Author Topic: Tutorial, Part 2 - Technology  (Read 8264 times)

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Offline Erik Luken

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Tutorial, Part 2 - Technology
« on: November 13, 2007, 09:32:50 AM »
Game Setup

This tutorial picks up where part 1 or 1a ended. We should be looking at the main game bar. The tutorials that follow assume the Human race on Sol.

First, click the SpaceMaster menu and select SpaceMaster On. Enter in your SM password and click OK. This will make some of the stuff we want to do a bit easier.

Next, click the Empires menu, and select System View, or hit the F9 key. We want our race to have not only completed a grav survey of the Sol system, but a geo survey too. In the lower right corner you will see a box that says Spacemaster Functions. In this box, click the ?SB Survey? button. This will grant our race the knowledge of what minerals are where in the system. Take a moment to look and see what you get. At this point, your game will be different from what I am seeing. A quick summary of what I?ve got. Mercury has Duranium Neutronium, Sorium, and Uridium, with Sorium and Neutronium having high amounts and concentrations. Venus has 7 of the 11 minerals, though only Vendarite and Tritanium are above .5 concentrations, and both are 15+ million amount. A few scattered asteroids and moons have minerals. Neptune and Uranus have good amounts of Sorium. At the moment, Titan is the only other system body that is eligible for colonization at 5.67 cost. Go ahead and close this window.

Click the Empires menu and select Economics, or hit F2. The first thing you see is the summary screen. This gives you an overview of your race. Something to look at is the number of shipyards/slipways. We?ve got 7 shipyards and 14 slipways. We?ve also got 120 automated mines. I think we?ll move those to Mercury and Venus as soon as possible to start exploiting those planets.

First thing we need to do is build ships. But before we can design ships, we need technology. Click the Research tab. You can browse through the list of what you have available to research. For an experienced player, this will give you a good idea of what has been selected already. For example, I see a lot of early beam techs available and Capacitor Recharge Rate 2. This means Beams will not be a high priority on our warships at the beginning. Scrolling through the list, our missile tech does not seem to fare any better. In the upper right corner, you can see some sorting options for the tech list. Click Completed Research (exc Start). This shows you what the game allocated our 250k research points to. Glancing over the list now, we see the Confederation has active grav sensor strength of 28, internal armor 3, and thermal reduction 25% normal. Click on the Category droplist and select Racial capabilities. Here we see increased fuel efficiency .8 and increased research rates. Click the droplist again and select Ship Components. There is not much here that looks good, beyond Improved Geological Sensors. Turn the sorting back to Available Research Projects.

At the bottom, you should see 8 buttons labeled Research, Design, Instant, Turrets, Instant RST, Fighters, Delete, Missiles. Click Design.

I?ll only walk through creating Lasers. The other tech is very similar in how it is created. You?ll want to go through each category and create some items for each. For lasers, our choices are Laser Focal Length, Laser Wavelength, and Capacitor Recharge Rate. Of these, we?ve only got an increase in wavelength. So we will create a 10cm C1 Visible Light Laser. That is the game suggested name. As you can see, our laser has a maximum range of 60,000 km, a rate of fire of 15 seconds, and does 3 damage. We can change the name or leave the default. We?ll change the name to ?S&W 100mm Laser Cannon?. Click the create button. This creates a research project (shown under Ship Components) for you to research. Go ahead and create the rest of your technology.

As a note, Missile Launchers can be created any size 2 to 24 that you wish. The size of your launchers will affect the size of missiles you can fire. As a practice, I create a size 2 launcher, used for point defense if the fire rate is low enough; and a few sizes (usually even) up through size 8-12 depending on reload rates. I also create size 24 ground based launchers for our PDCs. Note that missile launchers can also fire smaller missiles, so a dedicated  PD sized launcher is not always needed.

