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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2704701 times)

Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19335 on: November 06, 2019, 07:25:08 am »

.4 is okayish for a gas giant. Sorium miners are pretty cheap, and easy to relocate if you find a better spot.
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19336 on: November 06, 2019, 02:10:02 pm »

.4 is okayish for a gas giant. Sorium miners are pretty cheap, and easy to relocate if you find a better spot.

I personally still prefer getting sorium from planetary bodies because then I don’t have to worry about building big shipyards for fuel harvesters and then managing them.

Even so, I don’t usually use a whole lot of fuel since most of my ships use big and efficient engine designs. I usually have a large stockpile of sorium on hand that I have only 5 fuel refineries chipping away at over the course of my game, and that’s more than enough fuel for my needs. My bottleneck is usually mercassium or corbomite.
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Akura

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19337 on: November 07, 2019, 08:21:57 pm »

It's 2037, and I've just about finished the design for my first... ahem, "warship".

Code: [Select]
Victory class Frigate    5,000 tons     119 Crew     615.98 BP      TCS 100  TH 120  EM 0
1200 km/s     Armour 6-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 24
Maint Life 1.15 Years     MSP 77    AFR 200%    IFR 2.8%    1YR 59    5YR 885    Max Repair 64 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 2   
Hangar Deck Capacity 125 tons     Magazine 80   

60 EP Ion Drive (2)    Power 60    Fuel Use 76%    Signature 60    Exp 10%
Fuel Capacity 750,000 Litres    Range 35.5 billion km   (342 days at full power)

10cm Railgun V1/C3 (6x4)    Range 10,000km     TS: 2000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S01.2 32-2500 (1)    Max Range: 64,000 km   TS: 2500 km/s     84 69 53 37 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 18    Armour 0    Exp 5%

Size 6 Missile Launcher (1)    Missile Size 6    Rate of Fire 90
Missile Fire Control FC85-R55 (1)     Range 0k km    Resolution 55

This design is classed as a Military Vessel for maintenance purposes

I'm not sure why the missile fire control lists a range of 0, it certainly did not have that when I designed it. The reason it has a small boat bay is because I saw a post on the Aurora forum suggesting that if a ship is going down, a good idea is to transfer the ship's CO to a small launch boat, abandoning ship(which guarantees all surviving crew get out), and using the boat to pick up the lifepods. Presumably, the boat wouldn't be easily detected(smaller size = lower emissions) and less likely to be shot down.
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Cyroth

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19338 on: November 07, 2019, 09:46:53 pm »

Been a few years since I've played Aurora 4x, but might it be the lack of active sensors on the ship?
Don't remember if those were needed for missiles or not.
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Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19339 on: November 07, 2019, 09:56:18 pm »

Active sensors are needed to fire missiles at a signature (ships/pdcs/populations) unless you are using missiles that have their own sensors.  That wouldn't effect the displayed range.  No idea why it would show a 0.
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Lord Shonus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19340 on: November 07, 2019, 10:57:37 pm »

Just spitballing, but it might be because you haven't given it any actual missiles. That shouldn't matter, but the codebase is held together with spit and baling wire at this point.
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Trolldefender99

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19341 on: November 08, 2019, 02:05:08 am »

Now I'm gonna play Aurora again. The next release is far away enough that I can get a good game in.

But see...I forgot most stuff :P I barely scraped by as it was. I'll have to re-learn a lot, but don't want to watch hours of videos so I'm just gonna wring it I guess. I should remember enough.
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Akura

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19342 on: November 08, 2019, 06:14:14 am »

Just spitballing, but it might be because you haven't given it any actual missiles. That shouldn't matter, but the codebase is held together with spit and baling wire at this point.

It's not that, since it didn't change when I added missiles to the loadout. I did forget to add sensors, but adding those didn't change the MFC range. I had to design a new MFC(which took 6 months), which appears to not have the issue.


Here's the updated design:
Code: [Select]
Victory class Frigate    5,500 tons     135 Crew     776.78 BP      TCS 110  TH 120  EM 0
1090 km/s     Armour 6-27     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 24
Maint Life 0.85 Years     MSP 88    AFR 242%    IFR 3.4%    1YR 104    5YR 1561    Max Repair 128 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 2   
Hangar Deck Capacity 125 tons     Magazine 80   

60 EP Ion Drive (2)    Power 60    Fuel Use 76%    Signature 60    Exp 10%
Fuel Capacity 750,000 Litres    Range 32.3 billion km   (342 days at full power)

10cm Railgun V1/C3 (6x4)    Range 10,000km     TS: 2000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S01.2 32-2500 (1)    Max Range: 64,000 km   TS: 2500 km/s     84 69 53 37 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 18    Armour 0    Exp 5%

Size 6 Missile Launcher (1)    Missile Size 6    Rate of Fire 90
Missile Fire Control FC89-R60 (70%) (1)     Range 89.2m km    Resolution 60
Size 5.72 Anti-ship Missile (13)  Speed: 8,400 km/s   End: 104.1m    Range: 52.5m km   WH: 4    Size: 5.72    TH: 39/23/11

Active Search Sensor MR68-R80 (LR) (1)     GPS 10240     Range 68.7m km    Resolution 80

Strike Group
1x Agincourt Shuttle   Speed: 3896 km/s    Size: 1.54

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
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19343 on: November 08, 2019, 06:23:45 am »

I've noticed that sometimes fire controls don't function and have 0 range, no idea why. SM mode can be used to replace the bugged FC because you did research it legit so why not get a fully functioning FC?
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AlStar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19344 on: November 08, 2019, 10:20:19 am »

Critique on the ship: although it's been a while since I last played, it seems fairly slow (even given ion drive technology). Expect to be outmaneuvered by anything you run into.

