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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2313817 times)

adwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13890 on: October 15, 2013, 10:10:58 pm »

Code: [Select]
Commercial Class Freighter Engine Mk. I
Size: 25   Cost: 50   Power: 200
Explosion Chance: 5   Max Explosion: 50
Fuel Efficiency: 0.0796   Crew: 12   HTK: 12

Also so far that survey ship is doing great, its already surveyed a good part of my system :v But yeah its not meant to be used outside of Sol, I'm still trying to actively get off Earth so it works really well for now.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13891 on: October 15, 2013, 10:13:48 pm »

Yeah, shoulda just dumped the JD then. It'd be a heck of a lot cheaper to produce. I usually strip mine down as far as possible; one geosurvey sensor, one high-efficiency drive, enough fuel for ~100b km, and the smallest JD possible. Then crank out half a dozen and keep them autoexploring until something kills them or they get below 20% fuel.
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Cake
Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13892 on: October 16, 2013, 07:10:47 am »

Changed my missiles to
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 3    Armour: 0     Manoeuvre Rating: 10
Speed: 18600 km/s    Engine Endurance: 220 minutes   Range: 246.0m km
Cost Per Missile: 1.68
Chance to Hit: 1k km/s 186%   3k km/s 60%   5k km/s 37.2%   10k km/s 18.6%
Materials Required:    0.75x Tritanium   0.93x Gallicite   Fuel x375

Development Cost for Project: 168RP
That's about as fast as they can get with my current tech I think.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13893 on: October 16, 2013, 08:40:30 am »

That's around what I'd expect to see with the new-model drives, yeah.
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Cake
Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13894 on: October 16, 2013, 08:53:33 am »

Also, I know you need Fire Control range for a missile to hit, but do you also need Active Sensors for that? I know you need it launch at an enemy.
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13895 on: October 16, 2013, 09:24:39 am »

You need to be able to see the target, which basically means that you need an active sensor somewhere.  Not necessarily on the ship with the missile launcher.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13896 on: October 16, 2013, 09:32:20 am »

Also, I know you need Fire Control range for a missile to hit, but do you also need Active Sensors for that? I know you need it launch at an enemy.
If the target gets out of active sensor range (doesn't matter who the ship is that has them in range), the missiles will self-destruct.

But, if you put sensors on the missiles themselves they'll go into an "active hunt" mode, similar to the way real-life torpedoes work. They'll continue on the same vector until they pick up an enemy and begin homing on it, or they run out of fuel.
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13897 on: October 16, 2013, 09:46:09 am »

So you need active sensors and fire control range from launching the missiles to them hitting?
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13898 on: October 16, 2013, 10:52:15 am »

So you need active sensors and fire control range from launching the missiles to them hitting?

So...the target has to stay painted with active sensors the entire time, from launch to impact, or the missiles detonate.

In theory, you could use a "spotter" vessel with powerful active sensors and another group of low-emission missile boats from a different direction. The missile boats would need FC but not active sensors. However, if your spotter ship gets destroyed (or even just the active sensor knocked out), your missile boats are useless and any in-flight missiles detonate.

The exception to that is what I mentioned above, that if you have any kind of onboard sensors on the missiles themselves, they'll go into tracking mode and continue their current trajectory with their sensors hunting for new targets.

One use for this would be to create missiles with onboard sensors, "flash" the enemy with active sensors long enough to get a lock and fire your salvo, then turn off active sensors and scoot to a different area to set up again. Problem being, as soon as you flash active, so will the enemy and they'll keep theirs on. So you'll need a low-tonnage, low-emission vehicle for that to work well.



Yet another option would be active sensor drones, fired into the general area of the hostiles, to create a temporary sensor "web" for targeting.
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Remember, knowledge is power. The power to make other people feel stupid.
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13899 on: October 16, 2013, 11:01:32 am »

I'm using a spotter ship, but that's just because low tech kinda forces me to.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13900 on: October 17, 2013, 09:05:06 am »

Spotter ships are great. I usually turn them into carriers once I have decent fighter tech: a 50HS AS gets a hell of a lot of coverage once you've teched a bit. Though my missile ships always have an AS with the same range as their missiles, even if it's kept in reserve. Spotters are a great way to have good coverage without driving up the costs of your combat ships. Another way to handle it is to make your jump tenders dual-role as spotters.
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Cake
Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

joeclark77

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13901 on: October 18, 2013, 05:39:25 pm »

