Aurora 4x

New Players => The Academy => Topic started by: coco146 on July 24, 2012, 05:43:33 PM

Title: Passenger liners and mobile miners\refineries
Post by: coco146 on July 24, 2012, 05:43:33 PM
What are luxury liners used for and will shipping lines use them?

How would I go about using mining ships and refineries?
Title: Re: Passenger liners and mobile miners\refineries
Post by: o_O on July 24, 2012, 06:45:56 PM
Luxury liners move small amounts of people at high cost, basically they just generate revenue for the shipping companies.   

For mining ships, make a colony on an asteroid, park the miner in orbit and you have your mine.   Refineries are similar, but you will obviously need storage space for the fuel they make.   
Title: Re: Passenger liners and mobile miners\refineries
Post by: coco146 on July 24, 2012, 07:05:16 PM
What kind of storage?
Title: Re: Passenger liners and mobile miners\refineries
Post by: Erik L on July 24, 2012, 07:15:35 PM
What kind of storage?

Fuel tanks. :)
Title: Re: Passenger liners and mobile miners\refineries
Post by: metalax on July 24, 2012, 08:16:52 PM
Luxury modules generate the same income as a cryo colonist modiule for civilian shipping lines. Where they differ is that the luxury liner modules will carry passengers in both directions so they generate twice the profit of colony ships and have no net effect on the population of a colony. They will also keep moving pasengers between colonies that have reached a size to be declared as stable or source of colonists unlike colony modules that will only drop off at colonies maked as destination.

Mining ships just require you to make a colony on the asteroid you want to mine, and then move the mining ship to the colony. the minerals they mine will be placed in the stockpile of the colony on the asteroid.

Fuel harvesters are similar in that you move them to the gas giant to be harvested, but they will only place the fuel produced into their own fuel tanks. Make sure to mark the refinery ships class as tankers so you can use the fuel transfer orders. Remember to have the harvesters either drop off some of the fuel in their tanks atone of your colonies before they move to harvest, or use fuel tankers to take the fuel from the harvesters and drop it off on a colony.
Title: Re: Passenger liners and mobile miners\refineries
Post by: Theokrat on July 25, 2012, 03:04:47 AM
Asteroid Miners also work on comets.

And just for the record, the gas giant that you use for your harvesters should have some Sorium ready to be mined (i.e. you must have detected it through a geosurvey). The better the accessibility, the more the harvester will harvest. You do not need a colony on the gas giant (while you do need a formal "colony" on asteroids and comets for asteroid mining).
Title: Re: Passenger liners and mobile miners\refineries
Post by: coco146 on July 25, 2012, 06:15:14 AM
So to much micro management then?
Title: Re: Passenger liners and mobile miners\refineries
Post by: Person012345 on July 25, 2012, 06:30:35 AM
Depends on your definition of "too much", but it's not really any more micromanagey than any other aspect of aurora
Title: Re: Passenger liners and mobile miners\refineries
Post by: Theokrat on July 25, 2012, 07:02:33 AM
Well asteroid mining is pretty much exactly as much micro management as normal mining. Maybe even a bit less, since you only need to order the mining ships to their location and establish a colony. If you would use automated mines on the same asteroid you would need to transfer the mines  via freighters, which also have to return, thus making one more trip. The real pain about mining asteroids (via any method) is that the accessibility of the minerals declines (quite quickly in some cases) and you thus have to move camp quite often. Which is why I mentioned comets, which boast significantly more minerals than most asteroids, so you dont have to move the miners that often.

Sorium harvesting is not particularly micro either, just move the harvesters to the spot and set up a continuous tanker-trip to fetch the fuel. 
Title: Re: Passenger liners and mobile miners\refineries
Post by: ollobrains on July 25, 2012, 07:03:26 AM
the amount of micromanagement in aurora can be supplemented with some degree of automated or user involvement.  That said theres a lot ingame anyway we accept that as part of the challange of the gameplay however which is fine

Fuel tanks is an interesting angle to
Title: Re: Passenger liners and mobile miners\refineries
Post by: Redshirt on July 25, 2012, 09:12:15 AM
For true set-up and forget on asteroid mines, you can drop a mass driver to shoot everything you mine back home (or to Luna, then home, if you don't want to risk accidental orbital bombardment due to picking up too many mass drivers by mistake.) In fact, adding cargo holds to the asteroid miner lets you plop it down, mine, and pick up when everything's depleted.