Once you have created all your basic tech items, you can either research them individually, or click the Instant RST button. This button gives you knowledge on how to build your Race Specific Tech. You will also want to create turrets and missiles. Turrets need to be created AFTER you create some beam weapons to put in them. Not all weapons may be turreted. Turreted weapons are good for point defense and for mounting multiple barrels. Once you have created turrets and missiles, click the Instant RST button again.

This ends part 2 of the tutorial. Part 3 will focus on Ship creation.
« Last Edit: March 08, 2012, 03:42:34 PM by Erik Luken »
 

Offline Commodore_Areyar

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Re: Tutorial, Part 2 - Technology
« Reply #1 on: January 15, 2010, 01:53:05 PM »
I have a small, slightly related question.
When during race creation I have set it so that the prestart RP is not assigned automatically,
how do I distribute this RP myself once the game has started?

Offline Steve Walmsley

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Re: Tutorial, Part 2 - Technology
« Reply #2 on: January 15, 2010, 02:08:23 PM »
Quote from: "Commodore_Areyar"
I have a small, slightly related question.
When during race creation I have set it so that the prestart RP is not assigned automatically,
how do I distribute this RP myself once the game has started?
Bring up the Spacemaster password box by pressing Ctrl-S on the main menu bar. If you set a Spacemaster password then enter it, otherwise leave it blank and press Enter. You should now be in Spacemaster Mode. To check, there should be (SM) somewhere in the title bar of the main menu bar. Go to the Research tab of the Economics window and you should see an Instant button under the list of research topics. To the far right will be a text box entitled Starting RP. You can select a technology and press Instant to instantly receive the tech. Each time you do so, the amount of Starting RP will decrease until the box vanishes. Once that happens you have used all your starting RP.

Steve
 

Offline Balibar

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Re: Tutorial, Part 2 - Technology
« Reply #3 on: February 02, 2010, 08:42:58 AM »
Quote from: "Steve Walmsley"
Bring up the Spacemaster password box by pressing Ctrl-S on the main menu bar. If you set a Spacemaster password then enter it, otherwise leave it blank and press Enter. You should now be in Spacemaster Mode. To check, there should be (SM) somewhere in the title bar of the main menu bar. Go to the Research tab of the Economics window and you should see an Instant button under the list of research topics. To the far right will be a text box entitled Starting RP. You can select a technology and press Instant to instantly receive the tech. Each time you do so, the amount of Starting RP will decrease until the box vanishes. Once that happens you have used all your starting RP.

Steve
Would it be possible that when the remaining RP is insufficient for a tech that the RP be applied to the tech without granting the entire tech?
 

Offline Steve Walmsley

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Re: Tutorial, Part 2 - Technology
« Reply #4 on: February 02, 2010, 09:00:40 AM »
Quote from: "Balibar"
Quote from: "Steve Walmsley"
Bring up the Spacemaster password box by pressing Ctrl-S on the main menu bar. If you set a Spacemaster password then enter it, otherwise leave it blank and press Enter. You should now be in Spacemaster Mode. To check, there should be (SM) somewhere in the title bar of the main menu bar. Go to the Research tab of the Economics window and you should see an Instant button under the list of research topics. To the far right will be a text box entitled Starting RP. You can select a technology and press Instant to instantly receive the tech. Each time you do so, the amount of Starting RP will decrease until the box vanishes. Once that happens you have used all your starting RP.

Steve
Would it be possible that when the remaining RP is insufficient for a tech that the RP be applied to the tech without granting the entire tech?
The Starting RP is really a guide, not a hard and fast rule. You can still use SM mode to grant tech even if there are no Starting RP remaining.

Steve
 

Offline Deon

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Re: Tutorial, Part 2 - Technology
« Reply #5 on: April 11, 2011, 12:39:45 AM »
Yeah, it's a bit counter-intuitive after most "common" games.  In Aurora you are a controller of your own actions.  I mean the game does not punish you for cheating or doing something "over the limit".  You basically set your own rules and play with them, it's a complete sandbox.
 

 

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