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Messages - Bremen

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481
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 13, 2011, 04:46:54 pm »
What, second page? This thread must live!

With the new version, I've started a new campaign where I'm not using any missiles; both to increase the difficulty and to simplify logistics.

I've learned a lot about beam warship design from the experience (for instance, It seems that power to capacitors is evenly split between weapons, even if some weapons are already full; I had planned for ships that could only fire their PD *or* their anti-ship beams to save space on power plants, but that class was a disastrous failure), and it turns out that a purely beam armed fleet has massive point defense capability. The only time missiles ever managed to hit my ships was when the precursors resorted to firing 52 missile salvos of 50,000+ km/s antimissiles at my ship, and even then I was completely swatting some of the salvos. Admitedly all I've fought so far are precursors and an NPR with laughably low tech (their ships had half the speed of mine), and only one ship loss ever when I stumbled into range of a beam armed planetary fortress by mismanaging the time settings.

I didn't want to build fleets for every colony though, so I decided to try planetary fighter bases. After some early experimenting with carriers I decided to stick with heavy battlegroups for mobile forces, though, and other than one obsolete old carrier for transporting fighters to new colonies my fleet is exclusively beam armed heavy cruisers.

If you're curious, long and detailed schematics in the spoiler block!
Spoiler (click to show/hide)

482
It's a plan. Our Hebron destroyers should be able to last a couple of years unmaintained, and they should be able to chase down a survey craft.
Or We could use a Hufuf+Mersin team (they might even be able to get there under their own power if it's only those 2 ships, still they'd need to be manually refueled every 2.5 days) and they definitely can chase down a survey craft.

Ships only use fuel when they're moving.

483
The survey points are pretty close to Saturn, really. We'll almost certainly spot any attempt to survey with our Titan based sensors, but the same can't be said for Mercury; that's one of the reasons I wanted to survey early and possibly "steal a march" as it were.

484
You seem to be under the mistaken impression that each extra DSTS increases sensor strenght by 25%, which is incorrect. If 1 sensor station is 250 strength, 2 stations is 500, 4 is 1000, etc.

Deep Space Tracking Station (DSTS): DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
Not to mention that you can just load up Aurora and look at almost any colony with DSTS-es on it, to see that in fact no, it's not rating x # of stations.

Which is exactly what I did before I claimed otherwise. Did you?


485
That would be Mercury. :P (That's why I'm pushing for a DSTS base on Ceres.)
Anyway, what details about the strike-force still need to be provided?

You seem to be under the mistaken impression that each extra DSTS increases sensor strenght by 25%, which is incorrect. If 1 sensor station is 250 strength, 2 stations is 500, 4 is 1000, etc. We're probably better off leaving every sensor station in the system on Titan.

And once again, I vote against stationing ships in the asteroid belt. Defending the outer system is one thing, but going out of our way to provoke a war when we have completely avoided military development is a bad idea.

486
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 08, 2011, 11:55:08 am »
Anyone tried the new 5.51 patch? It would, of course, come out right after I start a new epic game.  ::)
I'm curious if it's worth patching and starting over--I'm about 40 years in from a conventional start, and have found two awesome systems with multiple potential colony worlds (although one system seems to have two different batches of Precursors guarding ruins...).

I am, and I enjoy the new layout of the f2 screen list, but I don't think there's anything in 5.51 really worth starting a new game over.

I also had a weird bug where it reduced my missile fire controls on all ships to 0km range permanently.

487
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 07, 2011, 10:27:45 pm »
So I heard people talking about jump distances, and was wondering if they actually had an effect on jumping, I believe it is the distance between two systems when you jump.

All jump points are equal once you get to the point itself; you don't need special jump engines for long distance jumps or anything. The jump distance stat on jump drives instead covers how far away from the jump point you materialize on the far side, which can be useful if there's enemies waiting to take a shot at you.

488
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 07, 2011, 10:06:37 pm »
What makes a good weapon for gate-guard duty?  A handful of ships that have weapons in places where trivia such as engines should be, whose only purpose is to kill shit that tries to enter my more valuable systems. I'm thinking Lasers are up there as the best, but I'm not knowledgeable enough on this game to know for sure.

I'm either going to make them small enough to fit inside a carrier (or if they can carry ships, a freither), then drop them around the gates, or I'm going to, if I can make it work, build gun-buoys that get shot out and deployed via multi-stage missiles.

Is the second option even doable?
You can't make gun buoys, no. Only submunission buoys. For gate guard duty, I'd say lasers are far from one of the best weapons. While it's dependent on your research focus, assuming similar tech you'd want either high damage weaponry (aka, plasma cannonade) or mesons, depending on the armor philosophy of the enemy.

