Aurora 4x
New Players => The Academy => Topic started by: Erik L on November 13, 2007, 10:14:22 AM
-
Ship Creation
Ship creation is as much an art as a science. Clich?, I know, but accurate. You?ll need to have a basic plan for your ships before you start.
Ask yourself these questions.
1. What is my best weapon system?
2. What is my second best weapon system?
3. What is my longest range weapon system, both in fire control and weapon?
4. Do I have point defense class weaponry (5sec rates of fire)?
5. What are my sensor techs at?
6. For my survey ships, do I want them jump capable or not?
7. What is my best survey type, both grav and geo?
8. Can I build specialized ships, fuel harvesters, gate construction ships, troop transports, carriers, asteroid miners, terraformers?
9. What is my favored mix of weaponry, missile heavy, beam heavy?
10. Can I build multi-role ships?
11. What is the largest size I can build in my yards?
12. What is my best defense?
13. Can I build parasites and parasite carriers?
Once you?ve thought through these areas, you should have an idea of what ships you can build. I?ll list my answers to these questions based on the tech I have available to me now.
1. 25cm plasma carronade. Sadly, only recharge 1. 80 second fire rates.
2. 12cm railgun. 40k range, 30 ROF.
3. Missile control is 400k km. Max beam fire control is 80k km. Max beam weapon is 60k km.
4. No.
5. Very low, except active scanners.
6. Preferably. Might not be doable below 6000 ton.
7. Standard Grav/Improved Geo.
8. Gate Construction ships, terraformers.
9. Dedicated missile ships, dedicated escorts, dedicated beam ships.
10. Not viable with current tech.
11. 2x 9000 ton yards with 4 slips, 2x 7000 ton yards with 6 slips, 1x 5000 ton yard with 1 slip, 2x 4000 ton yards with 3 slips.
12. Alpha 150/8 Shields. High Density Duranium armor.
13. Parasites, no. Carriers, yes.
Now that I have a base idea of what my capabilities are, I?ve decided on the following. Survey ships, geo and grav, jump capable, aiming for 6000 tons (jump drive limit, next larger size is 7500). Missile ship in the 7000 ton range. Beam escort in the 5000 ton range. Cargo/Colonizer in the 9000 ton range (not jump capable). Capital ship, mixed beam/missile in the 9000 ton range. Scout in the 4000 ton range.
I finalize on the following designs. Please note these designs are from a couple versions of the game earlier. The only fundamental change is how armor works.
Geode class Survey Ship 6000 tons 515 Crew 1508 BP TCS 120 TH 30 EM 0
1041 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 8/0/0/0/10 Damage Control 0-0 PPV 0
Replacement Parts 5
J6000(3-50) Jump Drive Max Ship Size 6000 tons Distance 50k km Squadron Size 3
Nuclear Thermal Engine E8 (5) Power 25 Efficiency 0.80 Signature 6 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 89.9 billion km (1000 days at full power)
Thermal Sensor TH1-8 (1) Sensitivity 8 Detect Signature 100: 0.8m km
Improved Geological Sensors (5) 10 Survey Points
This design is classed as a non-combatant for maintenance purposes
Stellar class Survey Ship 6000 tons 515 Crew 1258 BP TCS 120 TH 30 EM 0
1041 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 8/0/0/5/0 Damage Control 0-0 PPV 0
Replacement Parts 5
J6000(3-50) Jump Drive Max Ship Size 6000 tons Distance 50k km Squadron Size 3
Nuclear Thermal Engine E8 (5) Power 25 Efficiency 0.80 Signature 6 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 89.9 billion km (1000 days at full power)
Thermal Sensor TH1-8 (1) Sensitivity 8 Detect Signature 100: 0.8m km
Gravitational Survey Sensors (5) 5 Survey Points
This design is classed as a non-combatant for maintenance purposes
Lexington class Missile Frigate 4000 tons 410 Crew 557 BP TCS 80 TH 30 EM 150
1562 km/s Armour 1 Shields 5-150 Sensors 8/0/5/0/0 Damage Control 1-1 PPV 16
Magazine 200 Replacement Parts 5
Nuclear Thermal Engine E8 (5) Power 25 Efficiency 0.80 Signature 6 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 67.5 billion km (500 days at full power)
Alpha R150/8 Shields (5) Total Fuel Cost 40 Litres per day
Missile Launcher 04-040 (4) Missile Size 4 Rate of Fire 40
Missile Fire Control S01-040 (1) Range: 400k km
Class 4 (50) Speed: 7,000 km/s Endurance: 33 secs Range: 231k km Warhead: 2 Size: 4
Thermal Sensor TH1-8 (1) Sensitivity 8 Detect Signature 100: 0.8m km
Active Sensor MR11200-R40 (1) GPS 1120 Range 11.2m km Resolution 40
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Strength 100: 0.5m km
Spruance class Destroyer Escort 5000 tons 425 Crew 551 BP TCS 100 TH 30 EM 300
1250 km/s Armour 1 Shields 10-150 Sensors 1/0/0/0/0 Damage Control 1-1 PPV 20
