a number I'll settle on 5000 plus easier to keep track of how long its been. Ship had enough fuel to go pretty far and "autopiloted" throughout known systems, but eventually lost fuel and drifted through space, eventually hitting a nebula. Well sometime between then and there, the ship ended up in a nebula. When colonists awoke they found they were stuck in orbit of an (oxygen) world and settled there. What luck to have got stuck in orbit of a livable planet, though it still posed a ton of issues but at least they could breathe on it. What started off as 100k colonists, eventually grew to roughly 1 million colonists (many died from disease, supply/food issues early on, parasites and all kinds of things as they settled the planet. But there is now one massive city on the planet and a few settlements and that is where the game takes place.

May need some tweaking, but I dunno if I'm gonna do a nebula game again so soon. Got a weird bug where all my ships show as 0km in a nebula, but they were still moving really fast. Maybe it was just that game, but was a bit weird. I know nebulas slow down ships, but mine were definitely going faster than 0km. So I think the nebula itself was messing with the speed display, if that particular game wasn't just bugged. If so, I wouldn't be able to play a nebula game cause of that if it kept showing the wrong speed. That would bother me too much. It was like 637km per armor level, and so no matter armor level or how fast my ship went...it was bugged to only show 0km. Even though they could catch fast comets and travel far in a short time period, it was stuck at 0km in its display.

Unless I was supposed to just do math and figure it out on my own. Cause the nebula does show the max speed per armor level. So maybe nebula's by default show 0km and you gotta figure out the real speed...that would still bother me too much though
« Last Edit: November 10, 2019, 03:36:07 am by Trolldefender99 »
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19352 on: November 10, 2019, 09:45:01 am »

I made and played an Aurora scenario years ago where I started with a huge high tech ark ship full of colonists with a small fleet for surveying and a small military escort to deal with threats. Started in a random uninhabitable system and had to explore and find a planet to survive, all the while carefully managing a limited stock of missiles and maintenance supplies. After finding a planet it was pretty slow going though, as you have to build everything yourself. And once you were set up it was an option to scrap the ships for tech to quickly advance through multiple fields, or keep them on since it would be a hundred or more years before you were able to make such ships again. Was fun though.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19353 on: November 10, 2019, 02:01:23 pm »

I'm here for my annual checkup on whether or not the crippling "the AI is fighting so we are going to reduce the speed for the next few thousand turns" events are fixed yet.
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Trolldefender99

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19354 on: November 10, 2019, 02:17:16 pm »

I made and played an Aurora scenario years ago where I started with a huge high tech ark ship full of colonists with a small fleet for surveying and a small military escort to deal with threats. Started in a random uninhabitable system and had to explore and find a planet to survive, all the while carefully managing a limited stock of missiles and maintenance supplies. After finding a planet it was pretty slow going though, as you have to build everything yourself. And once you were set up it was an option to scrap the ships for tech to quickly advance through multiple fields, or keep them on since it would be a hundred or more years before you were able to make such ships again. Was fun though.

That sounds amazing. How did you manage to set it up? I'm guessing you abandoned the starting planet and maybe made it uninhabitable. But how did you get the ships without the tech? Or did you get the tech and somehow "forget" the tech? Cause I actually would like to try something similar, but sounds pretty indepth to set up.

(edit: I got it figured out. That should be a fun/unique game. I gave myself technology just to build the starting ships, then deleted the tech cause don't want to cheat that much. But gave myself a nice sized colony ship (though only holds 1 million people so won't be starting off with many. I was thinking of doing less, but 1 million seems okay), plus some fighters, a cargo ship and some survey ship. A small amount of ships, but should be good.

That'll be an unique start though to aurora, and really challenging. Will be a fun experience.
« Last Edit: November 10, 2019, 07:35:44 pm by Trolldefender99 »
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19355 on: November 10, 2019, 07:51:59 pm »

I made a second empire and researched the tech and spawned in the ships, then transferred them over to the first. Then I loaded the people up from Earth and had the fleet go through the jump point to a random system. Then I deleted the original system. Bam, lost in space scenario.
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Trolldefender99

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19356 on: November 10, 2019, 09:55:12 pm »

Ah ok, you did it a bit differently than how I went about it. I just abandoned starting system and left for greener pastures (since the planet started on wasn't entirely suitable), but didn't delete the system. Kinda turned out about the same though, and still a fun way to start.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19357 on: November 11, 2019, 09:10:43 am »

I'm here for my annual checkup on whether or not the crippling "the AI is fighting so we are going to reduce the speed for the next few thousand turns" events are fixed yet.

C# version coming early 2020, and will be much faster.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19358 on: November 13, 2019, 01:01:56 am »

I'm here for my annual checkup on whether or not the crippling "the AI is fighting so we are going to reduce the speed for the next few thousand turns" events are fixed yet.

C# version coming early 2020, and will be much faster.

Sweet. It's really the only thing stopping me from digging into this game.
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Inarius

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19359 on: November 13, 2019, 02:59:58 am »

Me too. I'm waiting for this to begin to play it.
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LoSboccacc

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19360 on: November 13, 2019, 04:32:08 am »

while faster, it still has the '5 second npr turns on autoincrement for 5 minutes' issue.

what's really exciting tho is the new ground combat and the welth of quality of life changes to fleet management, colonization, deep space maintenance from commercial ships, and gates around lagrange points to name a few
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Interus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19361 on: November 13, 2019, 10:16:46 pm »

C# version coming early 2020, and will be much faster.

Has the creator made an announcement about that? It's been at least 3 or 4 months since the last time I checked the site, and people where speculating that early 2020 was more likely than late 2019, but there wasn't an official time table. It looked like there were a lot of cool updates coming with the C# version, so I'm excited for that.
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19362 on: November 13, 2019, 10:32:44 pm »

He's set a firm deadline of March (the start of RV season for his new RV), could be sooner.
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Unknown72

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19363 on: November 14, 2019, 01:07:51 am »

He's set a firm deadline of March (the start of RV season for his new RV), could be sooner.

Yea what Shonus said, Steve gave a deadline of "I'll release whatever I have by March most likely, hopefully it's basically done by then". Though Steve has also speculated that it could be released within the next couple of months as well, depending on how much he gets done. Right now he's testing the balance of Ground Units and Ground Combat. After that I think it's just diplomacy and then the game should be a-ok to go for first release.

Hell a lot of people on the Aurora forums have said that they'd be fine without diplomacy if it gets released sooner, since they don't really use the diplomacy stuff in the first place most of the time.
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19364 on: November 14, 2019, 01:35:37 am »

Hell a lot of people on the Aurora forums have said that they'd be fine without diplomacy if it gets released sooner, since they don't really use the diplomacy stuff in the first place most of the time.

lol true, and I don't blame them. Diplomacy is boring in Aurora, and the more un-murdered NPRs there are, the more of a delay there is in turns. It's best to declare a crusade, send in the Blood Ravens, and get it over with.

Alternatively, nukes!
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