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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2702008 times)

Ozyton

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18360 on: January 16, 2017, 09:57:55 pm »

What is this about "Pulsar" exactly? The only "Pulsar" I'm aware of is a completely different kind of game (except for it also being set in space with space ships).

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18361 on: January 16, 2017, 10:12:32 pm »

What is this about "Pulsar" exactly? The only "Pulsar" I'm aware of is a completely different kind of game (except for it also being set in space with space ships).
An open-source clone of Aurora that has gone nowhere for years. Some people are really invested in it emotionally, but they're not particularly organized and nothing meaningful has come of it. I mean that in the sense that they've been working on it (IIRC) since before Steve started talking seriously about Newtonian Aurora and still haven't even produced a fraction of what he has since done on the C# rewrite.

I'd call it vaporware, but I don't want to be too hard on it. Just being realistic about the possibility of it ever producing something of worth (unlikely) much less doing so before C# Aurora sees the first release (even less likely), or it being a better game than what Steve has spend gods know how many years of his life building (heh).
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18362 on: January 17, 2017, 02:44:56 am »

Part of the problem(?) with Pulsar is they're also really invested in upping the realism even further - things like modeling Newtonian physics, the weight of the ship dynamically changing as it uses supplies/fires missiles/burns fuel, etc. All of which adds an even larger level of complexity to the game that, unless it was all automated anyway, would (IMO) keep most of the people who are already willing to deal with Aurora's level of complexity away.
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da_nang

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18363 on: January 17, 2017, 10:19:06 am »

Welp. It's been a while since I last played this and I dun goofed.

Started fresh. Been sitting around for a century, not hitting any NRPs (none generated at the start to delay FPS death). I delayed exploring before I had a rudimentary military set up with 100% TF training. That was like, what, 60-80 years since start? Mostly because I wanted to hit a good tech level to avoid wasting resources. Good engines, good missiles, armor, lasers and sensors and what not. Spent hours optimizing engine designs and weapons and came up with these piles of junks.

Spoiler: Fleet v.1.0 (click to show/hide)

The plan was to have a mix of missiles and energy weapons, with the fleet split into two groups: the main battle group and the corvette swarm. The swarm would be cheap energy ships rushing into the battle, targeting small to medium ships, with an optional missile and fighter shield in the form of a destroyer wing. The main battle group would stay back and pelt the enemy away with missiles, with a focus on the larger ships, and stay guarded by a destroyer wing. The main battle group would also have the main sensor ship as well as a jump escort.

The entire thing fell flat, as the huge standardized engines and propellant mass eroded away tonnage. I mean look at the battleship and the frigate. 52 and 42 salvos of three-layer-penetrating, 100-mkm range missiles, in total per ship. Pathetic. We'd be out of missiles before the fight was even over.

But that was what I had. So I went ahead and explored and explored.

Spoiler (click to show/hide)

Then I reached Gliese 570. Seemed fine at first until finally hostile contacts destroyed my grav survey ship with twelve strength 12 missiles. That was seven years ago. The fleet had basically been sitting in the mountains for decades waiting for this. I had given the order and sent them away, hoping for a speedy victory as I had started planning on upgrading the fleet. Few days later they had come back saying their ships can't jump. I had quickly spotted the obvious error: the jump escort can't jump the battleship because the jump engine is too small.

Face, meet palm.

No, biggie. Just refit it.

But I was already planning on upgrading!

Just send them away, they'll be fine.

It's a long way!

...

Fine. I'll upgrade the entire fleet. It's not like the aliens will reach us in time anyway.

So I worked on the next version, spent hours optimizing and everything. Then I thought, couldn't I save tonnage by using a tanker rather than have every ship carry their fuel? I figured that most battles occur over a small area anyway, I probably only needed a combat range of 10 bkm, operational range of 120 bkm. Enough to leave the tankers at the jump point and lay waste to the system. Perfect! So how much fuel would I need for that? Well that was the question. Full speed ahead was expensive. But I figured that if Aurora was anything like real life, going slower would be more efficient. You throttled down, you went slower, so something had to change. It was certainly not size nor base fuel use per EP hour. What about the power modifier? Halve the power, halve the speed? Would have been useless, were it not for fuel consumption being proportional to (power modifier)2.5 and thus proportional to ((current speed)/(max speed))2.5! Excellent, I thought. Just strap on some military tankers, adjust for maintenance and life support and I can take on the universe.

So I went ahead and redesigned everything, even made a spreadsheet to keep track of all the stats and fuel.

