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Messages - Flying Dice

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28846
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 11:14:37 pm »
That's what I figured, I just wanted to be sure. Oh well, the next group of Essex classes will be out of the yards in 15 months or so. It's probably about time to design a high-capacity freighter too, anyways.

28847
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 11:03:30 pm »
*sighs* Okay, one more question: Can mass drivers fire mineral packets through jump gates, or do I need a dedicated freighter group bringing back all of this tritanium for my missile production?

28848
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 09:55:32 pm »
Yeah, it reduces the height by not nearly enough. Enough for you to scrape by if your max res is Xx800 I believe, but if you're on a laptop like me several bottom rows of important buttons still get cut off.

28849
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 07:50:54 pm »
From what the dev says, he only designed for the game for himself, and anyone else playing it will just have to deal. His main "solution" was "Go buy another monitor". The program I've been using to help with that is called the GiMeSpace Desktop Extender. It's freeware, but it spams popups maybe every 30-60m asking you to buy it, and is a pain to remove. If you do get it I'd say get rid of everything but the zipped file when you aren't going to play for a while. Relocating the taskbar to the right or left helps a bit as well.

So basically, learning cliff, no big deal. Shitty UI and indifferent dev? Big deal. I mean, I get that it is a hobby for him, but it bugs me mainly because this game would be so much better if the little issues like that were cleaned up.

28850
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 07:24:11 pm »
I was planning on doing that, but for now they don't need a very large range, as I've only completed the survey of Sol and begun the surveys for the three neighboring systems, so I don't have too much territory to defend. Apart from that, the 1st-3rd Squadrons are currently engaged in training exercises in Sol, and if they need to be deployed, the 1st Tanker Section, composed of 4 Chevalier class tankers with a combined fuel capacity of 8m litres will be completed soon, and can be used for resupply while they wait for the development of a Sorium harvesting base. But yeah, in the future I'm probably going to at least triple their fuel storage, probably about the same time I develop better engines so I don't lose speed.




EDIT: Uh, yeah, I don't think I'm going to be worrying about resources any time soon. I just surveyed a system around a G0-V class star with three terrestrial planets (none good for terraforming/living), buuuuuuut. Well. Look at this, one jump away from Sol:

Dur: 115,216,200 acc 0.8
Neutr: 49,210,220 acc 0.9
Corb: 330,625 acc 0.5
Trit: 21,160,000 acc 0.9
Bor: 95,550,624 acc 0.8
Vend: 97,812,096 acc 0.7
Sor: 1,904,400 acc 0.2
Uri: 102,414,400 acc 1.0
Cor: 38,564,100 acc 0.6
Gal: 211,600 acc 0.3

Yeah, the Gal ad Sor are pretty much useless, and there isn't any Mercassium, but DAYUM. I guess what I heard about some smaller systems having shitloads of minerals was true.  :o

28851
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 06:52:16 pm »
Pumping a moderate amount of FLUOR in the atmosphere can help. You don't want radiation if you want to use the planets, but dust isn't nearly as problematic, so energy weapons can work if the atmosphere is thin enough.

Or just suck up all their air: http://www.youtube.com/watch?v=VptOUWC-Itc

How did I know this was coming?  :P

Anywho, I started a new game, in which I will be designing and fielding (hopefully) capable ships before I start exploring other systems. Right now I've got tenative designs for 4 classes, and I was wondering if people could help point out glaring flaws: I've gone ahead and gone with self-suffficient designs for these first ships so I can concentrate on fielding greater force as opposed to churning out masses of colliders, spotters, etc. Also, yes I am cheating and playing with maint off until I get to the point where I can handle the combat system well enough that my ships survive long enough to need repairs and overhauls. And my Earth started with a somewhat more realistic population, so I should have ordinary production running well within a year or two on these models.
My mainline warship.
Spoiler (click to show/hide)

My AMM "escort" which is larger than the ships it protects.

Spoiler (click to show/hide)

My long range support/sniper vessel. I'm planning on turning this into a cloaking bastard once my tech gets there.

Spoiler (click to show/hide)

Finally, my weaponless scout, which is more preparation for the future, when I'll be developing vessels that need spotters. It sould also be useful as a sensor platform when grouped with my current destroyers simply because it means none of them have to have activated sensors.
Spoiler (click to show/hide)



EDIT: Also, accidentally clicked the "add Sol" button and now I've got a star stuck in my system list. And the 'delete star' button is greyed out. Any way to fix this, or should I just force a jump point connection and work it into universe canon?

EDIT2: Okay, whew. There was a "delete system" button hidden below the edge of my screen, and I thought to scroll down there. I was also very careful to delete the correct system.  ;) Another problem that wouldn't be one if the UI wasn't so shitty specialized...

28852
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 02:08:54 pm »
Actually as of yet, I have precisely 0 warships. And yes, yes there are hostile aliens in Proxima Centauri. My Gravsurvey vessels don't have sensors, so as of now the Napoleon 002 has escaped destruction. The sensor-equipped scout I sent in to snoop around? Not so much. But it did get a decent peek at their forces. Specifically, 2 contacts with an estimated tonnage of 13000, and 5 contacts of 6500 tons each, representing 3 classes. The only ships that fired on my scout were the two of the Izaro class (one of the 6500 ton varieties), which used either kinetics or energy weapons. These were also the only ships which used active sensors.

