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Messages - iceball3

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616
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 10, 2014, 10:55:01 pm »
Oh boy, possible frustration incoming. So i have a rather large multi year research tech that's part of the way complete taking place on sol. Meanwhile i sent some scrap ships to tear apart this wrecked vessel i found, and apparently downloaded some rather advanced chunk of tech data that would've seriously helped me proceed the aforementioned research.
Now the issue i'm having was, there was incidentally a single unmanned research facility in that system, due to ruins exploitation, and as a result, the game decides to download the data straight to the research facility...
I'm now drawing in a breath of frustration upon realizing that tech research progress (the research points) is completely independent between system bodies, or at the very least systems. So it gave me a chunk of research in ONLY a system that i have not even colonists in, and even then the research back in the main system is farther along than it.
Is there any way for me to move the tech points around or am i stuck with a uselessly wasted block of research data that would've seriously set me ahead otherwise?
If i can't move the data around, can wrecks be tractor beamed through jump gates, or tractored at all even?

617
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 10, 2014, 08:07:51 pm »
Do you have and supply/demand orders that can't be fulfilled?  I had it to 'ship 10 terraformers' from earth to mars, and then set them to build.  The civilians didn't wait, immediately went to Earth, and complained there was nothing there.
I checked around a bit, and managed to find this random Supply 1000x infrastructure i must've put down at some point on earth's Humanoid Shark population. Apparently, there's so much segregation between species that they don't even use the same infrastructure even if it works out, huh. Racism!

618
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 10, 2014, 04:37:13 pm »
Doublepost intended, i'm suddenly having a really big problem with civilian vessels. The were working fine earlier, moving infrastructure from one colony to another, though i canceled the supply/demand orders and replaced them with research lab components. They then started freaking out -

They've been doing this over a year now, and i'm getting rather frustrated having my timejumps interrupted by it. Using Clear Orders in the shipping line screen doesn't seem to help. Anyone know how to rectify this?

619
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 10, 2014, 05:45:55 am »
Thank you girlinhat, now i can start developing sensors on a more mindful level. I think at this point i've researched like, six different sensor designs in anticipation of different uses but i keep confusing myself!

620
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 09, 2014, 09:42:02 pm »
Ssssorta?  It detects gravitational disturbances, in the same way that radar detects steel disturbances.  Actives and Radar both have to send out a ping to get a reading.
As an aside... what other sorts of EM signatures could be put out by a ship besides actives or shields? Is it only active systems that can be detected by EM, and if so, does this mean that stationary silent ships are pretty much invisible to all but actives?

621
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 09, 2014, 09:03:49 pm »
I know that thermal sensors pick up thermal signatures based on like, the sensor strength * 1,000km or somesuch...  Actives are basically modern radar, they send out a signal and then they receive a bounced back signal from whatever they hit, and the signal is in EM, so an EM sensor can detect if someone has Active sensors turned on.  I think Actives can also run 'passive' and just detect EM?  I'm not totally sure...
Don't active sensors just pick up gravitational fields, even though they use EM based tech? Damn this game really needs an Arena Mode

622
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 09, 2014, 08:46:34 pm »
I don't entirely know.  All I know is, I had good experiences sending waves of missiles with .1 active, and the ship's sensors would lead it to target and when the first target was killed, that .1 would lead them to the rest of the ships in the stack.
Do active really read in EM emissions? I remember sticking rather powerful active sensors on a buoy and firing it in range of a suspected alien colony. It proceeded to receive a barrage of AMMs which all bounced off the armor, followed by an ASM of power 10 that blew it out of the sky. Didn't get any contacts indicating active sensors, maybe they fired using the EM sensor only?

623
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 09, 2014, 08:25:55 pm »
Yes. Just be aware simply having a single large field is not very efficient, as they'll all fire at the same target. This is wasteful if only a single or a couple ships come through(though if you're expecting an invasion dropping lots of mines is a fun thing to do :P). Better  to have a ring of minefields with overlapping coverage so that not all fields activate at the same time.
If a warhead missile has an active sensor on it, it should try to auto retarget onto the next available in-range target.  If the missile is slaved to a ship's firecon, then excess missiles are lost, but if the missile has its own sensors then it's capable of firing a huge alpha strike at one target, and missiles should knock out every ship in line until the volley is depleted or you run out of targets!
Actually, aren't submunition missiles able to home in using thermal sensors or are active sensors an absolute necessity?
And beyond that, do the sensors actually need any sort of seeing range or can i stick a 0.001 active sensor on it so long as i have continuous contact?

624
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 09, 2014, 04:30:05 pm »
Ah-.. That does make things more difficult than desired. Luckily, the mine emplacements i have are tucked in a belt of active sensor buoys, would that be sufficient?
Admittedly would fall to long range fire, but i had the tacit to place them on jump points. 4+ million range for sensors and missiles would go straight for anything that isn't too small or too stealthy, yeah?

