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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2672573 times)

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15795 on: February 06, 2015, 08:06:09 am »

You can't make a military ship using habitats, do so and you get an annual failure rate of 3000% even after adding about 200 engineering spaces and getting an actually survivable maintenance life. Sure you could use it without breaking, but you'll still get interruptions every 2 weeks. 
I think using orbital habitats to make commercial structures is fine and exactly as intended, otherwise adding an orbital habitat wouldn't automatically allow industrial production.
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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.

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15796 on: February 06, 2015, 08:17:35 am »

Yes.... I want to a build a habitat with ground forces? I build a habitat. I want to build an active sensor? I build an active sensor. It seems the problem people have with this is that the habitat is just bigger. Which seems arbitrary as hell to me.
It isn't arbitrary, its personal preference. Building components on the ground to assemble a ship in orbit still requires a shipyard of appropriate size for final assembly while adding a single orbital habitat module to a commercial structure bypasses that mechanic. I don't have a problem with it, I just prefer to do it differently for my own game for RP purposes.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15797 on: February 06, 2015, 08:35:03 am »

What does adding an orbital habitat do? 50000 colonists orbiting  a gas giant doesn't seem too useful.
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15798 on: February 06, 2015, 08:38:15 am »

What does adding an orbital habitat do? 50000 colonists orbiting  a gas giant doesn't seem too useful.
That was the whole discussion we just had. Adding a single orbital habitat module allows you to build the whole ship/station using construction factories instead of having a shipyard large enough to build it. ANY ship with an orbital hab module doesn't need a shipyard to build.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15799 on: February 06, 2015, 08:55:13 am »

I also think you can't put engines on something you create from industry, so that's another limitation.

No, it's perfectly fine to have engines on industry built designs.

What does adding an orbital habitat do? 50000 colonists orbiting  a gas giant doesn't seem too useful.

The primary intended use of orbital habitats is to allow for populations to be placed on colonies that would not otherwise be able to support them, such as on asteroids having gravity outside of the permitted range. This was more important prior to the introduction of the ship recreation module, as prior to that ships could only perform r&r at colonies with a significant civilian population.

As a result of how OH's were implemented, as Steve didn't want to force the existence of large shipyards to build them, any ship design with an OH module can be built via the colonies industrial capacity rather than requiring shipyards. This has lead to the potential to build other types of large ship design such as fuel harvesters, asteroid miners and terraformers without requiring the use of shipyards.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15800 on: February 06, 2015, 09:09:24 am »

The other good usage of orbital habs is for manning facilities on worlds with insane colonization costs. Previously, there wasn't much need for this. Automines and a mass driver took care of mining on such worlds, and there was no need to site anything else on say, a Venusian hell world.

But with the addition of research boosting anomalies, this has a use again. Although, in order to support any significant number of research labs, you're going to need a massive hab (and/or a ton of them).
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15801 on: February 06, 2015, 09:12:16 am »

O wow did not know that. Thought you guys were talking about building individual parts and then building ships in the shipyard. Yeah I agree that's abusive as all hell.

Now, I am making laser turrets for missile defense and have 2 questions.

1) If missiles are fired in a cluster, do you need multiple fire controls to hit more than one missile with a volley of laser shots? Or does one fire control let 6 turrets hit 6 missiles?

2) In what situation would it be a good idea to select twin turrets over single turrets? I can't see a good reason to do so.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15802 on: February 06, 2015, 09:21:41 am »

O wow did not know that. Thought you guys were talking about building individual parts and then building ships in the shipyard. Yeah I agree that's abusive as all hell.

Now, I am making laser turrets for missile defense and have 2 questions.

1) If missiles are fired in a cluster, do you need multiple fire controls to hit more than one missile with a volley of laser shots? Or does one fire control let 6 turrets hit 6 missiles?

2) In what situation would it be a good idea to select twin turrets over single turrets? I can't see a good reason to do so.

1: One fire control can shoot at one target in each 5sec segment. A missile salvo counts as a single target, but if you meet more than one ship you might be facing more than one salvo at a time. Even if both salvos come together and are only 3 missiles each, your FC can't target them both.
So yes, you can hit 6 missiles with 6 turrets and a single fire control. If the circumstances are right.

2: 1 twin turret ist lighter than 2 single turrets. So you get more bang for your buck. I use four quad turrets on my escorts (granted, my escorts are 16.000t ships that somehow grew to be my main attack craft as well for the time being), because most of the time you are not guaranteed a hit. So out of these 4 shots, 2 might miss.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15803 on: February 06, 2015, 09:33:19 am »

Really? They are lighter? In the menu it says that they are the same size. Doubling the barrels doubles the size.
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RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15804 on: February 06, 2015, 09:40:52 am »

Really? They are lighter? In the menu it says that they are the same size. Doubling the barrels doubles the size.
It doubles the size of the weapon portion of the turret. But the turret mechanism itself adds a portion which is less per weapon with more guns (there's an SPW rating listed in the turret design).