I've only found one NPR, and they're only building armour on their bigger ships. Everything under 9000 tons of theirs usually gets one-shotted by a stray Str3 missile. Their stuff over that can/could soak a surprising amount of damage.

This fight has been dragged out over a long while, the only hostile ships of theirs that enter my territory are weaklings. I think I blew up all of their good stuff during the big two battles at the start, and all they're doing now is scouting and (hopefully) building up. I just can't be bothered to invade someone who are vastly inferior to me in every way, and who live in a near-dead-end system with crap planets.
 
I want to put these weapons up so I can stop caring about them and making orders for their destruction.

If you're defending against the AI, I've always been partial to Carrier deployed missile pods with long endurance; basically gunboats with no engines or armor and tons of box launchers with short range missiles. The enemy comes through, flush the launchers and hit them before their PD is up. Against a human this might not work, though; they can always turn around and fly right back through the jump point.

Yeah, AI. It's a semi-regular stream of crap ships that do little but waste my missiles. I want to put something out there that can stay out there and kill the bastards for the next dozen or so generations of their crew's steadily more inbred families.

Ah, for efficiency's sake meson FACs might be the best bet; fast enough to chase down enemies but big enough to have the endurance to camp a warp point. If it's just a few ships, a massive laser-armed battlestation could also be fun. However, I'm not sure how well detection works over long time periods; It might be that by the time the game calculates sensor detections the enemy has alreayd jumped through the jump point and moved out of range.

489
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 07, 2011, 08:36:23 pm »
What would be a "safe" amount of lasers to put on a ship for point defense? Assuming the lasers were 5cm, and assuming said missiles were size 1 and came in volleys of 40 or so at 80,000 kilometers a second.

Generally I've found that final defensive fire is the way to go for PD. Means you always get one shot at an incoming salvo.

With final defensive fire range doesn't matter much, so if the missiles don't have ECM or armor it's basically (Tracking speed / Missile Speed) chance to hit. So if you want to stop 40 missiles at 80,000 km/s, and you use turreted lasers with 40,000 km/s tracking, you'd want 80 lasers split between the ships to on average stop 40 missiles. Missile tracking bonus research would help here as well.

What makes a good weapon for gate-guard duty?  A handful of ships that have weapons in places where trivia such as engines should be, whose only purpose is to kill shit that tries to enter my more valuable systems. I'm thinking Lasers are up there as the best, but I'm not knowledgeable enough on this game to know for sure.

I'm either going to make them small enough to fit inside a carrier (or if they can carry ships, a freither), then drop them around the gates, or I'm going to, if I can make it work, build gun-buoys that get shot out and deployed via multi-stage missiles.

Is the second option even doable?

If you're defending against the AI, I've always been partial to Carrier deployed missile pods with long endurance; basically gunboats with no engines or armor and tons of box launchers with short range missiles. The enemy comes through, flush the launchers and hit them before their PD is up. Against a human this might not work, though; they can always turn around and fly right back through the jump point.

490
However, you may like to know that maintenance facilities need people to operate them.
Can we dump a bunch of maintenance supplies there Instead? Obviously we don't need to ship maintenance facilities to Ceres, Seeing as how the point of the operation is stealth (and populations are anything but).

We could, but then we'd have to build the supplies, and it would be inefficient.

491
I've started running the turn. There is now an Asteroid strike Force on Ceres. However, you may like to know that maintenance facilities need people to operate them. Do you plan on building orbital habitat? Maintenance ships? Or just rotate the Hufuf from time to time? (You have 3 squadrons of them).

Also, do you wish to keep producing Hufuf or not?

Move the gunboats back to titan for now. We can leave a stockpile of fuel on asteroids, and maintain the gunboats on Titan.

Build Hufuf continuously.

492
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 07, 2011, 11:25:44 am »
I don't use them because they make the game too easy :P

493
Also, I suppose it's a bit late now, but there's no real reason to split up our deep space tracking stations. They stack linearly, so with enough on Titan we should be able to see any capital ships moving anywhere in the system.

494
Mines are no more efficient than missiles, less in fact. The only reason to use them instead is a long duration minefield.

Besides, the obvious use or mines would be to use gunboats to secretly lay a minefield in Mercury's orbital path, then wait and snicker.

495
Play With Your Buddies / Re: Let's Play Aurora: A Fractured Earth
« on: August 04, 2011, 11:32:41 pm »
Wait, what? New version? Since when? Faaaaaawk. And I just got a new game started, too...

I just checked the official forums, and there appear to be notable bugs in the new version. Might want to hold off on upgrading.

The only notable bug I see on the forums is the class size bug that has already been fixed.

The two most recent posts in the bugs thread are a railgun with less range than it should and a ship with *way* too many shield points (69,120 points, so maybe some sort of overflow error).

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