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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Gniwu on Today at 01:05:29 PM »
Quote from: Andrew link=topic=13404. msg170131#msg170131 date=1718214962
It is fairly common for several ruins found near each other to be from the same civilisation.  I am usually suprised when I find the first set of ruins which is different from the ones I have already found

Wait, really? I thought they were always one-per-civ currently! Exactly how unlucky have I been??
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Andrew on Today at 12:56:02 PM »
It is fairly common for several ruins found near each other to be from the same civilisation. I am usually suprised when I find the first set of ruins which is different from the ones I have already found
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kiero on Today at 12:54:46 PM »
It is possible.

I have that in my game.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Gniwu on Today at 12:52:16 PM »
It's a completely trivial thing in terms of actual game impact, but I'd love it if it was possible to find more than one ruin from any given civilization.  The only mechanical difference would be that you wouldn't have to decipher their language after doing it the first time around, but that's still just a side show in the grand scheme of things, not a game-breaking advantage.  Having a little corner of your galaxy sprinkled with lost settlements of some forgotten civilization that might at one point have entertained ambitions not entirely unlike your own would be nice and give the game world a more lived-in feel.  Ruin frequency would remain unchanged from current levels, with the generation of another ruin for an existing extinct race (1) in the same system, (2) in a neighboring system, (3) in a system that's two jumps away being increasingly unlikely in that order.
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Skoormits method is the best one.  The reality though is, fighters/parasites of all kinds, are so micro intensive I've just stopped using them.  As AIStar said, its way easier to just use a larger ship with both types of sensors.  You only need to deal with them when they've finished exploring the system or some interrupt happens.  And all you need to do is tell them to transit the jump point to the next system you want explored. 

Same with offensive parasites, micro for all the target selection is already a chore when you have 5 ships, its down right annoying if you have, say 6 squadrons of 4 fighters.  Or even more!  This has gotten better as the game has undergone development.  So its more tolerable now than its ever been.  And it is fun to roleplay so i still do it sometimes.

But if you're looking to minimize micro/clicking fighters are not the way.
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It does, IIRC, the formula is (10)*(# of cargo shuttle bays)*(Racial Tech)

So if you have 10 bays its 100 times the tech in supplies per hour.  Top tech is 5, so at top tech 10 bays gets you 500 supplies per hour. 

If I'm wrong I'm sure someone will correct me.  This is not shown anywhere in game that I can recall but there is a post about it somewhere and I recorded the formula in a spreadsheet I still have (source for this post).
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Yes it does, if I remember correctly.
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Humanity First / Re: Humanity First Comments Thread
« Last post by doublerobz23 on Today at 03:29:30 AM »
Excellent, some more Kurt fiction to enjoy!

An interesting premise and excited to see where it goes.  Some revenge is certainly need against those ambulatory mushrooms.
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The Academy / Re: Fighter strategy
« Last post by Michael Sandy on Today at 02:05:45 AM »
Missile fighters with box launchers can generally do SOME damage.  They may be insufficient to destroy the entire enemy fleet, but they can selectively target ships that would give the rest of the fleet problems.

Whereas if you have insufficient beam fighters to defeat an enemy fleet, you also likely have insufficient to do meaningful damage.

However, you touch on something that I have been struggling with since I first started playing Aurora4x:

In order to deliver decisive victories with fighters you need a huge industrial commitment to fighters and huge investment in carriers as well.  But you aren't going to get such a dominance without fighters proving themselves.  So somehow fighters have to prove themselves in small numbers to justify the overwhelming commitment to them that can make them truly dominant.

The solution I went with was I built fighter factories in my conventional start games to build scouts and picket forces, and I built multislip 1,000 ton shipyards to make grav survey boats that could be converted into mass missile boats.  Capitol ships would have integral hangar bays to support their scout squadrons.  Survey fleets had hangars for maintenance, for carrying pinnaces for jump point scouting, repairing distant survey ships, with jump tenders to act as mobile gates for survey forces.

So when it would come to needing to build a quick force to deal with a suddenly emergent foe, there are all their small carriers/tenders serving the survey forces and fighter factories available to utilize the latest technology, and they could generate victories that thereby justify more overwhelming investment in fighters as a major weapon of war.
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Humanity First / Re: Humanity First Comments Thread
« Last post by Kurt on Yesterday at 07:39:52 PM »

<snip>

Looking forward to seeing how Empire-alien relations work out. I assume hostilities, this is only the first alien race so there is not yet any pressure to form alliances of convenience with less-aggressive aliens against bigger threats, but will the Empire have a sufficient technology and industrial base to fight the inevitable war of conquest?

Also, better crank out those ground units, you'll need a lot more of them if you want to conquer an alien home world...

The Empire is pumping out ground units as fast as it can.  The need for STO's dilutes their eagerness to build up ground forces though.

Excellent. I don't think we've ever had a C# AAR that played out ground combat at the planetary invasion scale so if we get lucky this AAR may break that ground.  ;D

My last Aurora campaign had multiple attempts to take an enemy held world, all of which failed.  I don't think it was a homeworld, though.  I had several problems, although I didn't realize it.  First, I drastically under-estimated the size of the enemy force.  Second, they out-teched me by a fair amount.  Finally, I was just learning the rules, so made some critical mistakes, like misallocating my support units, and classifying artillery support units as "avoid combat".  If I understand things correctly, that drastically reduced their usefulness. 
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