Replacement Parts 5
Nuclear Thermal Engine E8 (5) Power 25 Efficiency 0.80 Signature 6 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 54.0 billion km (500 days at full power)
Alpha R150/8 Shields (10) Total Fuel Cost 80 Litres per day
Quad S&W 100mm Laser Cannon Turret (1x4) Range 20,000km TS: 10000 km/s Power 12-4 RM 2 ROF 15 3 3 0 0 0 0 0 0 0 0
Fire Control S04 10-9600 (1) Max Range: 20,000 km TS: 9600 km/s 50 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 AR-0 P20 (1) Total Power Output 20 Armour 0 Exp 5%
Active Sensor MR56-R0.2 (1) GPS 5.6 Range 56k km Resolution 0.2
Enterprise class Cruiser 8800 tons 850 Crew 1334 BP TCS 176 TH 66 EM 300
1562 km/s Armour 1 Shields 10-150 Sensors 8/5/5/0/0 Damage Control 1-1 PPV 26
Flag Bridge Magazine 400 Replacement Parts 10
Nuclear Thermal Engine E8 (11) Power 25 Efficiency 0.80 Signature 6 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 61.3 billion km (454 days at full power)
Alpha R150/8 Shields (10) Total Fuel Cost 80 Litres per day
25cm C1 Plasma Carronade (1) Range 80,000km TS: 2400 km/s Power 16-1 RM 1 ROF 80 16 8 5 4 3 2 2 2 0 0
Twin R3/C1 Meson Cannon Turret (1x2) Range 30,000km TS: 10000 km/s Power 6-2 RM 3 ROF 15 1 1 1 0 0 0 0 0 0 0
Fire Control S04 40-2400 (1) Max Range: 80,000 km TS: 2400 km/s 88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 AR-0 P20 (1) Total Power Output 20 Armour 0 Exp 5%
Missile Launcher 04-040 (2) Missile Size 4 Rate of Fire 40
Missile Fire Control S01-040 (1) Range: 400k km
Thermal Sensor TH1-8 (1) Sensitivity 8 Detect Signature 100: 0.8m km
Active Sensor MR112000-R80 (1) GPS 11200 Range 112.0m km Resolution 80
Grav Pulse Detection Sensor GPD1-5 (1) Sensitivity 5 Detect Strength 100: 0.5m km
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Strength 100: 0.5m km
Fletcher class Freighter 7750 tons 445 Crew 664 BP TCS 155 TH 60 EM 0
1612 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0/0 Damage Control 0-0 PPV 0
Cargo 25000 Cargo Handling Multiplier 50 Replacement Parts 5
Nuclear Thermal Engine E8 (10) Power 25 Efficiency 0.80 Signature 6 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 174.1 billion km (1250 days at full power)
This design is classed as a freighter for maintenance purposes
Ark class Colony Ship 7750 tons 470 Crew 1114 BP TCS 155 TH 60 EM 0
1612 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0/0 Damage Control 0-0 PPV 0
Colonists 50000 Cargo Handling Multiplier 50 Replacement Parts 5
Nuclear Thermal Engine E8 (10) Power 25 Efficiency 0.80 Signature 6 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 174.1 billion km (1250 days at full power)
This design is classed as a freighter for maintenance purposes
Coontz class Scout Frigate 3800 tons 300 Crew 573 BP TCS 76 TH 42 EM 300
2302 km/s Armour 1 Shields 10-150 Sensors 8/5/5/0/0 Damage Control 0-0 PPV 0
Replacement Parts 5
Nuclear Thermal Engine E8 (7) Power 25 Efficiency 0.80 Signature 6 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 142.1 billion km (714 days at full power)
Alpha R150/8 Shields (10) Total Fuel Cost 80 Litres per day
Thermal Sensor TH1-8 (1) Sensitivity 8 Detect Signature 100: 0.8m km
Active Sensor MR112000-R80 (1) GPS 11200 Range 112.0m km Resolution 80
Grav Pulse Detection Sensor GPD1-5 (1) Sensitivity 5 Detect Strength 100: 0.5m km
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Strength 100: 0.5m km
North Carolina class Planetary Defence Centre 34200 tons 3585 Crew 3284 BP TCS 136.8 TH 0 EM 0
Armour 3 Sensors 8/140 Damage Control 0-0 PPV 320
Troop Capacity 5 Divisions Magazine 2400
Quad S&W 100mm Laser Cannon Turret (4x4) Range 60,000km TS: 10000 km/s Power 12-4 RM 2 ROF 15 3 3 2 1 1 1 0 0 0 0
PDC Fire Control S16 60-9600 (1) Max Range: 120,000 km TS: 9600 km/s 92 83 75 67 58 50 42 33 25 17
Pressurised Water Reactor PB-1 AR-0 P20 (2) Total Power Output 40 Armour 0 Exp 5%
PDC Missile Launcher 24-120 (10) Missile Size 24 Rate of Fire 120
PDC Missile Fire Control S04-320 (1) Range: 3200k km
Class 24 (100) Speed: 6,000 km/s Endurance: 62 secs Range: 372k km Warhead: 6 Size: 24
Thermal Sensor TH1-8 (1) Sensitivity 8 Detect Signature 100: 0.8m km
Active Sensor MR112000-R80 (1) GPS 11200 Range 112.0m km Resolution 80
Active Sensor MR56-R0.2 (1) GPS 5.6 Range 56k km Resolution 0.2
Grav Pulse Detection Sensor GPD1-5 (1) Sensitivity 5 Detect Strength 100: 0.5m km
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Strength 100: 0.5m km
This design is classed as a Planetary Defence Centre
This ends Part 3 of the tutorial. Part 4 (http://aurora.pentarch.org/viewtopic.php?t=878) will focus on setting up the homeworld.
