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Messages - Bremen

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451
Other Games / Re: Deus Ex Human Revolution Beta Leak
« on: August 30, 2011, 12:43:15 am »
There's a series of sidequests where you find out more about Adam's background.

452
Other Games / Re: Deus Ex Human Revolution Beta Leak
« on: August 29, 2011, 04:29:10 pm »
I don't mind the bossfights; I went stealth and while they were hard, they weren't frustrating. From what I've read one problem people seem to be having is that they assume a boss fight means a stand up fight, which is false; you can still use stealth in the boss fights and have them lose track of where you are (You can tell with the first one since he'll start throwing grenades at spots he thinks you might be hiding). I beat most of them by sneaking around and occasionally popping out to fire a few pistol rounds into the back of the bad guy's head, then hiding again.

453
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 24, 2011, 06:55:27 pm »
Huh, one of my geo survey ships detected 7 strength 5 active sensor contacts, then immediately got blown to bits 5 seconds later by "Chaco Anti-ship missiles". I sent in the Grav Survey, which is armed with point defense mesons, and rescued the crew - no sign of enemies. Flew back to the planet where it happened and got attacked by another group of 7 size 24 missiles, but this time my Meson PD turrets blew them out of the sky before they hit me.

Flew around the area some more, no more missiles. No ruins on any of the planets and haven't seen any other contacts in my system, the other geo survey ship in the system hasn't had any trouble. The planet they popped out of is a gas giant, so im not quite sure where they even came from.

That some kind of ancient proximity mines or something? Was only the two groups of them. First time I've seen anything like it in a system that is otherwise completely uninhabited. They just popped up right beside my ship both times, hitting (or being shot down) in the next 5 second increment.

Yep. Mines need active sensors on their missile portion to home in, so that's what your Geo ship detected. There are indeed ancient minefields lying around undetonated.

454
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 24, 2011, 01:54:48 pm »
Heh, in my current game I recruited a 30% bonus 30 lab Defensive Systems scientist. He's been steadily improving ever since, up to 50% bonus now. I used him to research a better research rate because his 50% bonus is better than the crummy 10% bonus 10 lab CP specialist I have.

His 50% DS bonus is wasted if you use him on CP tasks. If he can handle, say, 25 labs, he is no better or worse at CP tasks than any other scientist who can handle 25 labs and doesn't specialize in CP.

This isn't true. He gets a 50% bonus on non-DS research, and a 200% (triple speed) bonus on DS research. So he will research CP faster that a 10% CP scientist (who would get 40% for CP).

455
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 23, 2011, 02:44:51 am »
You're not incorrect, but I don't think it's as clear cut as you think. While yes, at mid-tech or higher you can range cap mesons, they're not necessarily the kind of energy weapons (and yes, they are blocked by internal armor). There are also a number of advantages to exceeding beam fire control range:

You can use smaller size weapons (giving you secondary point defense armament, or point defense weapons that double as anti-ship)
Using larger weapons with a lower range tech is much cheaper
The damage dissipates much slower on long range weapons
PDCs can have fire control range 50% longer, though this isn't very useful for lasers unless you build PDCs on airless planets
You can skip researching longer range weapons and spend the RP on longer range fire controls, instead
You can refit a ship with new fire controls to make use of the range, without having to completely redo its weapons.

So, yeah, if you really want to use mesons its not necessarily true that you'll be outranged (or rather, past a certain tech range is dictated by whoever has the best fire controls); that doesn't necessarily mean they make the best weapons, though.

456
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 08:23:54 pm »
So uh, what are some of the advantages and disadvantages of box launchers?

I imagine they're like those things you find on helicopters so the ship needs to be in a hanger/at a planet to reload?

They're often used for fighters (which can be reloaded in their carrier's hangar) or system defense ships (which can reload at the colony). However, they shouldn't be underestimated; a dedicated box launcher setup can usually fit 8-10x as many launchers (1/6.67th the normal size, and no need for magazines) and fire them all at once; that will really put the hurt on whatever you're shooting at.

Alright laying the groundwork for my Flotilla Challenge that I plan to make into a AAR or Lets Play

will do a dud game with some criteria and then when I have that ironed out I will lay out the conditions and see what happens!

Seems I can do almost everything with a flotilla minus research and some other planet only stuff...but most importantly fuel can be harvested with a Sorium harvester at a gas giant (it apparently converts it to fuel automatically!)

This is looking more and more doable as time goes on.

Now I need to figure what is deadlier...sun heating or cooling...I assume heating...

There's been another attempt at something like that on the official forums, you might want to take a look at how they did it: The Battlestar Challenge

457
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 20, 2011, 04:55:43 pm »
I think stopping things such as mining and fuel refining (in the industry section) can also help.

I'm pretty sure neither mining nor fuel refining cost money.

What are your major expenses?

458
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 20, 2011, 03:31:11 pm »
Ok, well somehow I didn't notice but my empire's economy is mirroring the US economy and now I'm completely broke...

I know NPC traders going between colonies gives you money, I've got 3 colonies (earth, mars, mercury) and 3 shipping lines and they are all shipping stuff constantly, but it's not producing all that much money (and extra 15% or so over the taxes).

I'm in the process of researching expanded civilian economy for 20% more taxes.... that won't be enough to solve the problem but it should help a bit.

