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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2704949 times)

Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19260 on: November 27, 2018, 05:41:15 am »

It isn't really cheating to give earth a little bit more resources, and usually earth has enough to get you to a system which has enough. Only having 900 sorium is really odd, I've never seen it that low for earth.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19261 on: November 27, 2018, 01:53:57 pm »

If you turn on spacemaster you don't have to delete everything ans start new.

In the system view (the one where you see the star(s) and all the planetes, moons and asteroids you can regenerate the ressources for the system. When you are happy (I like to have something usefull on at least one of the places where you can set up a colony quickly/without much difficulty, a gas giant with at least .4 accessability is a huge bonus) you can then regenerate ressources for earth using the homeworld setting. That gives you a bunch of everything, but not enough to last forever. Do that until the distribution is to your liking.
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Trolldefender99

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19262 on: November 27, 2018, 02:02:14 pm »

Thanks everyone :) I ended up just going with what the game gave me, but adding sorium to jupiter cause it had nothing before. I'm sure I could keep regenerating till something good and what not, but its fine. I'm still having a lot of fun :)

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AlStar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19263 on: November 27, 2018, 03:23:39 pm »

Part of the fun of the game is exploring/exploiting other systems - you don't really need Sol system to be a mineral-rich paradise.

Now, if you somehow got an Earth with only 900 fuel, then, yeah, that'd suck, but usually Earth spawns with enough of everything to get you started, and the rest of the system is just a bonus.

Edit: And remember, you can always send a geology team to re-check everywhere - takes some time, but it can get you brand new deposits, bigger deposits, or improve concentrations.
« Last Edit: November 27, 2018, 03:51:12 pm by AlStar »
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Dorsidwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19264 on: November 28, 2018, 06:03:06 am »

20 million Sorium on the solar gas giants is plenty of fuel, I don’t know why you did restart over that.


Sorium converts to fuel at a rate of 1 sorium to 2000 litres of fuel, so those Saturns you were turning your nose up at had 40 billion litres of fuel available to harvest, and even ones with 100k will give you a hundred million litres which is enough to expand out in search of a Moreno generous system

900 sorium on earth is weird as hell , I think you’re meant to get 10-100k of each TN element iirc.
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19265 on: November 28, 2018, 06:26:21 am »

I'm guessing he might have hit the regenerate minerals SM button? I believe if you do so that it no longer pays attention to the special rules for mineral generation for Earth, so its quite possible to get limited or no deposits on Earth of some mineral types.
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Dorsidwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19266 on: November 28, 2018, 06:28:49 am »

There’s a special SM button for generating homeworld materials to make sure you get some of everything now on a planet, rather than the normal planet generation of “huge amounts of one thing”
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Trolldefender99

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19267 on: November 28, 2018, 03:37:20 pm »

it was 989 sorium I got on earth, maybe it started off as 1k but then went down when it processed, but I didn't regenerate since didn't actually know that was a thing. Didn't even know could cheat in minerals till I was about to stop playing to go to sleep.

I still ended up going with what aurora gave me though and not worrying about getting the "perfect" start. I'd rather just play and focus on finding good solar systems to expand into and take the challenge of a bad system

As for starting over when that one planet had 20 mil sorium (which WAS good), was the time earth had a tiny amount of sorium. But dunno why it had a tiny amount if its supposed to spawn with a certain amount. But now I'm not gonna care about it, my system I got now is okay and I'm just gonna focus on learning and getting better instead of worrying how much my system has. Much more fun that way.

With that...the sorium shortage if I end up with it will be interesting, cause then I can design fuel transports and escorts and what not and it'll be a nice challenge. Though I should be fine for exploring other systems and what not.
« Last Edit: November 28, 2018, 03:51:18 pm by Trolldefender99 »
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Paul

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19268 on: November 28, 2018, 06:42:46 pm »

I played a game with zero sorium in the solar system or any direct neighbors except for a bit on earth. I stopped fuel production early to conserve the sorium and focused on fuel efficient ships. Ended up finding a good deposit of it in another system 2 jumps out and mining it with auto mines and hauling it and other minerals back in cargo ships.

