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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2816799 times)

Osmosis Jones

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #795 on: January 23, 2010, 02:47:15 am »

Alright, those missile boat bastards are going down. Cheers for the help.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #796 on: January 23, 2010, 03:33:55 am »

Code: [Select]
Falcon GC Mk I class Fighter    272.5 tons     25 Crew     119.1 BP      TCS 5.45  TH 7.2  EM 0
8256 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Annual Failure Rate: 2%    IFR: 0%    Maint Capacity 68 MSP    Max Repair 60 MSP    Est Time: 9.27 Years

FTR Magneto Drive E450 (1)    Power 45    Fuel Use 4500%    Signature 7.2    Armour 0    Exp 20%
Fuel Capacity 10,000 Litres    Range 1.5 billion km   (49 hours at full power)

Single GC R4-17 (FTR) Turret (1x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FC S01 40-5000 H30 (FTR) (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

ECM 10

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

Code: [Select]
Falcon Missile Mk I class Fighter    231.5 tons     30 Crew     76.08 BP      TCS 4.63  TH 7.2  EM 0
9719 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1
Annual Failure Rate: 4%    IFR: 0.1%    Maint Capacity 21 MSP    Max Repair 18 MSP    Est Time: 6.89 Years
Magazine 18   

FTR Magneto Drive E450 (1)    Power 45    Fuel Use 4500%    Signature 7.2    Armour 0    Exp 20%
Fuel Capacity 10,000 Litres    Range 1.7 billion km   (49 hours at full power)

Size 1 Missile Launcher (1)    Missile Size 1    Rate of Fire 10
Missile FC9.24-R14 (30%) (FTR) (1)     Range 0k km    Resolution 14
Size 1 Missile R3m 10k-92.9% (18)  Speed: 25,800 km/s   End: 1.9m    Range: 3m km   WH: 2    Size: 1    TH: 309 / 185 / 92

ECM 10

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
This design is classed as a fighter for production and combat purposes

An example of my fighters...

Slower then I'd like, but my tech is on the Magneto age (20-25k-ish RP tech) and I'd like em to survive more then 1 hit...  2 or 3 would probably take it down easy as pie though.

Very cheap to build and stuff otherwise.  Missile fighter could probably double off as anti-missile if needed.
« Last Edit: January 23, 2010, 03:55:17 am by Zangi »
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #797 on: January 23, 2010, 03:37:38 am »

To clarify, you can only drop teams onto planets/moons/bodies which have had a colony established. The colony does not have to be inhabited or indeed inhabitable. The easiest way to do this is to go to the F9 screen, select the body you want to establish a colony on and hit add colony. Remember to do this before giving the ship orders to drop off a team there or it will cancel the orders when it reaches the body.

In order for a team to work, it only has to be present on the surface you don't need to give them orders to survey, it will happen automatically. Remember to have a team survey earth as well

Also you can transfer a team to a ship in orbit directly from the teams tab of the F2 window.

Something really cool when you add a site as a colony it marks it as an archeological dig or as a mining colony.
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Osmosis Jones

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #798 on: January 23, 2010, 04:46:24 am »

Heh, well, in the end, the missile defence made no difference. The missiles were moving at such a ridiculous velocity, I'd get one chance to shoot, and that would miss because of the speed.

Didn't stop slaying them all though, and leaving the system littered with their corpses! Mwahahahahahahha.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #799 on: January 23, 2010, 05:07:12 am »

By jah... it is hard to design a 1000 ton or less FAC(Fast Attack Craft/Gunboat)!   Faster then my Fighter! I want to put more stuff but can't!

But.. if I take off the armor here and there... reduce engineering...  now its more viable!  And I can fit weapons other then the Railgun or Gauss Cannon!

Behold... mah piracy enabling ship!
Code: [Select]
Vulture HPM Mk I class Fast Attack Craft    850 tons     115 Crew     469.9 BP      TCS 17  TH 26.88  EM 0
9882 km/s     Armour 1-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4
Annual Failure Rate: 5%    IFR: 0.1%    Maint Capacity 346 MSP    Max Repair 180 MSP    Est Time: 7.66 Years

GB Magneto Drive E55 (1)    Power 168    Fuel Use 550%    Signature 26.88    Armour 0    Exp 21%
Fuel Capacity 40,000 Litres    Range 15.4 billion km   (18 days at full power)

R10/C5 HPM RoF-5 (1)    Range 100,000km     TS: 9882 km/s     Power 4-5     RM 10    ROF 5        1 1 1 1 1 1 1 1 1 1
FC S03 60-10000 H30 (1)    Max Range: 120,000 km   TS: 10000 km/s     92 83 75 67 58 50 42 33 25 17
Tokamak PB-1.25 AR-0 (1)     Total Power Output 5    Armour 0    Exp 20%

ECM 20

This design is classed as a military vessel for maintenance purposes

Freakin research to fine tune the stuff for this baby.... =/
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Sysice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #800 on: January 23, 2010, 05:30:48 am »

Why! Why do people make such awesome sounding games for only one platform! Why, I ask you!
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #801 on: January 23, 2010, 05:40:37 am »

Heh, if you do a goggle search of aurora 4x game, you find numerous links to other forums with the title that its dwarf fortress in space!

