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Messages - Flying Dice

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28831
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 08:42:37 pm »
Better idea:  nuke the everliving shit out of Earth.

28832
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 08:35:36 pm »
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...

Look at the temperature of Earth. Look at the heat tolerance range for humans. Which end of the range would take less change to reach? Pick that option for the sun.


PS ITS A TRICK COOLING AND HEATING WOULD TAKE THE SAME TIME

28833
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 07:51:28 pm »
TBH it sounds like Steve was a tad lazy and didn't code the game so that there is a condition (body must be player controlled colony) for the order to appear. It really isn't a big deal though, as long as you rename your worlds to be easily identifiable.




On an unrelated note, I'm thinking about doing a very nooby Let's Play with better writing and an actual plot (of sorts) to set it up. if there is any interest, and if classes permit. For one thing, you wouldn't have to suffer through any more switching between 1st and 3rd person perspective.  :P

28834
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 07:05:34 pm »
We interrupt this fascinating news report of the battle in *mumble mumble* system  to bring you this question from our sponsor:

I've been exploring sytems and I've noticed that sometimes I get the "refuel from colony" and "resupply from colony" orders available when I pick planets with my scout ship.

At first I thought it was aliens running an intergalactic space gas station, but nope - there's never been anything there that I could see (other then the planet, of course).

Is this just a bug or is there something I'm missing? It seems reasonably common ( 1 - 2 planets per system at least).

Bonus question: does researching fuel production xxx techs just make fuel production faster, or does it make it more efficient (use less solariam per liter) too?

It might be due to the fact that those planets are -potentially- colonizable, or it might just be there as a default option for every terrestrial world.


As for the last one, I believe it increases the output per refinery by 12,000 litres/cycle.

28835
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 07:03:20 pm »
And then cram several hundred of them onto a massive ship with meter-thick armor and call it a Monitor.


/Weber reference



Also, box launchers + hidden moonbase based corvettes = super obnoxious.

28836
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 06:37:31 pm »
Strange things are afoot, mainly buggy fleet behavior and incredibly stupid AI. Namely, the Tennessee has been limping away while the Kentucky plays with the single enemy ship, repeatly warping back and forth between LPs in a 15 second cycle that has the AI stuck in a constant frenzy of target switching. This even had the (presumable) effect of neutralizing a missile launch which I detected, and which has yet to reach the Tennessee. In other news, the breakup and reformation of the 1st Squadron got rid of the buggy refusal to move and they are now headed to the JP.

400 seconds until the Kentucky can fire again.


At 1:45 on 25th October, 2042, the 12 missiles from the volley fired by Kentucky overran the fleeing Pasht class enemy vessel, destroying it completely. No life pods were launched. As before, there were no signs of PD fire from the enemy. The 10 Sebek class contacts are still on course away from the JP. The Kentucky will monitor but not pursue, as they appear to be beam based and could easily overhaul her. New ship designs using larger numbers of light missiles are in the works; the Thailand class destroyer escorts with the 1st Sqdn could possibly fill this role for the time being.

28837
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 06:15:57 pm »
After reloading, I hopped back, and the three destroyer-sized contacts were barely 586k km away. The Tennesse and Kentucky each launched 12 Thor-9 missiles, and ten seconds later, the enemy ships responded with their own missiles. Our volley reached the targets at 439k km. Both enemy targets were destroyed outright, proving the effectiveness of this particular missile type. The three enemy vessels had concentrated on the Tennessee. As the Carolina class frigate has no PD beyond CIWS, the Tennessee was force to fend for itself. 7 enemy missiles were effectively intercepted, while 9 struck the ship. The thickness of the armor of this class proved a godsend, absorbing all but 13 points of damage from missiles designed to deliver 8pt of damage each. Damage was still extensive, completely destroying one CIWS, the targetting sensor, the active sensor, the magazine (which thankfully did not explode) and three engines. There were a total of 163 causualties from a crew of 743. Speed was reduced to half normal, and her only remaining missiles were the ones in the tubes. The damage control crew began work on her fire control system, hoping at least to be able to fire her remaining ordinance.

The Kentucky is unharmed. The remaining destroyer-class is also unharmed. The Tennessee will make an intrasystem jump and withdraw from the system while the Kentucky attempts to eliminate the remaining enemy of this class.

The remaining enemy ship, which has been designated the Pasht 004, followed the Tennessee through the LP. The Kentucky is attempting to draw it off to allow the other ship to escape.

28838
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 05:57:15 pm »
Okay, my first volley lost itself, and I don't know how to reslave them to my targetting systems, because I jumped back and they had overrun the destroyer-sized targets. Those three ships had continued toward the point, while the ten 1000ton vessels had veered off course, although they were still approximately the same distance from the point. 290 seconds left till the reload is completed, at which point I'll be jumping back in the hopes that they'll be close enough to score hits before they launch. But even if this is a failure, I've worn down their missile reserves a decent amount.

Speaking of which, did I mention that the Tennessee and Kentucky only carry 64 Thor-9s? Which, with 12 launchers, means 5.3 volleys. The 1st Collier Section is still in Sol, with 15 days 8 hours of transit ahead of them (I did mention this is a long chain). The 1st Tanker Section is in similar circumstances, and both groups have to make 4 transits from Sol to Niven (or more likely, Orphicon, as I don't want to risk them).

Meanwhile, the 1st Squadron has been ordered to the jump point, but is refusing orders. (I honestly have no idea; they say they're in transit, they've got full fuel tanks, and they're sitting dead in space. Wonderful.)