Spoiler: Fleet v.2.0 (click to show/hide)

And just look at those beauties. Such firepower. Very dakka. Almost doubled the salvos, more armor, shields, more weapons, proper jump engine. It was glorious!

I expanded the fleet to use more destroyers because I was paranoid about point defense. The plan was the same. So I gave the order.

...

And got the same response. Can't jump. Bewildered, I looked through the designs and saw no obvious errors. Then I searched the internet and lo, jump ships can't jump ships larger than itself. THEN WHAT'S THE POINT OF MAX SHIP SIZE!? "Can't jump ships larger than itself" means you're always going to want your largest ship to be jump capable and at the max ship size of the jump engines!

GAAAHH!

Face, meet other palm.

No. No, calm down. I'm calm. I can fix this. Just need to refit the jump escort, which probably won't be a jump escort afterwards because an escort ship the size of a battleship is ridiculous. Maybe I can fit some search sensors and missiles in there and call it a jump cruiser? Probably not. Too large to be an escort, too weak to be a battleship, not enough space for a cruiser. Probably.

So I tell the boys to come home and why have you used up half your fuel? You've only gone like 7 bkm, you couldn't have wasted it all already. Unless...

Searching furiously on the internet, I find that apparently it's max range at full speed all the time. In other words, fuel consumption is proportional to (current speed)/(max speed).

In other words, military tankers?

COMPLETELY USELESS.

Face, meet desk.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18364 on: January 17, 2017, 12:46:30 pm »

So I tell the boys to come home and why have you used up half your fuel? You've only gone like 7 bkm, you couldn't have wasted it all already. Unless...

Searching furiously on the internet, I find that apparently it's max range at full speed all the time. In other words, fuel consumption is proportional to (current speed)/(max speed).

In other words, military tankers?

COMPLETELY USELESS.

Face, meet desk.

Hum, why would this make tankers useless? I mean, yeah, if your ship says it has a range of 10 billion km then it's 10 billion regardless of whether you go there at full speed or half speed, but you can still refuel them at the other side with a tanker. And having less tonnage devoted to fuel tanks means those ships can be faster or have more guns/armor.
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18365 on: January 17, 2017, 03:29:49 pm »

Ship role and tonnage do not correlate. The HMS Dreadnaught was still a battleship even though the US Iowa class far out weights it. They both have the same job. If your Jump Tankard is still a support, then its still support no matter its tonnage. It has that tonnage because thats what needed for the job. The Iowa has that tonnage because that what it role required. It didnt have the tonnage to classify as a battleship.
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da_nang

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18366 on: January 17, 2017, 03:43:47 pm »

So I tell the boys to come home and why have you used up half your fuel? You've only gone like 7 bkm, you couldn't have wasted it all already. Unless...

Searching furiously on the internet, I find that apparently it's max range at full speed all the time. In other words, fuel consumption is proportional to (current speed)/(max speed).

In other words, military tankers?

COMPLETELY USELESS.

Face, meet desk.

Hum, why would this make tankers useless? I mean, yeah, if your ship says it has a range of 10 billion km then it's 10 billion regardless of whether you go there at full speed or half speed, but you can still refuel them at the other side with a tanker. And having less tonnage devoted to fuel tanks means those ships can be faster or have more guns/armor.

Eh, I was hoping for more fuel efficiency overall. Now I basically have to load up entire fleets' worth of fuel into tankers. And for much gain? Going by v.1.0 with 10 bkm combat range and 50 bkm operational range, you shave off 5/6 of the fuel from the ships and gain about 1000 tons for the small ships and 2500ish tons for the larger ones. Compare that to the difference between v.2.0 and v.1.0. where e.g. the cruiser gained 5000 tons despite going down in total tonnage!

Fuel wise, had I had my way, I would have saved some 30 million liters of fuel.

Ship role and tonnage do not correlate. The HMS Dreadnaught was still a battleship even though the US Iowa class far out weights it. They both have the same job. If your Jump Tankard is still a support, then its still support no matter its tonnage. It has that tonnage because thats what needed for the job. The Iowa has that tonnage because that what it role required. It didnt have the tonnage to classify as a battleship.

True, it just feels weird for a ship primarily designed to escort and provide jump capability to the fleet to paint itself the biggest target around without the guns or other stuff to justify it. Escorts are the shield, they're meant to be relatively disposable (though less here because jump engines are expensive).
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18367 on: January 17, 2017, 03:53:48 pm »

Commercial cargo ships out displace most military naval ships. Recreational cruises are the same.
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da_nang

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18368 on: January 17, 2017, 04:02:20 pm »

Eh, I don't typically target commercial stuff.

