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Messages - Repulsion

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301
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 26, 2011, 10:14:59 am »
Does anyone know what effects picket and extended orbit have?

They both have obvious effects, orbit at set distance and move at 1km/s etc. But what would you actually use either of them for?
Does it conserve fuel to extended orbit?
Moving at 1 km/s reduces your Thermal signature to 0, so you can tell it to picket somewhere instead of telling it to move there and then setting the speed to 1.
Picketing also, I believe, greatly reduces your fuel usage.

302
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 25, 2011, 04:08:47 pm »
Er, so is there a way to make sure officers don't get declared surplus and let go? I want to keep my geology team, but I want them to stop bothering me with constant 'no minerals' reports.

303
Other Games / Re: Creeper World: Evermore - You will never escape the creep
« on: November 25, 2011, 02:03:40 pm »
Whatever you do don't press survival until you are absolutely sure you can hold off a wall of creep that reaches max elevation.

I accidentally chose survival the first time I played this, thinking it was the campaign.

Dear god why did I do that.

304
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 24, 2011, 11:57:38 pm »
Due to the way the rounding works, for a size 1 missile you want to adjust the space for agility so that the agility value is just above(or equal to) x.5(where x is some integer) to get the optimal speed/to hit balance. Use the formula below to get the start points to do your adjusting from.

Code: [Select]
If S = the missile size,
and M = your current missile agility per MSP (depends on tech),
and T = the total MSP available for Engines plus Agility,

Then E = (T/2)+(5xS/M) is the amount of MSP that should be used for Engines
and A = (T/2)-(5xS/M) is the remaining MSP that should be used for Agility.

Note that this produces designs optimised to fight against missiles of roughly the same tech level as you. If your enemy is fielding missiles that are significantly faster than your anti-missiles calculated by this, you may want to sacrifice agility and to-hit in order to up the speed to be able to catch them.
Yeah, I used the formula, and did a few small tweaks.

And related, my ASM design:

Spoiler (click to show/hide)

305
Other Games / Re: 3079
« on: November 24, 2011, 10:32:29 pm »
If I remember correctly, 3059 and 3069 were insanely obscure rogue-likes with no tutorial or mention on any forum I could find... so I will now examine them to see what they actually are.

306
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 24, 2011, 09:10:56 pm »
Hmm, lets see, how is this:

Spoiler (click to show/hide)

I have warhead strength 10, missile engine power 6.25, missile agility 128, and fuel efficiency 0.6.

I have 0.1 in warhead, 0.014 in fuel, 0.4821 in engine, and 0.4039 in agility.

I get a 51.6992 in agility, which I know is unnecessary, but when I tweak the agility I seem to get a slightly lowered 10km/s hit chance.

wait, just tweaked agility to 0.403 and put the rest into engines, bringing it up to 0.483, getting me a hit chance of 374.5%. I still have a decimal'ized agility rating, however.

edit: also, anyone has that naming system steve used in some of his campaigns? The AAA-X one?

307
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 24, 2011, 01:00:19 am »
Just starting to get into the game, no troubles getting started but I gotta wonder.

The NPR, Precursors, Swarms and Invaders are the enemies here.

But according what what I've seen you guys write, the NPRs are total pushovers as they make terrible technological and economic decisions. The precursors mainly stick to their own system, and the Invaders are apparently rape machines and everyone turns them off.

The game places a huge emphasis on combat and military logistics. What exactly are the threats I'm going to be fighting?
NPR's CAN be threatening, but are often times not. Invaders are... very tough, from what I've heard. Swarms are a threat, as they move systems. And precursors do stay in their one systems, but do tend to be pretty advanced.

308
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 23, 2011, 11:29:52 pm »
There aren't really any dedicated tutorials, other than this one, that I know of. There IS information on the official forums, but a lot of it seems to be blowing in the wind.

Also, is there a way to make people not get disowned every 6/7 years? I want to disband my current geology team to stop them from spamming me with messages, but I don't want them to be declared surplus to the service and fired.

edit: also holy shit i have a 55% bonus energy weapons researcher

309
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 23, 2011, 10:40:25 pm »
So, I know how to rename planets (mostly), but how do I rename systems?


310
Other Games / Re: Unknown Horizons - the open source Anno
« on: November 23, 2011, 07:09:20 pm »
Sounds very interesting... I will watch, right now.

311
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 23, 2011, 12:35:44 pm »
So, a resolution 1 sensor is... good for anything? Why would you never use anything but resolution 1, then? Is it range penalty?

312
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 23, 2011, 11:31:44 am »
So, basically, having a resolution that is not the right size of the ship you are trying to detect just makes it less optimal, as in you detect the ship at a lower range? If you have a 120 resolution sensor, a 800 and 100,000 ton ship will be detected later?

313
One more moment for me for tonight: Whenever an enemy pyro or worse, Demoman, is outside the spawn area. Actually, even worse, Medic+Heavy. Not as bad when you almost always play demoman, but still death-spam inducing.
I actually played a game in gold rush where, somehow, I have no idea how, about 4 heavies and 2 medics got to the entrance to our spawn room and just stood there, killing anyone who came out.

They didn't move the cart too much at first, but then used the opportunity to move it to the first cap. I changed to spy and backstab'd all of them. Felt good.

314
Cevitil realizes that, really, he can't live like this. His father is dead, and he has no direction. He must... do something, anything.

And thus, he explores for what provisions he can find in the cave, and then walks outside and attempts to get to a high vantage point.

315
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 22, 2011, 09:44:08 pm »
I really don't understand resolution, yet.

So is it higher resolution, higher range, and lower resolution, lower range?

So while a resolution 1 sensor could detect anything, it's pretty damn short-ranged? Or does it make it more expensive/bigger as well?


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