Code: [Select]
Omega class Geological Survey Vessel    7,750 tons     73 Crew     636.8 BP      TCS 155  TH 600  EM 0
3870 km/s    JR 1-375(C)     Armour 1-34     Shields 0-0     Sensors 1/1/0/6     Damage Control Rating 0     PPV 0
MSP 0    AFR 1550%    IFR 21.5%    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

JC11K Commercial Jump Drive     Max Ship Size 11000 tons    Distance 375k km     Squadron Size 1
Commercial Class Freighter Engine Mk. I (3)    Power 200    Fuel Use 7.96%    Signature 200    Exp 5%
Fuel Capacity 50,000 Litres    Range 14.6 billion km   (43 days at full power)

Advanced Geological Sensors (2)   6 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

So thats my current design for a Geological Survey, how well is this actually gonna work? (Note I have overhauls turned off)

I'd like to see the engine specs.  If you have three of them on there, they can't be very big.  Usually for commercial engines I go with 40HS or 50HS each, because the fuel efficiency is dramatically better than the barely-qualifying-as-commercial 25HS.  My early geo survey ships have one of my commercial engines, one geosurvey sensor, 2 or 3 fuel tanks, and a jump drive that's just big enough.  Another issue with your jump drive is that it's probably one or two sizes too big.  That amounts to more mass, less speed, and wasted fuel.

After a few playthroughs, I figured out that fuel efficiency is a real key to this game.  You want your freighters to be able to run as far as you need them on 100kL fuel, not 500k, and your combat ships should use 500kL, not 2000k.  Do that by researching fuel efficiency but also making engines as big as possible.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13902 on: October 18, 2013, 08:26:05 pm »

I tend to run warships on lots of small engines so that they can take more armor piercing hits.  Same with magazines.

e: While im here, what do you guys think of some missile warships I used to take out an alien death cult?

Code: [Select]
Wolfram Mk2 class Superdreadnought    20,000 tons     306 Crew     6016.56 BP      TCS 400  TH 1200  EM 0
3000 km/s     Armour 10-65     Shields 0-0     Sensors 28/1/0/0     Damage Control Rating 21     PPV 114.84
Maint Life 0.35 Years     MSP 1188    AFR 3200%    IFR 44.4%    1YR 3355    5YR 50330    Max Repair 630 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 588   

200 EP Internal Fusion Drive (6)    Power 200    Fuel Use 63%    Signature 200    Exp 10%
Fuel Capacity 2,960,000 Litres    Range 42.3 billion km   (163 days at full power)

Single R7.5/C4 Meson Cannon Turret (4x1)    Range 75,000km     TS: 20000 km/s     Power 3-4     RM 7.5    ROF 5        1 1 1 1 1 1 1 0 0 0
Fire Control S06 72-20000 H50 (2)    Max Range: 144,000 km   TS: 20000 km/s     93 86 79 72 65 58 51 44 37 31
Stellarator Fusion Reactor Technology PB-1 (8)     Total Power Output 24    Armour 0    Exp 5%

Size 3 Missile Launcher (33% Reduction) (100)    Missile Size 3    Rate of Fire 360
Missile Fire Control FC364-R60 (50%) (5)     Range 364.4m km    Resolution 60
Size 3 Anti-ship Missile Mk4 (196)  Speed: 21,300 km/s   End: 243.5m    Range: 311.3m km   WH: 6    Size: 3    TH: 106/64/32

Active Search Sensor MR455-R60 (50%) (2)     GPS 25200     Range 455.5m km    Resolution 60
Point Defense Sensor MR1-R1 (50%) (2)     GPS 14     Range 2.0m km    Resolution 1
Thermal Sensor TH2-28 (50%) (2)     Sensitivity 28     Detect Sig Strength 1000:  28m 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
« Last Edit: October 18, 2013, 08:32:16 pm by QuakeIV »
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13903 on: October 18, 2013, 08:57:02 pm »

The ship has a deployment time of 24 months but only enough fuel for about 6 months of travel.

If you want to use the meson cannon for point defense, you only need 4 power to fire every 5 seconds and you are producing 24.

Also I doubt the thermal sensor will pick up anything that the active sensor won't, so I'd remove that.
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MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13904 on: October 18, 2013, 09:40:13 pm »

I always keep some thermal sensors as backup, but you probably don't need 2, they don't stack with increasing range. I also keep a short range resolution 1 sensor on every ship so worst case scenario every ship can still be useful at point blank range.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.
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