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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2855332 times)

Aavak

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #360 on: January 14, 2010, 02:11:32 pm »

I figured out how to design and create my missiles, I don't know how effective they'll be though--I left out the sensors for now as they'd be being launched from planets... and at a max range of 2 million km I don't think I'll need to worry too much of return fire (though they were easy to make... maybe that's a sign that I'm underestimating what sort of weapons enemies will be armed with!)

I can offer advice on how to make them if anyone's having issues, but as I've said I wont know how effective my own design is until I see them in use, so I can't really offer any hints on what a good design might be >.>

Shades

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #361 on: January 14, 2010, 02:12:07 pm »

I give up. Half the commands I give to this game result in some 1000 error messages in tandem.

I couldn't even get it to install. Shame that such an interesting game doesn't have a sensible install process.. hell I'd have settled for a zip file like DF:)

Edit: I see that it does... will try again.
« Last Edit: January 14, 2010, 02:14:14 pm by Shades »
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kulik

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #362 on: January 14, 2010, 02:14:12 pm »

I give up. Half the commands I give to this game result in some 1000 error messages in tandem.

Make sure that you have regional settings for windows set to US or UK. ...solved 1000 error messages problem for me.
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Djohaal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #363 on: January 14, 2010, 02:37:48 pm »

I give up. Half the commands I give to this game result in some 1000 error messages in tandem.

Make sure that you have regional settings for windows set to US or UK. ...solved 1000 error messages problem for me.

I do. Seems like it just hates my portuguese windows XP...
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Drakale

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #364 on: January 14, 2010, 02:46:52 pm »

I figured out how to design and create my missiles, I don't know how effective they'll be though--I left out the sensors for now as they'd be being launched from planets... and at a max range of 2 million km I don't think I'll need to worry too much of return fire (though they were easy to make... maybe that's a sign that I'm underestimating what sort of weapons enemies will be armed with!)

I can offer advice on how to make them if anyone's having issues, but as I've said I wont know how effective my own design is until I see them in use, so I can't really offer any hints on what a good design might be >.>

What took me a while to figure out is that your missile effective range is limited by your ship  missile guidance radar. The way I work with it right now is design the guidance system first with the right range and resolution + weight for the intended role of the ship, then design a specialised ordnance for that ship.

Example:
An anti-cruiser battleship will mount a heavy guidance system with a resolution tailored to 1500+ ton ships. That will have a detection range of say 19m km.
If I want to equip it with size 4 missiles, its just a matter of tailoring the missile so it's range is roughly 19m km. The actual head size and engine power will vary according to the intended target armor and speed.

If I want to add some anti-missile missile to the ship, I need to create a resolution 1 sensor in addition to the one already installed so that it can target missiles. That sensor will be able to detect and shoot missiles but at a much shorter range, say 0.8m km. The anti-missile missile can then be designed with that range in mind...

Same principle for all the weapons really.

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KaelGotDwarves

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #365 on: January 14, 2010, 02:51:30 pm »

and at a max range of 2 million km I don't think I'll need to worry too much of return fire (though they were easy to make... maybe that's a sign that I'm underestimating what sort of weapons enemies will be armed with!)

I can offer advice on how to make them if anyone's having issues, but as I've said I wont know how effective my own design is until I see them in use, so I can't really offer any hints on what a good design might be >.>
That's what I thought when I was hit by 30 missiles moving faster than 25,000 km/s from unknown contacts speeding along at 10,000 km/s out from 30+ mil km beyond my geo survey ship's sensors.

I need to finish my writeup but it just keeps getting crazier. The first actual combat with them (when I was able to gauge their abilities rather than simply get destroyed) was more terrifying than simply getting destroyed.

a1s

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #366 on: January 14, 2010, 03:12:57 pm »

If I want to add some anti-missile missile to the ship, I need to create a resolution 1 sensor in addition to the one already installed so that it can target missiles. That sensor will be able to detect and shoot missiles but at a much shorter range, say 0.8m km. The anti-missile missile can then be designed with that range in mind...

Same principle for all the weapons really.
anti-missile missile? you do know there are point defense weapons in this game? (since missile hit chance depend heavily on the ratio of speeds, and [by the same logic] an incoming missile's speed is quite high, missiles aren't very good anti-missile components. that's my theory anyway. they can be made really cheap though, and if you can fire a whole bunch of them... that might just work. do you need a warhead for those?)
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KaelGotDwarves

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #367 on: January 14, 2010, 03:21:09 pm »

Well, there's a few point to remember (as far as I know).

Missiles have far more effective range than the other weapons. You may not want to rely on your defense systems getting very few shots on a fast moving missile when it's right in front of you (if you don't have much tech for range) and then still getting hit.

Beam defense systems/turrets only cover their own ship except for missile defense, which can be set to fire on anything entering a ring around the fleet rather than only defending itself.

Edit: and no, for anti-missile missiles you don't need points in warheads from my usage so far, just a fast agile missile that has a high chance of hitting another fast missile, and the resoloution 0/1 sensor and guidance system so it actually works.
« Last Edit: January 14, 2010, 03:25:37 pm by KaelGotDwarves »
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Greiger

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #368 on: January 14, 2010, 03:34:23 pm »

Yay! My first real combat ship!  I have yet to encounter enemies and it likely has 100 little components that don't make any sense but it's done, built, captained, and a pair of them are flying around my home star on training! 

