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Messages - Rinnix

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1
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2015, 06:02:51 pm »
I wonder, what was the speed of the enemy missiles, and the range of your point defence?
 Because from the wiki:"If the missile can cross the engagement range of a PD beam during a single movement then it will not be engaged. "..

Well.. They did seem really fond of simply using their anti-missile missiles on my ships, I guess to simply spite me. The speeds on those ranged from 30,000 km/s to 68,000 km/s. Agility of 14. Salvos upwards of 45 at a time. Pre-tty tough. Don't know how much can be done about that, aside from an attempt to just severely outnumber them.

Oddly enough, my scoutship and all three missile-defense ships have not gotten a single scratch. My missile cruisers and beamships however..

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Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 01, 2015, 08:14:33 pm »
They're not going to be effective unless you've got a few dozen or so of them. It's one of the big reasons why small missile ships need to be basically specialized launchers strapped onto a drive: you need large salvos to land decent numbers of hits, especially with low tech. Three ASM launchers per ship firing missiles with CTH that low are going to do basically nothing against enemy ships, and three AAM launchers in the same condition will do even less to enemy missile fire.

Split them into dedicated PD and offensive platforms. For a ship between 1k tons and 10k tons, you should have at least six to eight launchers. For a ship that size, you can easily manage twelve. Do the same for your AMM platforms, except that you can fit in more launchers and missiles.

Also 43 AMMs in the magazine won't last you very long. My command ships have way more than that.

Thanks! Taken care of, somewhat. PD-dedicated ships set up, and number of launchers increased.

Agree with the above, and AWFULLY short range on the AMM, you're not gonna get many repeat shots at incomings.  With a 3-1 allocation your AMMs will kill something like 70% of your ASM as designed, which will be a lot of leakers if you don't get multiple shots or have PD gun ships.  So actually yeah if you do it this way maybe you do need the heavyish armor you have.  On the gripping hand, it's the scouts with the big sensors that will be the main targets, if you offset those a little your other ships probably won't come under much missile fire until the range closes considerably.  The scouts  better be set up to eat a ton though, unless you scam the AI with the switch on/off trick...

shit.. Too late! it's happening



edit: battle summary: all my missiles missed. all their missiles hit. crushing defeat.

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Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 01, 2015, 05:34:47 pm »
This design A-OK? Looking to kick some alien arse. I've opted out of putting a large resolution active sensor and TH/EM sensors on the missile cruisers, instead giving them to accompanying scout vessels.

The current enemy ships in the Alpha Centauri system travel at a clean 6000 km/s, so I'm hoping defense will suffice until distance is closed.
The missile cruiser:
Spoiler (click to show/hide)

I can't see many problems that remain with the design. I did have a gas-cooled reactor on there for some strange reason, but I've since removed it. I suppose it'd be a good idea to bump up the range on my AMM? And add more AMM lawnchairs?

4
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: February 24, 2015, 10:41:16 am »
Well it's happening again
Spoiler (click to show/hide)

I'd approximate the number of alien ships to be close to an ass-load. 80 to be more exact, each armed with a meson cannon, RoF 1. And that Martadinata has 29 itself.. So basically my geosurvey fleet got instantly vaporized. Aliens are really starting to hurt my feelings. I have to wonder, what are the sorts of minimum requirements for fighting off such forces?

5
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: February 23, 2015, 11:42:54 pm »
1. In the Battle Control Window (F8), look on the right side. The three buttons under the 'Copy Assign' heading (TG, System, and Race) will copy all your fire control, weapon, point defense, missile load, ECCM, &c. assignments to every ship of that class in the group of whichever button you select (aka, TG copies the assignments to all ships of that class in the TG of the one you selected, so on and so forth for the others).

The two buttons under the 'Copy Target' heading (TG and System) do the same as above, except for targeting orders. So if Aegis 003 is targeting Precursor 075 with its heavy laser fire control and Precursor 084 with its missile fire control, clicking TG would copy those targeting assignments to every other Aegis-class ship in the task group, and so on for any possible combination.

If you want to set up the same PD orders for every ship of a given class, select one ship of that class. Assign the PD weapons to the PD fire controls you plan on using, set each fire control into the PD mode you're going to use for it, and then hit the Copy Race button.

2. You're doing better than most people on their first time with it.  :P

But yes, with PD (and drive) tech of that level, you're not going to have a snowball's chance in hell of stopping two-digit volleys of missiles going at speeds like that.


I see. Glad I got all of that figured out for the future. And I'm especially glad I now know I had hardly a chance in that situation. Now I won't be spending the next couple of hours trying to combat an undefeatable menace with starting tech, haha. Thank you very much, you saved me from a decent amount of future incompetence.

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Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: February 23, 2015, 11:12:04 pm »
So, having some shoddy luck figuring out how naval combat operates in this game.

1. Do you have to assign fire controls to every individual ship in a fleet? I would've figured it would make a lot more sense to be able to give mass orders, in case I wanted to, you know, set up identical point defense for each one.

2. Is there something to point defense systems I'm missing? I've tried to use the Combat Overview screen to set my ...

god damnit I just realized you have to set weapons to the fire controls for the fire controls to do anything with them
and oh, there's copy assigned orders and copy targets

thanks for your help guys



Pictured above: my arse getting kicked in as I attempt to flee the system. I discovered a decently sized fleet not too far into the alpha centauri system, however, with my dumb beam ships only topping out at 2000 km/s I ditched the efforts in attacking the 6000 km/s ships

Even with (I think) appropriately assigning the fire controls my ships didn't seem to put up much of a fight at all against the incoming missiles. I did only have Twin 12cm C4 Near Ultraviolet Laser Turrets for point defense, so would I be correct in assuming that the poor defense was due to their tracking speed only going up to 10,000 km/s, while their missiles were traveling at 30,000 km/s? In the attempts one of the poor ships made it did say it had a 33% chance of hitting, so that seems about right. I really want to show these dudes what's what.

