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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2726295 times)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18885 on: October 14, 2017, 02:36:17 pm »

Check the size of that system. If it's a binary or something with a multi-billion km gap between the subsystems the mobile forces might have just been out of range.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18886 on: October 14, 2017, 03:01:40 pm »

It is not, that is why I was confused. I did get interruptions, so there are probably some sensors there, but every planet, moon and asteroid has been surveyed, so they would have had enough time to catch up to my slow 2,2k km/sec ships.
If course I forgot to write down one of the asteroids with the pop, and it was only 5.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18887 on: October 14, 2017, 03:25:35 pm »

Strength 5 sensor reading means it's got a listening post.  Probably means some ammo is stocked there as well.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18888 on: October 14, 2017, 03:41:41 pm »

How exactly did my survey ships miss a 10,071,072 access 1 deposit of duranium? Geologist teams clearly aren't as blind.
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18889 on: October 14, 2017, 04:19:45 pm »

How exactly did my survey ships miss a 10,071,072 access 1 deposit of duranium? Geologist teams clearly aren't as blind.

You're set for life. Easy.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18890 on: October 14, 2017, 05:03:58 pm »

How do these look?
Code: [Select]
Udaloy class Light Cruiser    8 400 tons     182 Crew     1230.44 BP      TCS 168  TH 660  EM 0
3928 km/s     Armour 5-36     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 2     PPV 20
Maint Life 2.75 Years     MSP 1183    AFR 282%    IFR 3.9%    1YR 226    5YR 3388    Max Repair 192 MSP
Intended Deployment Time: 6 months    Spare Berths 2   
Magazine 312   

Robson-Atkins 132 EP Ion Drive (5)    Power 132    Fuel Use 102.8%    Signature 132    Exp 11%
Fuel Capacity 1 250 000 Litres    Range 26.1 billion km   (76 days at full power)

Size 2 Missile Launcher (10)    Missile Size 2    Rate of Fire 30
Missile Fire Control FC108-R100 (70%) (1)     Range 108.0m km    Resolution 100

Charlton & Payne Active Search Sensor MR154-R180 (1)     GPS 34560     Range 154.6m km    Resolution 180
Hewitt & Conway Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Hewitt & Conway EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Missile Size: 2 MSP  (0.1 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 23
Speed: 6000 km/s    Engine Endurance: 5.0 hours   Range: 108.2m km
Cost Per Missile: 1.162
Chance to Hit: 1k km/s 138%   3k km/s 46%   5k km/s 27.6%   10k km/s 13.8%
Materials Required:    0.5x Tritanium   0.662x Gallicite   Fuel x750
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Madman198237

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18891 on: October 14, 2017, 05:11:20 pm »

Your deployment time is REALLY low, and those missiles are REALLY lightweight, more suited to AMM duty (If you dropped the warhead rating by 1) than ASM. Basically, you need to make bigger, faster, deadlier missiles.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18892 on: October 14, 2017, 05:12:55 pm »

Do you play with maintenance off?

And what kind of drives are those?
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18893 on: October 14, 2017, 05:17:20 pm »

You don't have magazines to carry missiles. That means each ship is going to get a grand total of ten shots from the ones hot-loaded in the launchers. Bump up the intended deployment time, otherwise you're going to start hitting morale degradation very quickly (as per the default 6 mo.).

The missiles themselves are absurdly slow for something with such a small warhead. Trim the fuel way down, and keep it low until your tech is good enough to break ~15k km/s and 50% hit rate vs. 5k km/s targets, then start scaling it up until you reach a comfortable range around 100-250m km. Bump the size up as well, those are too small to be effective ASMs but too large and slow for anti-missile work.
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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

Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18894 on: October 14, 2017, 05:19:44 pm »

These are meant more for local defence than going out to battle which is why they have short deployment times. Although I did find something out there (sensor post with nothing but ground troops it seems). What would you recommend for an actual missile? You don't have to design it for me just say what sort of size and such.

Ion drives are the best I have. and no I don't play with maintenance off. (that missile has a 0.6 power drive I think) Also did you miss the 312 size magazines? It actually gets 16 volleys plus 80% of 1 volley as well as the ten in the tubes.
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RAM

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18895 on: October 14, 2017, 05:20:20 pm »

What is a good policy for geoteams? I keep thinking that I should wait until the deposits are low, so that they have a chance of increasing a deposit with decent access...
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Madman198237

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18896 on: October 14, 2017, 05:22:09 pm »

Hit places with geo teams as fast as possible, there's nothing to be gained by waiting (So far as I know)
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18897 on: October 14, 2017, 05:25:53 pm »

If you make your survey teams survey some of the less worthwhile bodies then it is possible for them upgrade in skill, which in turn could give them an increased chance of having positive results when surveying bodies.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18898 on: October 14, 2017, 05:37:51 pm »

So we're talking something like this for an AMM?
Code: [Select]
Missile Size: 1.885 MSP  (0.09425 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 18
Speed: 15900 km/s    Engine Endurance: 114 minutes   Range: 108.5m km
Cost Per Missile: 0.945
Chance to Hit: 1k km/s 286.2%   3k km/s 90%   5k km/s 57.2%   10k km/s 28.6%
Materials Required:    0.25x Tritanium   0.695x Gallicite   Fuel x337.5

Size 1 1.5EP Ion engine. Slightly smaller than the other missile but much faster, bigger engine too.
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Madman198237

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18899 on: October 14, 2017, 05:51:44 pm »

No, no, no, no, no, no, no, no, and no.

LESS FUEL!!!! AMMs do NOT need 108.5 MILLION KILOMETER ranges! Five million at the outside for you---check the distance at which you can detect size-6 missiles, and scale AMM ranges to fit that (Or a bit under that, if necessary). And make them LESS THAN OR (preferably) EQUAL TO 1 MSP.
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