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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 1854523 times)

MarcAFK

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13965 on: October 18, 2013, 09:40:13 pm »

I always keep some thermal sensors as backup, but you probably don't need 2, they don't stack with increasing range. I also keep a short range resolution 1 sensor on every ship so worst case scenario every ship can still be useful at point blank range.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13966 on: October 18, 2013, 10:07:43 pm »

True, but the only reason why a missile ship should be at point blank range is if it goes through a jump gate and gets ambushed.  At the very least, remove the duplicate sensors.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13967 on: October 18, 2013, 10:31:47 pm »

Lot of things to respond to.  I have reasons for all of those things (so far).

The thermal sensors are quite light, I put at least one on every military design as a matter of course.  On rare occasions they have become handy.  This one got a backup redundant sensor because redundant.

The reactors are also redundant, those were a pre-existing 25 tonne reactor design (for cheap anti-missile satellite swarms)  which I figured I could add a lot of redundant copies of since they were so light.

Fuel has never been a problem, I have a logistics fleet to keep the show on the road.  I mainly needed the things to be able to make the five month flight to the alien home worlds then fight an extended war and make it back without morale penalties.  (i don't believe in rest stops on nuked out alien planets, its silly)
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13968 on: October 19, 2013, 06:02:29 am »

That's a superdreadnought?

How small are your other sips? I imagine you build your cruisers from fighter factories :P
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13969 on: October 19, 2013, 09:38:48 am »

Don't belittle his people, they get enough of that already, what with being six inches tall.  :P
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Cake
Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

JacenHanLovesLegos

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13970 on: October 19, 2013, 11:38:20 am »

Your ship has only 0.35 years of maintenance life. On a 24 month deployment, that ship is going to fall to pieces and possibly explode.

I generally name my ships for their role, not size, but superdreadnought is a rather unfitting designation for that size of ship. I would suggest battleship or battlecruiser.
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Dutchling

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13971 on: October 19, 2013, 11:40:45 am »

My main general purpose missile ships are always cruisers. Other classes get names depending on how much they differ from the latest cruiser class.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13972 on: October 19, 2013, 12:20:53 pm »

Come on now guys, I had been having resource troubles for a while now.  The last designs I was using were 6000 tonnes.  The things were bloody monsters compared to the rest of my entire navy.

Also, since I'm a pansy, I turned off the maint/overhaul stuff this round because its amazingly tedious for me to deal with.  (overhauls take bloody ages, gah)  I would have left it on but frankly the fact that my ships were guzzling fucking maintenance supplies constantly, which has to be manufactured manually, was too much for me.

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adwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13973 on: October 19, 2013, 12:57:28 pm »

I have a few questions since I've finally managed to get far enough along that I actually got some ships into space (I just don't have a clue how to work with them xD).

1) How do I organize ships into other task groups/make new task groups?
2) How would I make a task group with freighters and a tanker refuel from the tanker if they need to?
3) How would I get the freighters to pick up automated mines/ mass drivers and move them to other planets?
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Bouchart

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13974 on: October 19, 2013, 05:25:54 pm »

I have a few questions since I've finally managed to get far enough along that I actually got some ships into space (I just don't have a clue how to work with them xD).

1) How do I organize ships into other task groups/make new task groups?
2) How would I make a task group with freighters and a tanker refuel from the tanker if they need to?
3) How would I get the freighters to pick up automated mines/ mass drivers and move them to other planets?

1) Hit the F12 key to bring up the task group menu.  On the bottom of the screen is a button called New TG to create a task group.  To move ships between task groups, click the tab called Special Orders/Organizations.  On the right side you can move ships between task groups, but only if task groups are at the same location.

2)Press F6 to bring up the ships menu.  Click the Miscellaneous tab.  There's a couple of buttons for transferring fuel between ships or ships and a colony.

3)Hit F12 to bring up the task group menu.  Select the task group with the freighters with the drop down box at the top.  Click on the planet with the facilities you want to move.  Under Actions, you should see an option called something like Load Automated Mine.  Hit the button called Add Move.  Then click on the planet you want to unload the Automated Mines.  Under Actions, click on Unload Automated Mines and hit Add Move.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13975 on: October 19, 2013, 05:53:18 pm »

2) How would I make a task group with freighters and a tanker refuel from the tanker if they need to?

As of when I last checked, there is no automated way of having ships refuel from tankers within the same taskgroup. You have to do it manually as indicated above.

The way around it that I found is to place the tanker in it's own taskgroup and use the escort orders to have it follow the freighters. By doing this, and giving the freighters the conditional order to refuel at tanker, the freighters will see the tanker as a valid refuelling point. You do need to keep an eye on it as if the tanker needs to return to a colony to refuel the freighters can be left with no refuelling point within reach if they need to refuel while the tanker is gone.
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dennislp3

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13976 on: October 21, 2013, 12:11:18 am »

So am I wrong or has the game not been updated since like November of last year? I have not been keeping up with this game since...about that long ago...
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Tarran

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13977 on: October 21, 2013, 12:16:02 am »

The game has had a long gap in updates, yes.
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Karlito

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13978 on: October 21, 2013, 12:18:29 am »

Steve only develops Aurora as a hobby, so there's really no guarantee that he'll ever update it again.
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QuakeIV

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13979 on: October 21, 2013, 12:25:11 am »

Anyone have any idea how to mass configure fighter fire control settings, or if there is even a way to do so?
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