Time to get cracking on missile design. I'm looking at a Size 4 as my main ASM.

As the last of my current generation of mil research will complete in roughly a year, I'm going to bide my time and keep working on Mars. On that note, is there any way to completely clean a population off of a planet without cataclysmic damage to the world itself?

28853
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 01:45:16 pm »
Thanks for all the help, finally back to the fun stuff. Namely, finding that one of my JPs is 2-way gated to the Proxima Centauri system, which contains two Earth-like planets and three wrecks... Here's hoping there aren't any hostiles one jump away through an undefended gate, or things could get interesting very fast.

28854
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 01:33:52 pm »
Okay, hopefully the last one for a long time: I've got a geological team, an xenological team and an engineering brigade on my Mars, which has a partially intact alien colony, and the summary indicates structures of number/level 170. Do I need to command the teams to begin work, or the brigade to begin installation recovery, or do they do it automatically? Because at this point I don't really believe it is that simple.

28855
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 21, 2011, 01:15:36 pm »
Okay, I'm really hoping I'm not missing something obvious here: For some reason, I can't load an (1) Engineer Brigade into my transport fleet, consisting of 4 ships with a capacity of 2 battalions and 2 cargo handling modules. I've tested, and I can load a number of other units using the Task Groups window, but when I try it with engineers the ships just sit in dock doing nothing.  ???

Okay, yeah, my guess was spot on and I already retooled my design. Silly me for thinking that this game, at least, would allow you to split units between multiple transports a la Starship Troopers.

28856
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 20, 2011, 08:38:47 pm »
Hah! Success! The 1st Defense Squadron has engaged the enemy force which destroyed one of my Churchill class survey ships. My force consists of two Oregon class frigates
Spoiler (click to show/hide)
and three Argentina class destroyers
Spoiler (click to show/hide)
, while the enemy force consists of 5 ships, designated as Pack 002-004 and Wolf 002-003. Each have an estimated tonnage of 7550 tons, with thermal signatures of 900. The only observed difference is in sensor strength, with the Wolf classes having an estimated range of 69.7m km, while the Pack sensors only have an estimated range of 13.4m km. My ships have currently been ordered to maintain station at 14m km from the enemy force, with Meson cannons in PD mode. Thusfar two volleys of missiles have been launched, and what's this?

A FUCKING ERROR MESSAGE THAT POPS UP EVERY TIME SEQUENCE WHEN A WEAPON IS ACTIVE BUT NOT FIRING (DUE TO RELOAD OR RECHARGE)?! AND YOU CAN'T DISABLE IT (?) AND YOU ARE USING 5 SECOND OR 30 SECOND SEQUENCES? FUUUUUUUUU-

Okay, seriously, Error 94, as posted here:

"Error in FireAllWeapons

Error 94 was generated by Aurora.
Invalid use of Null."

Please, please tell me that it because I don't understand something about the combat system.


Edit the 4th: Okay, good. Looks like it was because I was commanding my whole fleet to fire, which included the targetting systems for my PD Mesons, which are pitifully out of range. Assigning firing commands manually to each ship works.  :)

Edit: and a total wipe because my engine tech, tracking speed and missile speed are rubbish. Oh well, them's the breaks. At least I failed because I'm incompetent, rather than because of yet another issue with the horrible UI.

28857
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 20, 2011, 10:48:04 am »
Okay, there are two things that I can't for the life of me understand: How do I order my missile-based ships to fill their magazines, either from a planet or a collier? and how do I add newly constructed ships to a TG? Okay, finally figured out that they are automatically added to the Shipyard TG, which doesn't make a hell of a lot of sense (though it does make more sense than designing a game that can't be played on screens that don't support one obnoxiously large resolution).

28858
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 20, 2011, 10:04:13 am »
Hm. Well, I managed to figure out the basics of colony formation and terraforming mechanics after a great deal of wikifu and lurking.

On another note, I've got a jump point inside the orbit of Mercury, and another in the Mars-Jupiter asteroid belt. Should I worry about getting pickets on those in the next few years?

28859
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 19, 2011, 08:51:03 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?

28860
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 18, 2011, 05:46:20 pm »
So I gather that consuming cleanser gives a permanent stat boost?

Also, to Urist: Groceries, along with all other city/town buildings are at best temporary shelters, as there are usually already nearby zombies, which are then attracted by the noise you make and your smell. In addition, roads prevent you from digging ditches as static defenses, and there are as of yet no ways to make unbreakable barricades, so you will always eventually lose windows and doors, even if you boarded them up. Some of the better options for permanent hideouts are rural houses (cabins in the fields and woods), missile silos, the first floors of labs away from people,  and human settlements (buildings marked with *, walls with x). The last could be considered cheesy, as there are never any spawns inside of them, and there are currently no actual human NPCs, meaning that the large amounts of "owned" loot are free for the taking.

On that same note, if you assemble sufficient traps, you can probably fortify one of the ideal types of non-cheesy safehouse well enough that they are for all intents and purposes nigh-unreachable for zombies, especially if you (ab)use the fasttravel system (which allows you to instantly move from one map square to any other without time passing, often placing you inside buildings, walls, shelves, etc. It is not uncommon to be ported inside bank vaults like this. You can also use it as an unbeatable escape card against all aboveground enemies. In fact, the only real downside is that you tend to find fewer clusters of scientist bodies and trap circles.

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