625
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 09, 2014, 02:25:02 am »
Correct me if I'm wrong, but I think Steve removed/disabled/hasn't got back to re-implementing Hyperdrives in the latest version. I certainly don't see them in engine design, nor any research for them in the latest version.
That's what i've been thinking, yeah. I'm using the latest version and there simply isn't any tech that refers to hyperdrive.
Though apparently a TG without any units in it can somehow have that as a select-able action somehow sometimes.

Unrelated, here goes me asking more questions.
What would happen if i hit a unit with a buoy directly? I mean, nonwithstanding point defense, would they be tagged with the buoy, especially if they somehow can't pick it up on the sensors, or would it just stick to the location they were hit at?
I find the idea of sticking a size really tiny thermal sensor to enemy ships to track their movement rather amusing, though i doubt it'd work..
On a semi-related note, what do second stages need to actually -hit- something? Or rather, to elaborate:
What causes the proximity trigger to set off? Does it need an active contact or a passive contact, or does it just set off regardless of contact information?
I'm trying to design mines and i'm not exactly sure what degree of sensor presence is actually needed to make them useful, i've got some mines with 4.7 million kilometer MIRV range capability, but i dunno how/if they will work.

626
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 09, 2014, 01:20:34 am »
I tried getting into Aurora, I really did. Unfortunately, the resolution requirement meant I could only play it on my TV by plugging my computer into it using an HDMI cable. Shortly after starting to do that, some part in my TV failed, and I was forced to spend upwards of a month waiting on the repair shop to fix it. Even if the events weren't related, paranoia now suggests that they were. =P

Even with a step by step tutorial, I really didn't understand what I was doing. Which is sad, because it's pretty much exactly what I want in a 4x game. Perhaps one day, when I have a better computer, I'll give it another shot. In the mean time, I'll be lurking and reading here, and hopefully increasing my understanding in the process.
Check Flying Dice's sig for a fix.
Also, wouldn't you just need a bigger screen, not a better computer? At most you might need an new graphics card, if for whatever reason yours somehow doesn't support high resolutions or something? I dunno.
If a system has Lagrange points, they're automatically known. Grav surveying a system only reveals JPs.
Ah- What a shame. Looking around revealed two Lagrange Points, completely isolated on that orbiting star. I'm thinking at that distance, almost all sensors would be totally out of range besides seeing the system itself. I wonder what sort of idea would it be to try to set an outpost all the way out there? I'd have to design some incredibly long range geo missiles for it, though...

627
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 08, 2014, 11:44:08 pm »
I've decided to make an incredibly small, stripped down high speed vessel for emergency and standard transport of commanders and teams, and in emergencies could be used as a rescue shuttle with how fast it goes.
Code: [Select]
Monasterio class Shuttle    100 tons     1 Crew     37.1 BP      TCS 2  TH 9.8  EM 0
14000 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 20%    IFR 0.3%    1YR 1    5YR 15    Max Repair 24.5 MSP
Intended Deployment Time: 2 months    Spare Berths 6   

Hyde-Gibbs 28 EP FTR Magneto-plasma Drive (1)    Power 28    Fuel Use 280.76%    Signature 9.8    Exp 17%
Fuel Capacity 30 000 Litres    Range 19.2 billion km   (15 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
I know it's not much to spit at given how complex it clearly isn't, but nonetheless what do you think?
A note on the deployment time: it didn't seem to change berths used in the slightest when turned any further down at this point, and crew doesn't seem to ever hit 0, but it's kind of cool imagining a single person offering cab service to some highly skilled important people. But yeah, unnecessarily long deployment time and surprisingly stable failure rate what without having engineering spaces.
Using it so far it is indeed rather useful for moving teams and commanders around, given that it can hop between it's destinations and to other task groups for refueling much faster than any of my other ships can make the forward trip.

Edit: As an aside, i've found a rather interesting binary system...
Spoiler (click to show/hide)
By the look of that scale, i'm guessing that secondary star and it's orbits are perhaps one of the most inaccessible spots at the moment, assuming i fail to find any lagrange points.

628
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 07, 2014, 05:22:31 pm »
Speaking of things, i seem to be having a really rough time forcing my missiles to fire, or to fire at a body or etc. I tried using the Fire Missiles At task with orbital distance set, but all the unit did was fly directly at the target...
http://www.bay12forums.com/smf/index.php?topic=47678.12125;wap2

This was ages ago, no idea how valid it is anymore.
Aha, wonderful. It worked! Thanks for the link.

629
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 07, 2014, 04:47:42 pm »
If your goal is to explore as much of a system as quickly as you possibly can, then a salvo of recon missiles is definitely the way.  A medium sized ship with a number of .25x size launchers and a sizable hold of geo and grav sensor missiles, can essentially explore as many missiles as you brought magazine size.  They can also do this very quickly, mostly by flying very close to the sun so that everything is at a sane distance from the ship, fire missiles away to do surveys, and then go through any available warp point before the missiles finish scanning.

