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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2721198 times)

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14040 on: December 14, 2013, 06:29:58 pm »

is this game still in development? doesnt look like there has been an update in a long time.

Yes. It's not uncommon for there to be large stretches of time between larger updates, dependant on how much time and desire Steve has free to program the game. The last update wasn't really all that long ago.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14041 on: December 14, 2013, 07:08:03 pm »

He just makes it as a hobby for himself, and it's very kind of him to let us play it :)

On that note, in my latest campaign I've been more or less blockaded into the Sol system and a few neighboring systems by an extremely powerful group of aliens.

Spoiler (click to show/hide)

So far they haven't shown any interest in coming into Sol, and my few engagements with their advanced ships have been a collection of routes and Pyrrhic victories. My last attempt to defeat their force in the system of Glasgow had 40 of Humanity's finest warships go up against two huge 45,000 ton vessels and destroy them at the cost of 7 vessels, only to then detect six more vessels closing which destroyed the fleet using thousands of size one missiles traveling at over 100,000 km/s. But at least they've shown that the enemy is not unstoppable.

A replacement fleet is under construction using the newly developed fusion drive technology that the previous fleet lacked (I can neither confirm nor deny that I just threw all the outdated ships at the enemy instead of refiting them). The larger ships now include shield technology after a previous force discovered that armor doesn't protect well against strength 20 warheads (shock damage is really lethal).

Code: [Select]
Broadsword class Jump Cruiser    18,000 tons     544 Crew     3975 BP      TCS 360  TH 3000  EM 1800
8333 km/s    JR 5-50     Armour 5-61     Shields 60-360     Sensors 11/11/0/0     Damage Control Rating 23     PPV 24
Maint Life 3.4 Years     MSP 3202    AFR 111%    IFR 1.6%    1YR 421    5YR 6318    Max Repair 750 MSP
Intended Deployment Time: 36 months    Spare Berths 1   

Cruiser Jump Drive     Max Ship Size 18000 tons    Distance 50k km     Squadron Size 5
Large Military Internal Fusion Drive (2)    Power 1500    Fuel Use 68.89%    Signature 1500    Exp 15%
Fuel Capacity 2,250,000 Litres    Range 32.7 billion km   (45 days at full power)
Epsilon R360/360 Shields (20)   Total Fuel Cost  300 Litres per hour  (7,200 per day)

Light Railgun (8x4)    Range 40,000km     TS: 8333 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Railgun Fire Control (2)    Max Range: 80,000 km   TS: 10000 km/s     88 75 62 50 38 25 12 0 0 0
Tokamak Fusion Reactor (1)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor MR35-R1 (1)     GPS 252     Range 35.3m km    MCR 3.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Invincible class Missile Cruiser    18,000 tons     584 Crew     3962 BP      TCS 360  TH 3000  EM 1800
8333 km/s     Armour 5-61     Shields 60-360     Sensors 1/1/0/0     Damage Control Rating 23     PPV 81
Maint Life 4.16 Years     MSP 3192    AFR 111%    IFR 1.6%    1YR 295    5YR 4428    Max Repair 750 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 468   

Large Military Internal Fusion Drive (2)    Power 1500    Fuel Use 68.89%    Signature 1500    Exp 15%
Fuel Capacity 2,000,000 Litres    Range 29.0 billion km   (40 days at full power)
Epsilon R360/360 Shields (20)   Total Fuel Cost  300 Litres per hour  (7,200 per day)

ASM Missile Tube II (18)    Missile Size 6    Rate of Fire 75
Missile Fire Control FC386-R120 (2)     Range 386.5m km    Resolution 120
Javelin IV ASM6 (78)  Speed: 46,700 km/s   End: 65.6m    Range: 183.9m km   WH: 9    Size: 6    TH: 233/140/70

Active Search Sensor MR386-R120 (1)     GPS 30240     Range 386.5m km    Resolution 120

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

Code: [Select]
Ark Royal III class Missile Destroyer    8,000 tons     243 Crew     1943.5 BP      TCS 160  TH 1500  EM 0
9375 km/s     Armour 6-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 9     PPV 27
Maint Life 3.91 Years     MSP 1458    AFR 53%    IFR 0.7%    1YR 151    5YR 2269    Max Repair 750 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 252   

Large Military Internal Fusion Drive (1)    Power 1500    Fuel Use 68.89%    Signature 1500    Exp 15%
Fuel Capacity 1,000,000 Litres    Range 32.7 billion km   (40 days at full power)

ASM Missile Tube II (6)    Missile Size 6    Rate of Fire 75
Missile Fire Control FC386-R120 (1)     Range 386.5m km    Resolution 120
Javelin IV ASM6 (42)  Speed: 46,700 km/s   End: 65.6m    Range: 183.9m km   WH: 9    Size: 6    TH: 233/140/70

