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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2702203 times)

coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19980 on: August 07, 2020, 12:33:41 pm »

So Venus was Survey Minimal. Though I dont see any SP generation. But its Aurora, so why would its UI help me.

Imagine Aurora in ASCII.

Actually, that'd be beautiful. At least all the ships etc.

I can’t help but to think that that’d make the game almost unplayable except for the most dedicated players.
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Eschar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19981 on: August 07, 2020, 12:47:50 pm »

So Venus was Survey Minimal. Though I dont see any SP generation. But its Aurora, so why would its UI help me.

Imagine Aurora in ASCII.

Actually, that'd be beautiful. At least all the ships etc.

I can’t help but to think that that’d make the game almost unplayable except for the most dedicated players.

Hey, it works for DF! Of course, Aurora isn't DF.

It'd be neat if there were some sort of thing generating ASCII images/diagrams of spacecraft from their design plan. As a side project by a player, though. It's probably not on Steve's radar.
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Cthulhu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19982 on: August 09, 2020, 10:51:39 am »

How complete is C#?  I didn't realize there was a complete remake of the game in the works and downloaded the VBA version, did the tutorial, now wondering if I should download C# instead and play that.  Am I missing out on anything by playing VBA?  How different are they?
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Hanzoku

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19983 on: August 09, 2020, 11:02:26 am »

Er... a lot. VB is very playable, but C# includes a huge raft of new mechanics, changed mechanics and QOL changes. Someone on the forums made a index of the new features for C# because it was an 11 page thread.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19984 on: August 09, 2020, 11:30:54 am »

Correct. There is no reason to play VB anymore, unless you really enjoy waiting for 5sec intervals to resolve.
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Cthulhu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19985 on: August 09, 2020, 03:30:38 pm »

I've started a new C# game, generally like the interface more, though I can't seem to disable comets which has things a little cluttered.

What is the equivalent of the Fast OOB Creation window?  I'm at the point where I need to spawn my starting ships and can't figure out how.  Likewise, is there still a mini taskbar with the dropdowns, the way there was on VB?  All I have are the buttons at the top of the screen and a lot of hotkeys no longer work.
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Android

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19986 on: August 09, 2020, 03:32:33 pm »

What is the equivalent of the Fast OOB Creation window?  I'm at the point where I need to spawn my starting ships and can't figure out how.  Likewise, is there still a mini taskbar with the dropdowns, the way there was on VB?  All I have are the buttons at the top of the screen and a lot of hotkeys no longer work.

Miscellaneous tab within class design window
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Cthulhu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19987 on: August 09, 2020, 06:18:48 pm »

Thanks, that's what I was looking for.  Now I'm running into a new issue.  it seems like engines are much less efficient than VBA or something; my basic gauss rifle picket ship is sitting on 48 days full power range with 150K fuel capacity, whereas the old VBA tutorial cruiser has 108 days with 50K and more stuff on it.  It looks like engine size increases efficiency, are we expected to use large engines extensively, or am I missing something?

Spoiler: The ship in question (click to show/hide)
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MrWiggles

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19988 on: August 09, 2020, 11:05:21 pm »

What does Reserve Amount do for Minerals on planets?

What I want it to do, is make sure that the Colony always have at least X amount of minersals for its construction and and Freighters wont take it away if its at or lower then the reserve amount.

And what Minerals do Maintaince Facility need in C#? Found it.
« Last Edit: August 09, 2020, 11:45:55 pm by MrWiggles »
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19989 on: August 10, 2020, 02:02:41 am »

Thanks, that's what I was looking for.  Now I'm running into a new issue.  it seems like engines are much less efficient than VBA or something; my basic gauss rifle picket ship is sitting on 48 days full power range with 150K fuel capacity, whereas the old VBA tutorial cruiser has 108 days with 50K and more stuff on it.  It looks like engine size increases efficiency, are we expected to use large engines extensively, or am I missing something?



The tutorials have been out of date for quite a while now. Engines were already changed in the latest VB versions.
For civilians there usually isn't a point in using anything but the largest engines, but in military ships larger engines can be a serious problem when it comes to maintenance. For redundancy I always have at least 2 engines in my combat ships, and at some point (usually in the 20kt range) more, because the better efficiency is not worth the higher maintenance cost and the extra research points.
What does Reserve Amount do for Minerals on planets?

What I want it to do, is make sure that the Colony always have at least X amount of minersals for its construction and and Freighters wont take it away if its at or lower then the reserve amount.

And what Minerals do Maintaince Facility need in C#? Found it.


I think reserve levels are only for mass drivers.
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Cthulhu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19990 on: August 10, 2020, 08:27:37 am »

I got the hang of the engine problem.  Started a new game and not bothering with warships until I'm secure enough to push into other systems, and I'll just start with a few basic ships until I have an idea what the enemy's capabilities are.

Spent almost all my starting RP on industry this time, research speed, construction speed, mining speed, etc. with a bit extra to stand up geosurvey and gravsurvey later.  All my ships that aren't warships are just using commercial engines, dunno why I bothered giving the geosurvey ships military engines.  They also don't have any active or passive military sensors, which it's just occurred to me may have been a mistake since I also didn't bother making any military ships.  If somebody floats into my system early on I won't have any early warning until they're in earth's sensor range.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19991 on: August 10, 2020, 12:37:11 pm »

50t active and thermal sensors are a very good idea on survey ships that are supposed to into other systems. Otherwise you might not realize that there are enemy ground troops on a planet.

I do prefer military engines on my explorers, as the geo and grav sensors are military anyway. I might tune them down to 70 to 80% though.
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Cthulhu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19992 on: August 11, 2020, 01:50:58 pm »

In an awkward situation.  I've got some 1000T scout frigates with self-only jump drives and box-launched sensor missiles, and I've found a very promising system with an almost-habitable planet, just needs more oxygen and a bit of anti-greenhouse and it'll be earth.  I launched my sensor probes into the system and I didn't see anything, but my sensors are really short range.  What's an actually reasonable sensor range early game?  I might be thinking in hard sci-fi terms where you can see a fission torch burning from the kuiper belt, but my thermal sensor can hit a 1000TH target at 17 mkm which seems abysmally low.

What are some good ways to boost sensor range?  I can't do much with the scouts because they're tiny, but any actual warships will have to do better than that I would think.  But maybe not.  I'm just not sure how I'm supposed to enter a system and determine what's going on when my sensors can't even scan one AU.  Maybe that's intended, submarine warfare kind of thing, I don't know.

For now, tentatively calling it safe and setting up jump tenders to take my survey ships over and see what they can find, may also build some actual combat ships to escort them till I'm sure it's safe, the scout frigates have no actual weapons.  The earthlike planet has me a little spooked.
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19993 on: August 11, 2020, 02:45:52 pm »

Scouting systems in Aurora generally follows Patton's advice: “Just drive down that road, until you get blown up”

Cthulhu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #19994 on: August 11, 2020, 09:27:48 pm »

I have no idea how anybody figured this game out.  Maybe other people are better at watching video tutorials but I can't stand them, and there don't seem to be any comprehensive text C# tutorials.  Still basically running, though only through extensive cheating because there's so many  moving parts every single new thing you do will have some unexpected problem you didn't see coming. 

I'll keep at it though.  I'll grind my way through it and cheat whenever I find out some tiny opaque exception in the rules that makes whatever I'm doing completely fail, then when I've got it completely figured out I'll start a new game and play it clean.  Per aspera ad astra, I guess.
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