On the plus side, missiles can have infinite duration sensor time now, so you can totally add a few points of Thermal or EM sensors onto the missiles, and have very decent coverage of the system that'll alert you pretty quickly if anything arrives.  If you build the very smallest thermal sensor missile you can, they're virtually invisible to all detected, but can still detect if a ship moves nearby or a planet gets a population.  Setting one on every jump survey point gives you pretty versatile coverage.
If your goal is to explore as much of a system as quickly as you possibly can, then a salvo of recon missiles is definitely the way.  A medium sized ship with a number of .25x size launchers and a sizable hold of geo and grav sensor missiles, can essentially explore as many missiles as you brought magazine size.  They can also do this very quickly, mostly by flying very close to the sun so that everything is at a sane distance from the ship, fire missiles away to do surveys, and then go through any available warp point before the missiles finish scanning.

On the plus side, missiles can have infinite duration sensor time now, so you can totally add a few points of Thermal or EM sensors onto the missiles, and have very decent coverage of the system that'll alert you pretty quickly if anything arrives.  If you build the very smallest thermal sensor missile you can, they're virtually invisible to all detected, but can still detect if a ship moves nearby or a planet gets a population.  Setting one on every jump survey point gives you pretty versatile coverage.
Speaking of things, i seem to be having a really rough time forcing my missiles to fire, or to fire at a body or etc. I tried using the Fire Missiles At task with orbital distance set, but all the unit did was fly directly at the target...
I tried mashing the button to ire missiles as well but none of them actually fired, either.
Code: [Select]
Godinez - Revised class Surveillance Cruiser    10 050 tons     270 Crew     1478.16 BP      TCS 201  TH 140  EM 90
1990 km/s    JR 5-50     Armour 3-41     Shields 3-360     Sensors 12/12/0/0     Damage Control Rating 8     PPV 18.2
Maint Life 3.4 Years     MSP 735    AFR 101%    IFR 1.4%    1YR 96    5YR 1447    Max Repair 210 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 72   

Webster & Iqbal J10200(5-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 5
Izaguirre Aerospace 200 EP Commercial Magneto-plasma Drive (2)    Power 200    Fuel Use 10.61%    Signature 70    Exp 5%
Fuel Capacity 250 000 Litres    Range 42.2 billion km   (245 days at full power)
White & Birch Heavy Industries Epsilon R360/576 Shields (1)   Total Fuel Cost  24 Litres per hour  (576 per day)

Twin Bradley Syndicate 12cm C4 Near Ultraviolet Laser Turret (1x2)    Range 120 000km     TS: 9000 km/s     Power 8-8     RM 3    ROF 5        4 4 4 3 2 2 1 1 1 1
Nicholson Technology CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Bolton Sensor Systems Fire Control S06 96-9000 (1)    Max Range: 192 000 km   TS: 9000 km/s     95 90 84 79 74 69 64 58 53 48
Holt-Armstrong Stellarator Fusion Reactor Technology PB-1 (7)     Total Power Output 8.4    Armour 0    Exp 5%

Whitehead-Duncan Size 24 Missile Launcher (33% Reduction) (1)    Missile Size 24    Rate of Fire 2880
Holland Biotech Missile Fire Control FC113-R100 (1)     Range 113.4m km    Resolution 100
Size 24 Missile Stage AS Buoy Deployment (3)  Speed: 1 100 km/s   End: 13.9d    Range: 1321.3m km   WH: 0    Size: 24    TH: 3/2/1

Donnelly-Morris 126m 5000 Active Search Sensor MR126-R100 (1)     GPS 21000     Range 126.0m km    Resolution 100
Talbot-Graham Active Search Micro Sensor MR3-R1 (1)     GPS 63     Range 3.8m km    MCR 412k km    Resolution 1
Quinn-Harris Limited Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Quinn-Harris Limited EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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
Missiles of appropriate MSP are loaded both in the mag and in the launcher itself, but won't fire when i tell them to for some reason. I tried it with active search sensors enabled and yet they still wouldn't launch at the bodies, even in the missile fire control range. The missiles i'm trying to launch are 1.3 billion kilometer range multi-stage active sensor buoys. Anyone know what i'm doing wrong?

630
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 07, 2014, 02:21:01 pm »
Really?  The ships are a bit slow, but you can manage to cram it into 500t.  I think I fit on one geosensor, a cheap fighter engine, a tiny or small engineering section, and basically not much else.  Assign two light craft per grav-scout, and let them putter around with tiny NPRs (or if I'm feeling really advanced, Ion drives) at around 500km/s while you also survey the system for jump points.  Nine times out of ten, they tend to attract hostile attention first - it's a lot cheaper to replace a tiny clipper and a dozen or so crew than it is to replace a 6k-7kton ship crewed by over a hundred.  I'm actually going with a more conventional design right now since they needed a bit of micromanagement, but my last couple games used them to fairly decent effect.  Early on, I can also use the base design, churned out of 25 or 50 fighter factories, to explore Sol on a conventional start while I'm still ramping up my technology and shippyards, then use them as shuttles afterwards (I try to avoid the teleporting teams behaviour, since it feels like a bit of an exploit). 
Why not a slow, no payload sensor rigged missile? I can imagine you can get a much better look at things especially if you use active sensors.

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