Example:
Single 12cm laser turret
Quote
Damage Output 4x1      Rate of Fire: 5 seconds     Range Modifier: 4
Max Range 160 000 km    Turret Size: 4.5    SPW: 4.5    Turret HTK: 2
Power Requirement: 4    Power Recharge per 5 Secs: 5
Cost: 42    Crew: 12
Maximum Tracking Speed: 10000km/s
Materials Required: 10.5x Duranium  8x Corbomite  24x Corundium 

Development Cost for Project: 420RP

Twin 12cm Laser Turret
Quote
Damage Output 4x2      Rate of Fire: 5 seconds     Range Modifier: 4
Max Range 160 000 km    Turret Size: 8.95    SPW: 4.47    Turret HTK: 4
Power Requirement: 8    Power Recharge per 5 Secs: 10
Cost: 85    Crew: 23
Maximum Tracking Speed: 10000km/s
Materials Required: 20.75x Duranium  16x Corbomite  48x Corundium 

Development Cost for Project: 850RP

Quad 12cm Laser Turret
Quote
Damage Output 4x4      Rate of Fire: 5 seconds     Range Modifier: 4
Max Range 160 000 km    Turret Size: 17.8    SPW: 4.45    Turret HTK: 8
Power Requirement: 16    Power Recharge per 5 Secs: 20
Cost: 169    Crew: 43
Maximum Tracking Speed: 10000km/s
Materials Required: 41x Duranium  32x Corbomite  96x Corundium 

Development Cost for Project: 1690RP


Doesn't seem like much for a bog standard turret (and this is at a point in a game where I rushed tracking speed because the Precursors are using 36000 km/s AMMs), but if you increase the tracking speed on the turret significantly beyond your tech, the size of the turret balloons, which makes it that much more efficient to build multiple guns on one turret. For example, if I up these turret speeds from 10000 km/s to 100000 km/s, the SPW on a single is 9 and the SPW on a quad is 8.5.
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Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
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forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15805 on: February 06, 2015, 09:47:20 am »

Yep. Much of the weight of a turret is the housing and gearing system. Adding more weapon components to a single turret housing means that they share the same housing/gearing so there is some weight savings, but it is a trade-off because now those weapon systems all fire at the same target rather than be able to engage separate targets so which way you go depends on your weight constraints and what you want the turret for.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15806 on: February 06, 2015, 09:55:02 am »

Oh, and don't forget style. A quad turret is just so much more stylish than four single barreled ones!
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15807 on: February 06, 2015, 10:03:34 am »

O wow did not know that. Thought you guys were talking about building individual parts and then building ships in the shipyard. Yeah I agree that's abusive as all hell.

Now, I am making laser turrets for missile defense and have 2 questions.

1) If missiles are fired in a cluster, do you need multiple fire controls to hit more than one missile with a volley of laser shots? Or does one fire control let 6 turrets hit 6 missiles?

2) In what situation would it be a good idea to select twin turrets over single turrets? I can't see a good reason to do so.
It really isn't, though. I don't do it much for a similar reason as forsaken, but it's completely legitimate and restricted to a relatively narrow band of usefulness. The added volume (and, to a lesser degree, cost) makes it pretty useless for anything beyond things which would already effectively be orbital habitats anyways.

And on the other, they've pretty much got it. One FC per salvo, and multi-gun turrets are somewhat more space-efficient (though I'll admit to using PD ships with mass numbers of single gauss turrets just because I like the mental image).
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

forsaken1111

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15808 on: February 06, 2015, 10:09:35 am »

O wow did not know that. Thought you guys were talking about building individual parts and then building ships in the shipyard. Yeah I agree that's abusive as all hell.
It really isn't, though. I don't do it much for a similar reason as forsaken, but it's completely legitimate and restricted to a relatively narrow band of usefulness. The added volume (and, to a lesser degree, cost) makes it pretty useless for anything beyond things which would already effectively be orbital habitats anyways.
Agreed, it's not a terrible thing to do. For one, you cannot reasonably use it for any non-commercial craft. Its just not feasible as pointed out above.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #15809 on: February 06, 2015, 10:20:23 am »

One other benefit to using higher number of weapons in a turret is that in addition to having a small space saving, it also requires less crew and has a lower cost than an equal number of single turreted barrels. The initial research cost is higher which is the primary drawback.

Also as multi barrel turrets have a higher HTK, they stand a better chance of surviving low damage hits, but with the potential to loose all of their firepower to a single low power hit, as compared to loosing only one weapon with single turrets.

Eg a single barrel turret has a HTK of 4 so a 1 point damage hit has a 1/4 chance of destroying it. A quad barrel turret has a HTK of 16 so it's chance of destruction to the same hit is 1/16.
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