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DF Dwarf Mode Discussion / Re: What do these numbers mean?
« on: May 05, 2013, 08:17:13 pm »
Basically, it gives you an idea of the general happiness of the dwarves in your fort. As you can see, the turquoise number displays "54", and turquoise means content, so obviously you have 54 content dwarves. Goes from miserable (light red) to ecstatic (bright green).

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 28, 2012, 12:49:05 pm »
70+ war dogs--
Kills FPS AND goblins!

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 23, 2012, 02:14:13 pm »
After maybe a total of 10 goblin ambushes in a row (which got annoying very quickly), there is much goblinite to be harvested.

I have a dwarf manning the wood furnace, albeit making painstakingly-slow progress.

I have recently bothered to fashion together a shoddy reservoir as well as a well.

There are many caged-goblins that I am in possession of. Trying to think of a way to kill them. Perhaps I will use my new reservoir to pump water into a drowning chamber. It is getting annoying seeing them on the unit list.

A baby is crawling around the furnace quarters of the fort. I wonder where her mother is. Best not to think about these things and just get back to work.

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DF Dwarf Mode Discussion / Re: When a DF player smiles.
« on: April 26, 2012, 08:26:08 pm »
When my kobold architect/expedition leader has went berserk due to a single sturgeon killing off all of his friends. He waits in the lower cavern, carved out for the meeting hall after cornering two others and beating them to death. He leers from the behind the sandy staircase, ready to pounce on anyone decides to go down there for idling. Another is taken by surprise, becoming victim to his violent and bloody building-design-skills. Another. He begins to wait at the bottom of the staircase in seething rage, just waiting for a glimpse of another.
A weaver decides to go take a nap, walking down the hallway to the staircase, and suddenly a kobold who he once knew as a friend lept at him, fiercely beating him with a fresh kobold arm with.
He leaves the corpse and waits for others to massacre. I notice I am starting to enjoy this.
A stoneworker and a clothier trot down the hallway together, disregarding the corpse, and of course, get attacked by the crazed kobold. They both run out into the forest outside being chased, calmly conversing over who should take over as expedition leader. The stoneworker takes the duty and a turn to the left, ditching the clothier. Eventually, a human caravan comes by, and watche as the kobold is chased in circles around the forest. The architect finally catches up to the clothier, and beats him senseless by the river, as the humans linger nearby behind the trees, watching. The killer collapses due to over-exhaustion, and the victim to pain. Eventually I just decide to send the stoneworker to kill the lunatic and perhaps save the severely mangled heap of flesh. He does, although, alas, the victim dies due to blood loss right after, in front of the stoneworker: the last kobold standing. He then abandons the camp.

I know it wasn't the bloodiest massacre in DF by far, but I thought it was hilarious, it being my first experience with Kobold Camp.

11
DF Adventure Mode Discussion / Re: Closest near-death experiences
« on: January 08, 2012, 01:35:23 pm »
I once had a maceman companion. As we were venturing into a cave, we were attacked by a giant bat. I wasn't doing to well, so I stepped back for her to jump in and get a few hits on it. Turns out, the giant bat started to rip off all of her limbs. Both of her legs, her left arm, and also gouged out her right eye. Then I just strangled the giant bat to death and threw it across the room. I had to wait for her to regain consciousness for a tick so we could travel back to a town. We did successfully without her dying from bloodloss, and now she just crawls around everywhere. I think about putting her out of her misery at moments.

12
62. Have you EVER heard of a name like Slaves to Armok: God of Blood, Chapter II Dwarf Fortress? No. You have not.
63. Too many elf corpses littering the lava-singed and blood-stained front lawn of your fortress? IMPOSSIBLE. LEAVE THEM THERE.
64. Feeling the elf corpses are undeserving of staying there? Bridge catapult.
65. Complaining about an arrow to the knee? How about an arrow piercing your heart and left lung, leaving you to die of heavy blood-loss and suffocation at the same time.
66. RIP TEETH OUT AND GOUGE THE EYES OF YOUR FOES WITH THEM.

13
DF Adventure Mode Discussion / Re: Upper Spine Broken
« on: January 06, 2012, 09:21:56 pm »
well... my question is how the hell you won the battle after breaking your upper spine?

Your arms still work. And your teeth are attached to tentacle like apendages.

Oh God no. Not this theory again. That was such an incredibly horrifying realization. I was never able to perform mid-combat dentistry as I always would on my enemies. The thought of their teeth getting tangled... Ugghghhgg.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 04, 2011, 07:08:12 pm »
My first megabeast had just showed up. A Titan 'twas she. I stationed 10 marksdwarfs behind the fortifications of my tower/fortress, who shot at the Titan as she ran past the tower. The shower of arrows missed as I realized the Titan was chasing a hunter of mine. The Titan struck him down, only seconds after a baby boy was born. The ranger's name? Rovod Sosadvucar. My marksdwarfs then chased the Titan, acquiring vengeance for their lost friend, ventilating the Titan to the point where she hit the ground with an earth-shattering thud.

The baby boy's name is now Minkot Sosadvucar the Great.

15
DF General Discussion / Re: advice for pro.s
« on: October 30, 2011, 01:29:59 pm »
Most of the time I just draft the miner as a recruit whenever he/she is near goblins/whatever is attacking. I've had a miner take on lots of sieges and ambushes with barely a scratch with no help.
Miners are badasses.

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