-
how do you go from the class design page to getting the class available at ship yards?
-
how do you go from the class design page to getting the class available at ship yards?
Click the shipyard with sufficient capacity. Under the list of shipyards, you will see two areas, shipyard tasks and construction tasks (I think). We are concerned with the middle area here. In the task droplist, select Retool for selected class. Then select the class you wish. If you've not assigned any classes to shipyards yet, click the "Set initial class" button. Of course, adding ships via the Fast OB creation does not rely on shipyards having the necessary classes assigned.
Some of the wording may be a bit different as I'm doing this off memory.
-
And re-reading Tutorial 4, I see I covered that there. I thought I wasn't that senile yet
-
Hmmm. Where did you get the Grav Pulse Detection Sensor?
I found all the others, but couldn't find that one. I'm paranoid. It'll
be the one I couldn't find, that results in my DOOM. Murphy's Law
anyone? Heh.
Eric
-
Hmmm. Where did you get the Grav Pulse Detection Sensor?
I found all the others, but couldn't find that one. I'm paranoid. It'll
be the one I couldn't find, that results in my DOOM. :D ) I'll write new ones.
-
Thanks for the reply. I find I like this game so far. It's delightfully
complex. :)
Eric
-
Hmmm. Where did you get the Grav Pulse Detection Sensor?
I found all the others, but couldn't find that one. I'm paranoid. It'll
be the one I couldn't find, that results in my DOOM. Murphy's Law
anyone? Heh.
The Grav Pulse Detection sensor has been removed and its function (detecting active sensor emissions) has been added to EM sensors.
Steve
-
hi
1st touch to aurora
in class design i see only already made designs
where is new design button???
i can't find it....
-
hi
1st touch to aurora
in class design i see only already made designs
where is new design button???
i can't find it....
It should be at the bottom of the F5 Class screen.
-
hi
1st touch to aurora
in class design i see only already made designs
where is new design button???
i can't find it....
The New button is at the bottom left - see attached screenshot (left-click to expand)
[attachment=0:143y6t1b]newdesign.GIF[/attachment:143y6t1b]
Steve
-
i have done few instalations till now and my f5 screen looks like in the screenshot
that's why i'm a bit confused
-
i have done few instalations till now and my f5 screen looks like in the screenshot
that's why i'm a bit confused
It looks like your screen resolution may be too low and is cutting off the bottom of the window. Aurora requires at least 1280x1024 resolution and higher is better.
Steve
-
thanks for immediete assistance
bad news my laptop screen res is 1440x900 ....can't go to 1024 width ....
-
it seems like i have a problem
i wanted to spend some time with aurora as i like complicated big games // spent lots of time on war in the pacific by matrixgames //
i have nice 17" machine and no hardware in plans for at least 12 months
as it can handle almost anything i can throw in it ....
-
You could always try: 'right-click -> move' on the window and then use the arrow buttons on the keyboard to move it up enough so you can reach the buttons.
Not a pretty workaround, but I think Steve had to fix the widths of the screens because resizing was impractical
-
if it was scrolling it wouldn;t be a problem for me to play ....
but windows are cut off unfortunately .....
-
My laptop uses an ATI Radeon X1200, and here's how I got mine to display more than 1440x900:
I went into my ATI Catalyst Control Center, went to Display Options, and under Display Management Options I selected "List all possible modes (including panning modes)." Then whenever I want to play Aurora I go to Display Properties -> Settings and set my screen resolution to 1600x1200. Afterwards I reset to 1440x900
-
it seems like i have a problem :(. When I was first developing it I was running a dual monitor system with a 1600x1200 main monitor and a second smaller 1028x1024 monitor so the program evolved within those constraints.
Steve
-
i have ati x 1600 and it seems it is a way to go
not very comfortable but at least i can see what's inside aurora
thanks a lot ....
-
I understand no incentive for a non comercial use ....
I thought about scrolling ability at first but if it is not something easy that's certainly not a way to go
i think only few screens have buttons placed very low ...
it looks like a great game
i'm surprised it evolved so far as few minor projects i saw or took part within were dead after about 1-2 years ....
-
i found that forcing panning resolution in graphic card utilities allows me to play more or less comfortable
as i have wide screen in latop 1400x1050 suits me fine