In another game I didn't have the minerals to produce very many missiles and ended up focusing on laser tech and fast engines.

Resource shortages can be fun.
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Trolldefender99

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19269 on: November 29, 2018, 06:13:13 pm »

So instead of copying Quill18 and knowing pretty much all the basics well enough. I started a new game, with a custom year and a completely different race. I'll keep watching him as a kinda guide to figure out the more complicated stuff (missiles are pretty involved to make, and still confused after watching Quill18 make them lol). So I might go with something more "basic" and focus on lasers (much easier to understand), I'll see it'll depend what fits the race I made. But I'm gonna focus on my own game now, instead of worrying what Quill18 does or does not do. I mostly just watched him to learn the basics than anything else.

Which for the race, their capital is Titan (the moon of Saturn) and are a Methane breathing, machine race, kinda very loosely based off Necrons from Warhammer 40k. I wanted a methane breathing race just because it sounded cool, and different than typical oxygen stuff. Seemed kinda fitting for a sorta but not loosely based Necron race.

Funny enough, I can live on moons and low gravity dwarf planets. But can't live on actual planets like earth or mars lol. I think cause the gravity is super low on Titan, and earth/mars has a lot more gravity. I did raise the gravity tolerance, but then it just makes my race be able to colonize EVERYTHING (except comets) and that be too easy and didn't like that at all. So I stuck with what the game gave the race when making them on Titan.
« Last Edit: November 29, 2018, 06:15:24 pm by Trolldefender99 »
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19270 on: November 29, 2018, 11:35:50 pm »

Making missiles is not hard. Making good missiles can be, but that's something you just have to figure out.


The only difficulty with missiles is that you have several systems that all have to interact correctly. You need:

The ability to sense ships and missiles within the range of your missiles
The ability to target the ships and missiles you see
Missile tubes of an appropriate size to fire the missiles you make
Missiles sized appropriately for your tubes
Engines suitable for your missiles.

The biggest problem with these is that the game doesn't make calculating speed (and thus missile range) easy. I personally solved this by making an Excel sheet where I can just plug in the values I want (Afraid I can't provide it, as I can't find it at the moment), but you can handle it freehand. Just design your first-gen missiles first, and build sensors and tubes around the values you get.

Pick missile sizes (You generally want size 1 for anti-missiles, there's a lot of opinions on the proper size for shipkillers - I prefer size 5), then make maximum output engines at 1/4 to 1/2 of that size.

Then it is just a matter of tweaking the values.

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Dorsidwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19271 on: November 30, 2018, 09:06:10 am »

Big thing to avoid: Anti-missile missiles dont need an excessively long range unless they're dual-purpose. I used to have AMMs with a 5 million kilometer range, so I stripped them down to go faster and more agile instead
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19272 on: December 01, 2018, 02:01:01 am »

Longish-range AMMs aren't fundamentally to be avoided, but its true that generally you can easily make much longer ranged missiles than you have missile detection sensors.  Sensors are the real bottleneck, not fuel.
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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19273 on: December 02, 2018, 01:52:53 am »

Also worth noting that AMMs don't even need range equal to your missile detection AS, as enemy missiles will be closing on your ships rather than hanging at the edge of your range.

Also also, pump your range on the fire controls for your ASMs out a good chunk beyond your actual missile range. It's ghetto ECCM at a fairly minor tonnage cost.
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19274 on: January 29, 2019, 07:26:34 am »

Maybe someone knows a workaround here:

I've run into a crippling problem with Aurora 7.10. Fresh install on a Windows 10 Pro system, running with administrator rights. I threw together a quick sandbox game to test a group of fighters versus a small ship, but I found when I go to the combat assignment overview screen, I can't open any of the nodes in the left-hand list, meaning I can't select an individual ship to control.

Here's a screenshot of the screen in question.

Anyone have any ideas on how to fix this? I've also tried with Steve's game in a 7.0 installation, and I have the same problem there, so it seems to be system-related and not Aurora.
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