28839
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 05:35:48 pm »
Okay, this is getting really intense. See, this happened just after I got on, and I had forgotten that my recon ships were on top of a LP...  :D

So they were only a very short way away when I realized it. So now the first flight of missiles is nearly there, and I've detected a total of 112 incoming thermal 14 sig missiles, but I'm only 508m away from the LP and will reach it before they do, hopefully with enough time to make an intrasystem jump to the other point, which is on the other side of Niven.

Edit for justice! The jump was successful, with only seconds to spare. The Nelson is bringing the 1st Squadron through the point now, and the 1st Recon Force will provide fire support. Time to test out my AMM escorts.

Oh, and those absurdly overengineered missiles also have their own thermal sensors, so I'm hoping to see some wreckage soon.

Also, I was considering two-stage missiles for these ships, but with where my industrial capacity and resources were at at that point, I didn't think I would be able to make them in bulk.

28840
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 05:30:45 pm »
FUCKFUCKFUCK 13 THERMAL CONTACTS ARE RIGHT ON TOP OF MY RECON FORCE Did I mention that my recon force is composed of two long range missile frigates? With maximum effective ranges at around 380k km?
Is this range correct? 380k is very short rage for missiles...

My mistake, 380m km. >.<

Also, missiles are away, 600s reload time here we go. That's what I get for using ships with x.25 size launchers as forward recon.

28841
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 05:23:12 pm »
FUCKFUCKFUCK 13 THERMAL CONTACTS ARE RIGHT ON TOP OF MY RECON FORCE

Okay, past the first stage of panic at the half-screen of contact ids. Three appear to be the vessels that destroyed my scout and survey vessel, and there are 10 contacts of a new class. The TCS Tennessee is about to engage active sensors. Did I mention that my recon force is composed of two long range missile frigates? With maximum effective ranges at around 380k km? And that the enemy fleet is only 5.7m km away, and that the new class of ships (10 of the fuckers!) are closing at 12500km/s? And that the Tennessee and Kentucky have a max speed of 3946km/s?

The only good news is that my frigates are equipped with massively overengineered "Thor 9" missiles, which have a 121.4% TH chance on targets moving at 10km/s, and that they have STR 15 warheads, which will almost certainly atomize anything small enough to move that fast, if they get hits. OTOH, as these ships are essentially snipers, they only have 1 targetting system each, and have fairly long reload times. Well, if I plan right, I might take some of the bastards with me. And the 1st Squadron is already in position with the Nelson to jump over to this system. Time to roll the dice.

EDIT: Oh and their AS range is only ~65m km, so it looks like their ships are corvette-destroyer types. Probably beam heavy. Edit again. The new classes are only 1000 tons, my missiles should be OHKOs.

28842
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 04:56:05 pm »
Anyone else thinking Macross here? Because habitat ships + the capability to launch hundreds of missiles from a single vessel sounds suspiciously similar.


Also, I got that 145,000 limit JD ship to the point in question and it worked fine, so it looks like I was correct that the mass limit for the drive has to be greater than the total mass of the squadron being transferred. By the way, I agree completely, but this system is know hostile territory, only partially surveyed. I've already lost a survey ship in there and my scout I sent to investigate found 3 contacts, that when painted with active sensors, had masses of roughly 3/5 of my current mainline destroyers, before being destroyed without gathering any additional information. As the system's only "habitable" worlds are a pair of Nitrogen/Methane moons with respective temperatures, pressures and gravities of (-184.6C, 0.19, 0.44G) and (-153.4C, 0.39, 0.63G), I'm assuming the hostile forces warped in from another link in the warp network.

I only have one other JP in the system ided, which means that unknown levels of forces from an unknown system and direction, who have Jump Drive capability, are out there somewhere, and I'd rather not give them a highway straight to Sol. Although that is my current longest chain, with 4 jumps between Sol and Niven, so I might build one after I develop defensive mines and WP fortresses.

28843
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 01:47:43 pm »
Try using Space Master mode and mess with the stats of the planet (like the atmosphere, or the buildings if that may be the problem) until the error stops.

That was how the problem started; I was using SM mode to remove the CO2 and replace it with SGG.  :-\

I'd love to get into this game, it looks like it has so much potential, but the learning curve is just obscene for me. Is there any like, very much taken by the hand beginners guide anywhere?

Well, there is this one by the creator, but he only covers maybe a third of the windows or features, skims over a lot of the stuff he covers, and teaches you to use SM mode to cheat, which probably actually hurt my understanding of the game.


On another note, how do jump tenders work? As in, how do you get one ship with a JD to transfer others than don't have one? Because I tried a number of setups, including the JS + 2 ships with lower mass than the max mass specified by the drive, then only one of those ships, both as a part of the same TG as the JS and seperate from it. Does the drive need to have a max mass rating greater than the total mass of all ships being transferred, or just greater than the most massive ship? Because I've got a JS with a drive rated to 8 ships and 145,000 tons on the way out to the point in question, and if that doesn't work idk what I'll do.

28844
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 09:24:22 am »
Hmm. I was swapping a bit of CO2 for Safe Greenhouse Gas(my terraformers use SGG rather than CO2 to increase temp), and I ran into Error 11 (the one for division by zero). Now I get the popup for that error whenever I view that planet in the Econ screen. Is there any way to resolve it short of deleting the system (Which is always an option, as I haven't explored that chain very much.)?

28845
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 22, 2011, 08:28:00 am »
I've tried the reduced height windows, it doesn't change anything at all for me. And that sucks, anything higher than my native 1440x900 is super eye strain-o-vision.

I believe the minimum resolution to not have anything cut off is (X) x 1024. The reduced height windows only makes a few pixels difference but is still worth using. I'm using laptop resolution which is absolute shit for this, but the only windows where important stuff is actually unclickable are the task group screen, the commanders screen, and the system information screen. For those there are a few desktop scrollers that can get you enough button up to click, and then you can keep the window centered and just not close it, so you can click everything.

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