But like I said, escorts are the shield. You don't have shields the same size and weight as the knight. It's a waste of resources.
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18369 on: January 17, 2017, 04:13:19 pm »

Maybe I'm thinking of an older version, but I could have sworn that a jump tender didn't actually have to jump with the ships it sends through to another system. As long as it sits on the point at either end, ships of the appropriate tonnage and number can pass through.

In that case, it doesn't matter much how big or slow the tender is; if the other side of a point is dangerous, keep it on your side under guard.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18370 on: January 17, 2017, 05:00:28 pm »

Understanding fuel consumption is a major trick in Aurora.  It basically comes down to three stages.

1: You have warships flying between colonies/fuel points.  These are regular fit warships.  The colonies will have fuel reserves, either processed on-site, or delivered by slow and efficient tankers.  So you have outposts near your campaign area, able to refuel ships that have traveled from your shipyard and are arriving with low fuel.

2: You improve your engines so your ships can be more efficient on fuel, and you run tankers with them.  You bring warships that are slower than normal, and you have tankers that are faster than normal.  These warships have larger engines with lower power modifiers, which can give them the same thrust but higher mass and lower fuel cost - and the tankers have generally the same size engine but higher power modifiers, so they burn a bit more fuel.  These fuel tankers aren't brought into battle, but often sit a system away when the combat force breaks off to go engage.  They're basically booster tanks.  ALSO can be done by tractoring large fuel tanks.

3: You make carriers, with giant, efficient engines that move slowly, but you can move ships that are highly specialized.  Your ships become smaller, with higher burning engines, fighers and FAC.  Your carrier can travel almost anywhere in the universe, but your warships might have trouble crossing half a system because of their low fuel and high burn.  But your carrier is a combat ship, able to provide sensor targets and even area missile defense while your smaller ships deal damage.  Because they no longer carry much fuel or maintenance, your warships have comparable firepower to a regular sized warship, but they've been stripped down to just the guns and armor, lacking long-term sustainability.

The greatest thing about Aurora is the infrastructure.  You NEED to worry about fuel and ammo and armor and keeping your ships running.  Understanding how to utilize fuel tenders is one of the most important facets of running campaigns.  With poor coordination you're limited to local space, but with proper setup you can extend your active theatre to encompass anything you can find.

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18371 on: January 17, 2017, 06:07:21 pm »

It's going to be even more fun once you can't just dump a few hundred million tons of fuel on an empty rock and leave it there until you need it. Definitely needed to wait until viable and fairly efficient non-garden-world colonization was in.
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RAM

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18372 on: January 17, 2017, 07:02:29 pm »

Yep, the simple rule is that fast engines are inefficient engines and efficiency applies to tonnage.
You want as much tonnage as practical being pushed by as slow engines as practical.
Tankers are good because you can shift your fuel tonnage from fast combat engines onto slow efficient engines.
Parasite ships and tugboats are really good at this because the thirsty combat engines idle and the whole ship is being pulled along by someone else's efficient engines.

Of course, adding all these high efficiency engines and their support paraphernalia increases tonnage and that tonnage costs fuel to lug around, but if your fuel usage per unit of power is reduced many times over, then even tripling your fleets tonnage is a cost that can be absorbed. Not that it doesn't have costs in terms of construction time and mineral resources...

And 570 is, like, 5 jumps from anything useful. Depending upon the locations of the jump points, that could be a very long distance. It might be worth it to set up a refuelling outpost somewhere along the route using the most efficient engines that you can build in the smallest numbers that you can stomach. A ten-jump round trip is a lot to expect of a combat fleet...
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da_nang

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18373 on: January 17, 2017, 07:29:05 pm »

Well, they're also in Groombridge 34, which seems to be a nicely large colonizable system, and at this point I'm eager to go to war for it. Sitting around for 100+ years just expanding and researching can get boring.

Especially since them damn civvies keep interrupting the automatic turns. >:( Go build some CMC or something. They're more useful to me than you spamming scrapping and construction messages.

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Parasite ships and tugboats are really good at this because the thirsty combat engines idle and the whole ship is being pulled along by someone else's efficient engines.

But the micro... Seriously, if it weren't for Naval Organization I would have given up on the game when I started tugging my orbital terraforming bases. Still have to manually tell the tug fleet to tractor each target, though. Really wish I could just tell them to tractor the entire fleet in one order and then reform it into one upon release.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #18374 on: January 18, 2017, 05:56:24 am »

Heyo :) Haven't played in a long time, maybe 2-3 years? Anything new with Aurora in that time?
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