And our thread is number one with the actual aurora site being number two.
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Emperor_Jonathan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #802 on: January 23, 2010, 05:44:07 am »

After tweaking component design along with mass researching of engine efficiency and such I was able to make two different fighters, one a normal 'fighter' and another a fighter-bomber.
Code: [Select]
Sydney class Fighter    490 tons     61 Crew     136.3 BP      TCS 9.8  TH 300  EM 0
30612 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 98%    IFR: 1.4%    Maintenance Capacity 0 MSP    Max Repair 50 MSP

FTR Photonic Drive E100 (1)    Power 300    Fuel Use 1000%    Signature 300    Armour 0    Exp 25%
Fuel Capacity 50,000 Litres    Range 18.4 billion km   (6 days at full power)

10cm Railgun V1/C3 (1x4)    Range 10,000km     TS: 30612 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S04 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Vacuum Energy Power Plant Technology PB-1 AR-0-FIGHTER (1)     Total Power Output 4    Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

Code: [Select]
Melbourne class Fighter-bomber    500 tons     20 Crew     209.3 BP      TCS 10  TH 300  EM 0
30000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5.4
Annual Failure Rate: 100%    IFR: 1.4%    Maintenance Capacity 0 MSP    Max Repair 72 MSP
Magazine 36   

FTR Photonic Drive E100 (1)    Power 300    Fuel Use 1000%    Signature 300    Armour 0    Exp 25%
Fuel Capacity 50,000 Litres    Range 18.0 billion km   (6 days at full power)

Vacuum Energy Power Plant Technology PB-1 AR-0-FIGHTER (1)     Total Power Output 4    Armour 0    Exp 5%
Size 3 Box Launcher (12)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Missile Fire Control FC72-R70 (1)     Range 151.2m km    Resolution 70

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

Yes, it was incredibly hard to get it down that much.
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Ioric Kittencuddler

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #803 on: January 23, 2010, 05:46:07 am »

Heh, if you do a goggle search of aurora 4x game, you find numerous links to other forums with the title that its dwarf fortress in space!

And our thread is number one with the actual aurora site being number two.

Please explain this "goggle search" to me!
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Sysice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #804 on: January 23, 2010, 05:55:38 am »

Well, it's apparently a search where the goggles actually do something.

Great, people posting the nitty-gritty details of ship building makes me sad. That's my favorite part of games.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #805 on: January 23, 2010, 06:15:38 am »

After tweaking component design along with mass researching of engine efficiency and such I was able to make two different fighters, one a normal 'fighter' and another a fighter-bomber.

Yes, it was incredibly hard to get it down that much.

@Sydney:
10cm Railgun V1/C3 (1x4)    Range 10,000km     TS: 30612 km/s
Fire Control S04 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s

My advise, for the Fire Control...  Lower Max Range by alot.  Your Railgun range is only 10m while your Fire Control is a massive 192m.  Lotsa wasted space there.
Your Turn Speed on the Fire Control makes the massive turn speed on your Railgun...  useless.  Basically, your actual weapon Turn Speed is 3,000.  That 27,612 other unused Turn Speed is just decorations...  So bring that Turn Speed up...

@Melbourne
Vacuum Energy Power Plant Technology, you don't need it with missiles... do you?

@Both
Fuel Capacity, you could lower that to the 10k variant...  it should be expected that they sit in a hangar...  right?
And hot damn....  your engine tech is.... godly compared to mine.  I want.
« Last Edit: January 23, 2010, 06:18:48 am by Zangi »
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Emperor_Jonathan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #806 on: January 23, 2010, 06:33:37 am »

At C&C:

Firecontrols and such are 'first designs' for now, I'm going to tweak it later. And about that power plant, I put it there just in case.

Regarding fuel, I do not know how long battles will last. So just in case.
« Last Edit: January 23, 2010, 06:38:18 am by Emperor_Jonathan »
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Emperor_Jonathan

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #807 on: January 23, 2010, 06:49:09 am »

Code: [Select]
Sydney Mk II class Fighter    335 tons     45 Crew     1140 BP      TCS 6.7  TH 300  EM 0
44776 km/s     Armour 4-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 0 MSP    Max Repair 656 MSP    Est Time: 0 Years

FTR Photonic Drive E100 (1)    Power 300    Fuel Use 1000%    Signature 300    Armour 0    Exp 25%
Fuel Capacity 50,000 Litres    Range 26.9 billion km   (6 days at full power)