Is there any other way to get more money? I don't really have anywhere else to start a new colony (at least, that wouldn't require years and years of terraforming to get a respectable population). Can I make my own freighters ship trade goods to get $$$ or something? Can I sell my civilians spaceship parts or minerals - yes I know about selling the output from civilian mineral colonies, I mean sell them my own minerals?

Or am I just screwed for the next 50 years till I get more colonies going to get more space bucks for me?

Well, you can build financial centers. Freighters you control can't do civilian trade though. You can also assign civilian administrators with wealth creation bonuses to your largest colony (probably Earth).

You'll want as many colonies over 10 million as possible, I think that's when they start trading luxury goods. Civilian spaceports will make the trading faster, though I don't think they can be moved; they have to be built on site. 15% trade revenue compared to taxes is already pretty good though, and I doubt you'll be able to improve it that much.

Mostly though, if you're running a major wealth deficit in what sounds like a pretty good situation it probably means you're overly focused on production. Basically anything measured in points (build points, research points) costs wealth to do (1 point = 1 wealth). So if you're at a deficit, you might consider stopping construction of new factories or research labs, and concentrate on other things, like mines or military academies.

459
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 20, 2011, 02:24:22 pm »
Played around with designer mode for a bit in my current single player game (the no missile one). It does indeed work for what I want.

Interesting fact: For the longest time one of the NPRs had been pausing the game every day or so, leading me to believe there was a massive undiscovered empire out there doing its own thing. With designer mode on, I discovered that the precursors had left a sensor buoy in a system after I cleaned them out, and were pausing the game every time they detected a civilian freighter heading to the colony there :P. Since the buoy didn't show up on passive sensors, it had been there undiscovered for years.

460
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 19, 2011, 10:26:26 pm »
Complete newbie here: How is missile design handled? Because for the life of me I can't find how to design them, although I can see where they would be produced, as standard ICBMs are available by default. Got that one.

Edit: Another question: when designing colliers, are cargo holds or magazines used for missile transport?

Colliers use magazines.


This error is starting to piss me off. Every 5 second increment I'm getting this, jesus.

How many deep space tracking stations do you have on one planet? I seem to recall getting an error like that when I built a huge number.


Does anyone have experience with designer mode? After my last attempt, I'm still interested in doing an Aurora LP but am thinking about a more narrative one, but I'd like to be able to track NPRs and ensure a challenge for the main nation. Does Designer mode help with this?

461
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 19, 2011, 01:53:56 pm »
I have everything turned on, except for maintenance. I can't be assed to keep up with maintenance, though I always include engineering to keep maintenance down and still have the habit or ordering seasonal maint/fuel resupply runs, haha

Well then, yes, you're going to want to defend colonies *very* well.

There's a bit in one of Steve's AARs where he ends up in a fight with the -spoilers-. If you want to read that for a sort of first hand account, you can find it here starting with the March 5th, 2036 update for what amounts to a recon in force and then a major incursion starting at April 14th

462
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 19, 2011, 01:30:49 pm »
WHAT? O_o

Spontaneously?

Bloody hell, that's bad! My entire 5-ship military is 6 or so jumps away where I found those ruins... I stuck on small runs because somewhere, some NPRs are fighting, but I'll send my ships home to Sol to keep us safe. I'm currently trying to get a shipyard capable to build a Dropship troop carrier so I can take an engineer regiment to the three ruins on Gliese A II, B II, and C II ((coincidence? They're all the colonizeable planets in that system)

I ran out of Sorium and one other material I need to make ships... And everything else on Earth, too. Only Duranium is still barely available. Its pissing me the hell off but luckily I set up a colony one system away and am -slowly- mining tiny amounts of everything there. There's a few hundred million in resources, F YEAH!, but the accessibility is mostly 0.1 to 0.4.

I'm going to spend the next year or two slowly transporting mines to the new colony, which I'm going to turn into my next Earth. Its just like Earth, atmosphere-wise, and I'll hopefully be able to get some factories on there.

Spoiler (click to show/hide)

463
A1s, can't we just stop firing one of the gun?
*facepalm* yes. Yes we can. I'm an idiot.
in my defense: that's a shipload of micromanagement right there.

Actually, it doesn't work. If you have 6 guns and 15 power generation, each gun gets 2.5 power every 5 seconds regardless of how many other guns are charging. At least that was my experience with beam ships in the new version.

464
Okay, this disagreement makes no sense. I just re-read the last few posts and here's the distilled version:

Bremen: We need to focus on more yards, not faster yards.
Cerej: No! We need faster yards. More yards is a waste if the enemy blows them up in the next year or two. Thus, recommended orders are to build more yards.
Bremen: I disagree. Yards are expensive.
Cerej: They are, but it's worth it after a few years.

There's a difference between adding new shipyards (expensive, flat cost) and adding new slipways to existing yards (cost based on the tonnage of the yard; since we only need 1000 ton yards for the gunboats, my argument was that adding slipways is the way to go).

465
I disagree on the building shipyards. Building a shipyard is a very high flat cost, and not really worth it for 1 1k capacity only shipyard; it's far cheaper and faster to just keep adding slipways to our existing yards. Maybe 1 new shipyard for the sensor gunboats. We'd be much better off using the industrial capacity either on ship components, or factories to build more ship components in the future.

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