I've had no luck setting up sorium harvesters to dump their fuel on a base/colony- I set the conditional commands to drop off fuel when it's full, but it just waits around at the colony, and I don't see a manual command to drop off fuel in the command list.
Title: Re: Passenger liners and mobile miners\refineries
Post by: Theokrat on July 25, 2012, 09:18:25 AM
I've had no luck setting up sorium harvesters to dump their fuel on a base/colony- I set the conditional commands to drop off fuel when it's full, but it just waits around at the colony, and I don't see a manual command to drop off fuel in the command list.
Have you declared the harvesters to be "tankers" as per the class design checkbox?

Personally I prefer a dedicated tanker - every hour that the harvester does not spend in orbit harvesting is an hour of wasted capital and forgone returns on that capital.
Title: Re: Passenger liners and mobile miners\refineries
Post by: Garfunkel on July 25, 2012, 05:20:18 PM
Yes, it's better to create massive harvesting bases and tug them to gas giants, then have a tanker(s) siphon off of them to colonies - or even have your battle fleets refuel directly from them.
Title: Re: Passenger liners and mobile miners\refineries
Post by: coco146 on July 26, 2012, 05:59:02 PM
But dont they start with max fuel? do I have to drag them then take some of the fuel they start with?
Title: Re: Passenger liners and mobile miners\refineries
Post by: Erik L on July 26, 2012, 07:17:05 PM
But dont they start with max fuel? do I have to drag them then take some of the fuel they start with?

I believe when they have harvesters on them, they are automatically set to 10% fuel.
Title: Re: Passenger liners and mobile miners\refineries
Post by: Person012345 on July 26, 2012, 08:12:54 PM
I believe when they have harvesters on them, they are automatically set to 10% fuel.
I actually think it's when they're marked as tankers. That is, I know it does it for tankers, I can't say for sure it doesn't do it for ones with harvesting modules.
Title: Re: Passenger liners and mobile miners\refineries
Post by: Erik L on July 26, 2012, 08:18:59 PM
I actually think it's when they're marked as tankers. That is, I know it does it for tankers, I can't say for sure it doesn't do it for ones with harvesting modules.

Wouldn't 10% fuel on a tanker sort of defeat the purpose of a tanker? ;)
Title: Re: Passenger liners and mobile miners\refineries
Post by: Rabid_Cog on July 27, 2012, 01:58:47 AM
I think tankers aren't automatically filled when you build them, the idea being that their tanks are so vast that if you fill them all you would rapidly empty your fuel stockpile.
Title: Re: Passenger liners and mobile miners\refineries
Post by: Theokrat on July 27, 2012, 02:22:07 AM
Wouldn't 10% fuel on a tanker sort of defeat the purpose of a tanker? ;)
Well not if you build the tanker to fetch fuel from somewhere else (such as a harvester or dig site). As I just did in my game actually.

As Rabid_Cog pointed out the amount of fuel can be so large that its a good idea to place it directly under player control, rather than auto-filling them.
Title: Re: Passenger liners and mobile miners\refineries
Post by: Garfunkel on July 27, 2012, 06:59:45 AM
Marking a ship as a tanker gives it only 10% of max fuel when it's built. For bases, with no engines, they start with 0% fuel. Which is kinda annoying as you still get the warning message (Ship XYZ only has 0% fuel left) until the harvesting modules start filling it up with fuel.

Maybe Steve could disable fuel checks for ships with no engines?
Title: Re: Passenger liners and mobile miners\refineries
Post by: Steve Walmsley on July 29, 2012, 03:14:04 PM
But dont they start with max fuel? do I have to drag them then take some of the fuel they start with?

Any class you designate as a tanker (which you should do for harvesters) only starts with 10% fuel

Steve
Title: Re: Passenger liners and mobile miners\refineries
Post by: Steve Walmsley on July 29, 2012, 03:14:53 PM
I think tankers aren't automatically filled when you build them, the idea being that their tanks are so vast that if you fill them all you would rapidly empty your fuel stockpile.

Yes, that is the reason.

Steve