You're going to need a bunch of those ships in a fleet if you want to accomplish anything. They've got a plenty of magazine space, but with only a single tube, you're going to be hard pressed to overwhelm missile defenses. I'd see if I couldn't cram a second tube in there, doubling its effectiveness.

Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19345 on: November 08, 2019, 10:50:39 am »

That is basically three ships in one, and not a big one at that. While I like smaller ships they benefit from specializing. Take out the weapons and you can field more Agincourts, or fighters. A missile carrier with more launchtubes and one for AA duty that has a fire control with 4x the tracking to even have a chance to take down missiles. Add some MSP, as you can't repair the biggest part of your ship if it fails you, if that is the engine you can scuttle the ship unless you have a means to tow it to safety.
With that speed enemy missiles will probably hit you 100% of the time while your missiles will have trouble catching up to stuff that empty their magazines at range and then bug out.
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Khan Boyzitbig

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19346 on: November 08, 2019, 12:39:17 pm »

I designed this a while ago as a garrison conscript frigate for mostly just keeping border worlds appeased, most of my Ion powered warships hit this speed not counting high speed craft.

Code: [Select]
Ratbag II class Frigate    4 500 tons     140 Crew     1005 BP      TCS 90  TH 300  EM 0
3333 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 31.2
Maint Life 4.01 Years     MSP 279    AFR 81%    IFR 1.1%    1YR 28    5YR 416    Max Repair 240 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

60 EP Ion Drive (5)    Power 60    Fuel Use 57%    Signature 60    Exp 10%
Fuel Capacity 250 000 Litres    Range 17.5 billion km   (60 days at full power)

Single 10cm C3 Ultraviolet Laser Turret (6x1)    Range 120 000km     TS: 20000 km/s     Power 3-3     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
20cm C4 Plasma Carronade (1)    Range 100 000km     TS: 5000 km/s     Power 10-4     RM 1    ROF 15        10 5 3 2 2 1 1 1 1 1
Fire Control S01 80-5000 (1)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Fire Control S04 80-20000 (1)    Max Range: 160 000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Stellarator Fusion Reactor Technology PB-1 (4)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor MR3-R1 (1)     GPS 28     Range 3.1m km    MCR 335k km    Resolution 1
Active Search Sensor MR61-R100 (1)     GPS 5600     Range 61.6m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
The older version is much slower at 1030km/s (nuclear pulse engines) and overall lower tech across the board.
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Akura

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19347 on: November 08, 2019, 06:35:02 pm »

Alright, so I took out 4 of the 6 railguns, reduced fuel and armor, replaced the HS:4 power plant with two HS:0.7 plants for the two remaining railguns, added a missile tube, small engineering section, and 3 more engines. Ship is down to 4,900 tons and up to 3061km/s speed. I may need to make a variant of the Agincourt equipped with an emergency-sized cryopod because I only now just realized that was a thing and that's basically what the boat bay and the shuttle were for.
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Trolldefender99

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19348 on: November 08, 2019, 09:49:36 pm »

Decided a different start of a game. Playing humans, but they've evolved to breathe methane from many years of toxic air. On top of that, its a colony (I started with 30 million people) that got lost from exploration some 10s of thousands of years ago and they got stuck in a nebula. Is that scientific? Dunno but thats the RP I'm going with :P So I actually started inside a nebula, and made sure my 3 outside connections were nebulas too so I'm starting in middle of a massive nebula.

As for the low amount of starting people. Its because humans like to go to war a lot :P I know not creative lol. I was thinking also I could have had it a cloud of oxygen entered the planet from the nebula, and it killed a bunch of people which is what I was actually gonna go with. Dropping the population to a few hundred thousand, but then has been recovering. But no idea how realistic that would actually be. Would there be "floating" clouds of oxygen in a nebula?

Its actually a hard start, 30 million people isn't much. Plus only started with 1 shipyard+5 research labs and I don't have much in the way of mining goes or construction facilities (only 60 constructors). But I like it so far, its a different start than the norm I've done. Though super slow start.

« Last Edit: November 08, 2019, 09:56:01 pm by Trolldefender99 »
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Ozyton

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19349 on: November 09, 2019, 10:46:33 pm »

I've actually been curious about a non-Sol start. The concept seems neat, kinda like a randomized galaxy in other 4x games, but I couldn't really find much information on how to do. All I could find was a method involving starting an empty game in Space Master mode and generating random solar systems until you get one you want to start on, then 'cheating' in your starting stuff onto one of the planets.
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