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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2672584 times)

Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5565 on: July 24, 2011, 02:29:57 am »

Uhh... I just ran out of sorium on Earth.

How do I go about mining on other planets...? I've got a terraformed(SM) colony on Mars with only 0.3m pop on it though. I'm assuming as Sorium is fuel, running out of it is a death sentence...
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5566 on: July 24, 2011, 02:32:11 am »

Sorium is raw fuel--not usable fuel. Running out may not necessarily be a death sentence immediately, though having none means you cannot construct any Jump Gate construction parts. Your actual fuel for the planet can be found in Economics>Industry>bottom-right corner.

As for mining it, uhhh... move some mines there?
« Last Edit: July 24, 2011, 02:34:14 am by Tarran »
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5567 on: July 24, 2011, 02:33:52 am »

You can... move mines?


Ahh. I send a geo ship to the 'friendly' civ's system and as soon as I made it 1k out of the jump, they dropped relations to hostile and opened fire on me. >_<

So much for having a diplomacy team on them for a year and their relations heading up to 100...
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5568 on: July 24, 2011, 02:40:44 am »

Yeah, get a freighter with 5 cargo holds (1 automated/normal mine) then make it load up somewhere and drop it off on a planet with minerals, repeat until you have as many mines as you please. Then you can shuttle back minerals via frieghter or fire them back with a mass driver.

Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5569 on: July 24, 2011, 02:41:15 am »

Yeah, get a freighter with 5 cargo holds (1 automated/normal mine) then make it load up somewhere and drop it off on a planet with minerals, repeat until you have as many mines as you please. Then you can shuttle back minerals via frieghter or fire them back with a mass driver.

YES. Thank you.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5570 on: July 24, 2011, 02:45:08 am »

Yep. I'm screwed.

Both of my war-ship squadrons are far off-ways and a hostile is now in orbit of my planet.


Fun times are about to be had. Its about time something useful comes of those 3 civilian freights with endless orders to go to earth from earth. :P
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Another

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5571 on: July 24, 2011, 07:36:16 am »

1) Shipyards confuse me. I can't build one of my ships, sized at 12k tons, in any of my shipyards, even though they all are of enough size besides two of them.
Is it of the right class? (commercial shipyard for commercial ships, military shipyards for military ships?) They cannot and will not build ships of the opposite mil-com axis.

...

Military shipyards can build any ships. They are just 10 times less cost effective to construct/upgrade for the same size than civilian shipyards if you use them to build civilian ships.
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Ehndras

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5572 on: July 24, 2011, 12:09:48 pm »

Learned my lesson the hard way, with my entire fleet decimated and my planet bombarded by nuclear missiles...


They left to reload, I presume, and may be coming back. I now have military ships in the making, though my newbiness has rendered me very... Unprepared.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5573 on: July 24, 2011, 12:12:48 pm »

Learned my lesson the hard way, with my entire fleet decimated and my planet bombarded by nuclear missiles...


They left to reload, I presume, and may be coming back. I now have military ships in the making, though my newbiness has rendered me very... Unprepared.
You should put together some missile PDC quick, with plenty of point defense just to be safe.


Also: how do you increase missile endurance?
« Last Edit: July 24, 2011, 01:33:58 pm by Jacob/Lee »
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5574 on: July 24, 2011, 01:50:34 pm »

More fuel capacity.
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5575 on: July 24, 2011, 02:04:25 pm »

Or better fuel efficiency research.
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Poltifar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5576 on: July 24, 2011, 02:17:28 pm »

Do ships need to detect enemies on their own sensors to be able to shoot them? Or is it possible to create a sensor-cruiser with powerful sensors that escorts a dozen "blind" gunships?

Also, does the "missile drone" thing need its own sensors or can it again rely on Earth's sensors?

Finally, would making proximity-mines (2-stage probe with a long lifetime, sensors, and releases missiles once it detects ships) be a cost-effective way to defend jump points far away from any colony?
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Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5577 on: July 24, 2011, 02:34:46 pm »

Do ships need to detect enemies on their own sensors to be able to shoot them? Or is it possible to create a sensor-cruiser with powerful sensors that escorts a dozen "blind" gunships?

Also, does the "missile drone" thing need its own sensors or can it again rely on Earth's sensors?

Finally, would making proximity-mines (2-stage probe with a long lifetime, sensors, and releases missiles once it detects ships) be a cost-effective way to defend jump points far away from any colony?

A target needs to be detected by active sensors to shoot at it, but it doesn't have to be the active sensors of the ship doing the shooting. A single dedicated sensor ship will therefor work, but if you lose all the sensor ships none of the other ships can fire.

The drone should probably rely on Earth based sensors, so it can correct its course in flight (it will probably take hours or days to reach a warp point from a planetary launch, during which the enemy ship may move), which means you'll need a PDC with extremely powerful active sensors. Again, though, you can have one sensor PDC and leave it out of the launcher PDCs (though the launcher PDCs will need a missile fire control 1/3rd the size of the dedicated active sensor).

Mines are doable, but not everyone is a fan of them. For one thing, they don't split targets; if you put 100 mines on a jump point and a small scout comes through, they'll all launch their missiles at that scout. If there's no colony in the system, I prefer to just drop a bunch of deep space tracking systems on some rock near the jump point back towards my colony, to give me warning if something enters the system.
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Felius

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5578 on: July 24, 2011, 02:44:20 pm »

About the drone, I'd give them a small amount of sensors though. This way they'll be able to change targets if so is needed.
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Poltifar

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5579 on: July 24, 2011, 06:34:45 pm »

Hmm, then I'd say that if anyone goes with the system-wide-planet-to-jump-point defense system, they might as well make their gunships blind. That way, the gunships just use the system-wide PDC-provided active sensor coverage, and they can deploy specialized support cruisers with powerful sensors when they need to send taskforces out-of-system.

I don't quite remember how much space sensors would usually take on a normal battleship, but I'm sure not putting any should save some decent space, and should also make gunships stealthier when on the defensive, since they dont have sensors to be passively EM detected. The downside of course being that when attacking out-of-system, the sensor ships would be prime targets because of their relatively high EM emission...
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