Active Search Sensor MR386-R120 (1)     GPS 30240     Range 386.5m km    Resolution 120

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

Code: [Select]
Illustrious III class Destroyer    7,500 tons     237 Crew     1816.5 BP      TCS 150  TH 1500  EM 0
10000 km/s     Armour 6-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 9     PPV 30
Maint Life 3.84 Years     MSP 1362    AFR 50%    IFR 0.7%    1YR 145    5YR 2181    Max Repair 750 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Large Military Internal Fusion Drive (1)    Power 1500    Fuel Use 68.89%    Signature 1500    Exp 15%
Fuel Capacity 1,050,000 Litres    Range 36.6 billion km   (42 days at full power)

Light Railgun (10x4)    Range 40,000km     TS: 10000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Railgun Fire Control (2)    Max Range: 80,000 km   TS: 10000 km/s     88 75 62 50 38 25 12 0 0 0
Miniature Fusion Reactor (2)     Total Power Output 6    Armour 0    Exp 5%
Tokamak Fusion Reactor (1)     Total Power Output 24    Armour 0    Exp 5%

Backup PD Sensor (1)     GPS 84     Range 11.8m km    MCR 1.3m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

One might notice the complete lack of energy weapons or turrets. Due to other research priorities I've instead been experimenting with high speed craft using overcharged engines, though I plan to switch to more conventional designs once the enemy is no longer knocking at the door.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14042 on: December 15, 2013, 03:56:16 pm »

There is quite a space race occurring in Asia at the moment. India launched a Mars satellite, which may beat China to the red planet. China itself just landed a rover on the moon. With any luck they will build a moon base and spur the US into the competition.

I doubt it.  If the US is content to allow the Chinese to dominate Africa, why would they care about Mars?
Maybe this discussion should be in the General Discussion area?  The US thread by Jesuit.  (Also didn't know China/India are in a space race.)

*Semi-Resists adding to derail.
* Flying Dice doesn't resist at all.

Iran's in the game, too. They just successfully launched a chimp into orbit and recovered it alive. :V
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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

ollobrains

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14043 on: December 28, 2013, 05:59:41 am »

new update coming before new years i heard
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14044 on: December 28, 2013, 11:27:47 am »

Don't see any public posts by Steve that say anything about that, but perhaps you have better sources than I.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14045 on: December 28, 2013, 09:28:58 pm »

I highly doubt anything will be released in the next 2 days, actually I believe the release should be minimum a few weeks away based on the progress of steve's test campaign and the new features still being added.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

foxpe

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14046 on: December 29, 2013, 10:31:09 am »

Has anyone seen black holes after v6.21 ? I never have.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14047 on: December 29, 2013, 11:04:01 am »

If I remember correctly, you can only get black holes if you are using the real stars option turned on, just as you can only get nebula with it turned off. At least I've never had a system generated that violates that rule, so I believe it is still the case.

I have had a black hole using the latest version, which resulted in earth being cut off from the wider galaxy due to the other two jump points leading to systems that dead ended in one or two jumps respectively.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14048 on: December 29, 2013, 06:47:07 pm »

I'm sure if you turtled long enough you might be rewarded by a gift from your local galactic hyperspace planning council, I hear they've been making stable hyper spatial express route wormholes in the area, I think there's something posted in a message board in alpha centauri.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

ollobrains

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14049 on: December 31, 2013, 02:28:31 am »

few more 6.4 thread updates from steve today, mostly changes to minerals in comets, NPRs salvaging wrecks and changes to NPC ship designs and how they use missiles.  My guess is a few moe before new years possibly no update but with the holidays his putting some work in, go post on the forums give him some ideas and motiviation  :D
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Zeebie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14050 on: January 02, 2014, 08:43:15 am »

Does anyone know if Aurora will install properly in Windows 8?
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14051 on: January 02, 2014, 09:24:16 am »

Unknown with regards to a desktop running win 8. There are definite issues with touch screen enabled devices running win 8, due to their poor support for the VB6 libraries. Steve has said that he has no intention of moving to win 8 from win 7, so if there are any issues on a desktop running win 8 they may never be resolved. That said you should be able to set up a virtual machine running win 7 or earlier to run aurora on without too much difficulty.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14052 on: January 02, 2014, 09:50:35 am »

There seems to be problems on win 8 due to the way windows are managed for portable devices, I couldn't tell you if it works, though. If you try make sure you install vb 6, then dot net, change the decimal seperator to period, and don't install to program files or program filesx86, let me know how it goes.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Gamerlord

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #14053 on: January 02, 2014, 10:05:19 am »

There's a new version being done? Someone link me to it?

Dutchling

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