10cm Railgun V9/C25 (1x4)    Range 90,000km     TS: 44776 km/s     Power 3-25     RM 9    ROF 5        1 1 1 1 1 1 1 1 1 0
Fire Control S01 175-25000 (FTR) (1)    Max Range: 350,000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-1 (1)     Total Power Output 4    Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
Code: [Select]
Melbourne Mk II class Cruiser    500 tons     14 Crew     292.7 BP      TCS 10  TH 300  EM 0
30000 km/s     Armour 4-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6.3
Annual Failure Rate: 100%    IFR: 1.4%    Maint Capacity 0 MSP    Max Repair 180 MSP    Est Time: 0 Years
Magazine 42   

FTR Photonic Drive E100 (1)    Power 300    Fuel Use 1000%    Signature 300    Armour 0    Exp 25%
Fuel Capacity 50,000 Litres    Range 18.0 billion km   (6 days at full power)

Size 3 Box Launcher (14)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Missile Fire Control FC180-R2 (1)     Range 10.8m km    Resolution 2

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

Updated fighters.

Code: [Select]
Canberra Mk II class Mothership    587150 tons     80618 Crew     329847.55 BP      TCS 11743  TH 150000  EM 4500
12773 km/s     Armour 10-624     Shields 150-300     Sensors 150/150/0/0     Damage Control Rating 5526     PPV 1523
Annual Failure Rate: 499%    IFR: 6.9%    Maint Capacity 1940280 MSP    Max Repair 15572 MSP    Est Time: 6.57 Years
Hangar Deck Capacity 50000 tons     Magazine 2285   

Photonic Drive E1 ARM-10 (300)    Power 500    Fuel Use 10%    Signature 500    Armour 10    Exp 5%    Hyper Capable
Fuel Capacity 26,300,000 Litres    Range 806.2 billion km   (730 days at full power)
Omega R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

Quad 80cm C25 Far Gamma Ray Laser Turret (3x4)    Range 350,000km     TS: 10000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Particle Torpedo-50 (2)    Range 350,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Quad R1008/C25 Meson Cannon Turret (3x4)    Range 350,000km     TS: 10000 km/s     Power 672-100     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
Quad Gauss Cannon R6-100 Turret (5x40)    Range 60,000km     TS: 10000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
CIWS-1000 (5x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
50cm Railgun V9/C25 (3x4)    Range 350,000km     TS: 25000 km/s     Power 60-25     RM 9    ROF 15        20 20 20 20 20 20 20 20 20 18
80cm C25 Plasma Carronade (5)    Range 350,000km     TS: 25000 km/s     Power 168-25     RM 1    ROF 35        168 84 56 42 33 28 24 21 18 16
Fire Control S04 175-100000 (1)    Max Range: 350,000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-10 (10)     Total Power Output 800    Armour 10    Exp 5%

Size 12 Missile Launcher (5)    Missile Size 12    Rate of Fire 30
Size 100 Missile Launcher (5)    Missile Size 100    Rate of Fire 250
Missile Fire Control FC360-R100 (1)     Range 1,080.0m km    Resolution 100
Missile Fire Control FC360-R1 (1)     Range 10.8m km    Resolution 1

Active Search Sensor S1080-R1 (1)     GPS 1080     Range 10.8m km    Resolution 1
Active Search Sensor S1080-R85 (1)     GPS 91800     Range 918.0m km    Resolution 85
Thermal Sensor TH2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km

This design is classed as a military vessel for maintenance purposes

Updated mothership.

Faster, better armed and better armored. Able to operate independently for up to 2 years at a time, it is a huge ship.

Spoiler (click to show/hide)
« Last Edit: January 23, 2010, 07:09:18 am by Emperor_Jonathan »
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Jreengus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #808 on: January 23, 2010, 08:07:33 am »

Spoiler (click to show/hide)

The captain waited. The lights above him blinked and sparked out of the air. There were fighters in the fleet. He didn't see them, but had expected them now for years. His warnings to the admiral were not listenend to and now it was too late. Far too late for now, anyway.
Captain was a space captain for fourteen years. When he was young he watched the spaceships and he said to dad "I want to be on the ships daddy."
Dad said "No! You will BE KILL BY FIGHTERS!"
There was a time when he believed him. Then as he got oldered he stopped. But now in the command ship of the NPR he knew there were fighters.
"This is Joson" the radio crackered. "You must fight the fighters!"
So captain gotted his rail gun and blew up the wall.
"HE GOING TO KILL US" said the fighters
"I will shoot at him" said the cyberfighter and he fired the rocket missiles. Captain railed at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.
"No! I must kill the fighters" he shouted
The radio said "No, captain. You are the fighters"
And then Captain was a zombie
« Last Edit: January 23, 2010, 08:10:34 am by Jreengus »
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #809 on: January 23, 2010, 09:54:19 am »

I am been playing this game for a while and I am just wondering but: How do you increase your ship production rate? I know that you can research it, but is there any other way?
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