Spoiler (click to show/hide)

Watch it get blown away without even seeing what it gets blown away by the first time I end up in combat. :D
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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a1s

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #369 on: January 14, 2010, 03:39:16 pm »

what tragic stories can sometimes be found in event logs:
Quote
8th December 2026 08:30:01,Sol,Athenion of Laus  has joined your civilian administration.  Shipbuilding 10%  GU Const Speed 20%  Administration Rating 6  Factory Prod 15%  Wealth Creation 30%  Mining 10%  Pop Growth 5%  Espionage 10%:  Promotion Score 0

8th December 2026 08:30:01,Unknown,Civilian Administrator Patrobas of Ithaca   has developed a significant medical problem that will affect his long term health

8th December 2026 08:30:01,Unknown,Civilian Administrator Athenion of Laus   has developed a severe medical problem that has forced him to retire. Assignment prior to retirement: Unassigned
(obviously this did not happen in 1 second, but it did all happen over the course of only 5 days)

Also, an advice to players: since this game runs on a database (why?!) you should compact it every once in a while (say every 5 in game years).

edit: BTW, how do you turn on hyper-drive? figured this out. I feel ashamed now. anyway it's apparently an order you can give your ships at location (like picking stuff up and refueling) one for going hyper, one for coming out.
« Last Edit: January 14, 2010, 04:46:47 pm by a1s »
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Drakale

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #370 on: January 14, 2010, 04:27:25 pm »


anti-missile missile? you do know there are point defense weapons in this game? (since missile hit chance depend heavily on the ratio of speeds, and [by the same logic] an incoming missile's speed is quite high, missiles aren't very good anti-missile components. that's my theory anyway. they can be made really cheap though, and if you can fire a whole bunch of them... that might just work. do you need a warhead for those?)

From my experiments so far, anti missile missiles works decently if you have a large amount of them, like 3 time the amount of incoming. Plus while the missiles are fast, dedicated anti-missile have a small warhead and are often even faster, so they can do their job. You can assign fractions in the missile designer to make an effective size 1 missile. I made a support ship(the Macross  ;)) with around 20 small launcher and they catch a fair amount of missiles if they aren't too fast. I have to try to increase the sensor range however, sometimes I do not have time to lock on before getting hit. Used in conjunction with PD it's a good protection.


Edit: and no, for anti-missile missiles you don't need points in warheads from my usage so far, just a fast agile missile that has a high chance of hitting another fast missile, and the resoloution 0/1 sensor and guidance system so it actually works.

Mmmmh I always put enough to get a strength 1 warhead on my anti-missile, maybe that was not necessary after all... I'm sure some more speed would make my AMM that much more effective...
« Last Edit: January 14, 2010, 04:32:32 pm by Drakale »
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Cthulhu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #371 on: January 14, 2010, 04:39:49 pm »

How does this look for my first ship?

I'm considering restarting, now that I've got a lot of stuff figured out, but I'd like to know how this looks.

Cestus is a punching weapon, because everyone names the--SHIVANS I'M GONNA BE THE SHIVANS

Everyone names their ships after weapons.

Code: [Select]
Cestus class Cruiser    5550 tons     556 Crew     677 BP      TCS 111  TH 480  EM 0
4324 km/s     Armour 3-27     Shields 0-0     Sensors 24/1/0/0     Damage Control Rating 3     PPV 28
Annual Failure Rate: 82%    IFR: 1.1%    Maintenance Capacity 229 MSP    Max Repair 32 MSP

Ion Engine E8 (8)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 40.5 billion km   (108 days at full power)

Twin 10cm Point Defense Laser Turret (2x2)    Range 30,000km     TS: 12000 km/s     Power 6-4     RM 1    ROF 10        3 1 1 0 0 0 0 0 0 0
12cm C2 Visible Light Laser (2)    Range 80,000km     TS: 4324 km/s     Power 4-2     RM 2    ROF 10        4 4 2 2 1 1 1 1 0 0
Standard BFC (1)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Standard Point-Defense BFC (1)    Max Range: 32,000 km   TS: 8000 km/s     69 37 6 0 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (2)     Total Power Output 18    Armour 0    Exp 5%

Anti-Missile Sensor (1)     GPS 32     Range 320k km    Resolution 1
Active Search Sensor S32-R100 (1)     GPS 3200     Range 32.0m km    Resolution 100
Thermal Sensor TH4-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

This design is classed as a military vessel for maintenance purposes

EDIT:  I forgot to actually put the ship down.
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Shoes...

Uber dwarf2.0

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #372 on: January 14, 2010, 05:10:30 pm »

http://aurora.pentarch.org/viewtopic.php?f=8&t=987

Regarding the System requirements,

"The install requires less than 100Mb of disk space. The database file may grow over time, although there is a compact option on the main menu to reduce the database size if it becomes a problem."

So does this mean that the game folder will fill up as you play? Or is it regarding Saves,Patches, ect?
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Ametsala

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #373 on: January 14, 2010, 05:11:44 pm »

About the last two ship designs: The tracking speed of the weapons is limited by
1) The speed of the ship (For weapons not on turrets)
and
2) The tracking speed of the fire control

For those two designs, if I've understood it correctly, the chance (for a turret) to hit a missile moving 15000 km/s at range 128000 km would be 2000(tracking speed)/15000(target speed)*0,5(change to hit at range 128k km) = 2/30 = 0,067. And at point blank range the change would still be only double that

The tutorial for ship building.


btw. I think I've found my new favourite game!  ::) (At least for now)
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Ozyton

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #374 on: January 14, 2010, 05:13:48 pm »

Alright I finally completed the tutorial on the wiki...

And I still don't know much about what I'm doing... (perhaps we could get a youtube tutorial?)

Oh well, here we go =P
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