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Messages - Akhier the Dragon hearted

Pages: 1 ... 268 269 [270] 271 272 ... 308
4036
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 21, 2010, 09:17:26 pm »
in the population/production window under the civilians/ind status tab you can shut down or reactivate industrial sectors.

edit: check Greenbane's answer for it is most excellent.

4037
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 21, 2010, 09:00:16 pm »
Bah, I prefer me some hot dragon lovin. ;)

4038
I just use smallish food and drink stockpiles in the jail. for a bit you will have people stealing from it but eventually some food will be put in there that does not instantly get eaten.

4039
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 21, 2010, 05:43:33 pm »
PS: Journier's xenophiliac tendencies are disturbing. :o
thats not just a tendency its a full blown obsession.

4040
DF Gameplay Questions / Re: How do you win Dwarf fortress?
« on: March 21, 2010, 04:41:41 pm »
You technicly can not win but there are certain things that can make your fortress worthy of winning. Examples are winning an official DF Masters Competition, becoming the next boatmurdered, or having a super popular character like Captain Ironblood, Morrul, or Cacame Awemedinade.

edit:
Almost forgot, make something like Flarechannel counts to.

4041
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 21, 2010, 11:08:53 am »
yah, crowded with my missile spam.

4042
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 21, 2010, 11:00:27 am »
both sides are right and both sides are wrong, end of story. SO HAS ANY ONE TRIED TO PLAY WITH 100% NPR CHANCE?

4043
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 21, 2010, 01:33:40 am »
to be fair to us, releasing a game and making it work only on a non-standard resolutions is kind of out there.

4044
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 21, 2010, 12:32:59 am »
If you go back and read when he still was posting it was when we did not have answers for most of the common complaints and because we picked it up here, here was where we complained. Mostly it was the screen resolution thing in the end that did it in because people would come read the firstish page of the thread try to play it and find that problem making the game unplayable so they come back here and post without checking if X* number of people had already found that out and post about it. Steve would go nuclear over the suggesting that he shoult make it work for lower resolutions and then the cycle would repeat itself till he left.

*X being an absurdly large number.

4045
DF Dwarf Mode Discussion / Re: I think I just broke probability.
« on: March 20, 2010, 09:52:00 pm »
If the world went to where you can embark then the seed numbers are further limited because many seeds are in fact non-operable in world creation because of some factor making it impossible to use for game play. honestly have you ever looked at the number of reject worlds? In vanilla you can get quite a few so its not like you are getting a number in consecutive order. If you include this in its less of he got the same seed twice in a row but instead he got it then a hundred or so tries later he got it again so this will improve the chances some. On top of this he was searching for specific things and genning many worlds one right after another upping the chances of this happening. to go to the lottery example it would be like buying a few hundred lottery tickets and happening to win. you still got lucky but you tipped it in your favor a little bit.

4046
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 19, 2010, 06:24:43 pm »
The only bad thing I see is that its an orbital base, so, you're basically shipping around automated mines with a tug, let alone with the maintenance, it also takes MUCH longer to build than if you were building automated mines (from an example like earth).
There is no maintenance because it is Commercial ship. Yes automated mines are basically this but I use it for all those small asteroids with only a couple hundred of a few minerals so that it is faster than shipping automated mines everywhere because the asteroids that are far out would require with and average hauler that can carry 1 automine 9 trips to get as much as 1 trip with a tug and my miner.

4047
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 19, 2010, 04:07:15 pm »
I've made an asteroid miner but I cant figure out what orders to give him.
you just put it in orbit of a colony with minerals and it acts like an automated mine for each mining module. no orders just need it there.

4048
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 19, 2010, 03:29:53 pm »
Code: [Select]
Mining Base class Asteroid Miner    46300 tons     935 Crew     1274.6 BP      TCS 926  TH 0  EM 0
1 km/s     Armour 1-114     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 17 MSP    Max Repair 120 MSP
Asteroid Miner: 9 module(s) producing 90 tons per mineral per annum


This design is classed as a commercial vessel for maintenance purposes
here is my optimal Asteroid Miner with 9 modules. the only tech that can get better is mining rate and armor.

4049
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 19, 2010, 03:18:19 am »
MM = number of mining modules
CQ = number of required crew quarters
CR = number of crew
AR = amount of armor at level 1
CO = total cost of ship
SA = savings made from making a vessal with multiple modules instead of just 1 a ship
The yes and no column just shows if it is a better saving then the one before it.
Code: [Select]
MM CQ CR AR CO         SA
1 1 120 4.6 182.6    1 0          0.00%
2 1 220 7.1 317.6    1.73932092 0.26067908 13.03% Yes
3 2 325 9.3 465.8    2.550930997 0.449069003 14.97% Yes
4 2 425 11.2 597.2    3.270536692 0.729463308 18.24% Yes
5 3 530 13 743    4.069003286 0.930996714 18.62% Yes
6 3 630 14.7 873.2    4.78203724 1.21796276 20.30% Yes
7 3 730 16.2 1002.2    5.488499452 1.511500548 21.59% Yes
8 4 835 17.7 1146.2    6.277108434 1.722891566 21.54% No
9 4 935 19.1 1274.6    6.980284775 2.019715225 22.44% Yes
10      5 1040    20.5 1418    7.765607886 2.234392114 22.34% No
This is using the minimal design of 1 bridge, 1 engineering spaces, required crew quarters, and mining modules.
As shown a ship is most efficient with 9 modules if you only want 10 or under modules to a ship. The ship is motor-less and requires a tug to get places but once there because it is a commercial ship it doesn't require maintenance.

4050
I think know this will be fun! SIGN ME UP ALL PLAYER LIKE please.

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