Aurora 4X Discussion Thread

TIL you can't build anything like a warship without trans-newtonian technology. Look at this poor frigate:


Before you ask, no, I can't add Missile FC, Magazine space, or other weapons :D It has 4 useless missiles in box launchers. Cool, huh.
Yeah, I think the only reason conventional start is there, is that you can RP the time before the discovery of the TN tech.
 
Yeah, I think the only reason conventional start is there, is that you can RP the time before the discovery of the TN tech.
Yes... it's kinda cool.

Edit: Also, given the fact that even once you get TN tech you'll still need all the other bits and pieces, it could be fun to slowly but surely get the bits you need. Like... active missile guidance first, so you can shoot your four underpowered missiles :p
 
Last edited:
You have breached the armour (and are now able to do internal damage; however, some armour might still remain).

This also confirms that you're not fighting against one of the spoiler races, precursors.
Edit: And not the swarm, either. They're leaking liquid.
Cool, thanks.

Although... The other race might be Precursors... I never got the 'streaming atmosphere' alert for them as far as I remember. But they had a 'population' and 'ground forces' as well as two planets, so maybe not...
 
...Um. I might have a problem. While the enemy seems to not actually have missiles... They have an uncomfortably large number of ships. I just whacked a half dozen 6250 tonners and now they have a dozen 12500 tonners and 21 6200/6250s coming right behind them.

0.0
Cover your butts, troops...
 
Cool, thanks.

Although... The other race might be Precursors... I never got the 'streaming atmosphere' alert for them as far as I remember. But they had a 'population' and 'ground forces' as well as two planets, so maybe not...


if they drop lifepods, they're an nPr, if wreck only then precursors and if swarm theybdrop nothing.
 
...Um. I might have a problem. While the enemy seems to not actually have missiles... They have an uncomfortably large number of ships. I just whacked a half dozen 6250 tonners and now they have a dozen 12500 tonners and 21 6200/6250s coming right behind them.
This group has gone from tanking hits to knocking down my waves with CIWS and AMMs. This does not bode well for my ships. Hopefully I can punch out the new Borodinos before this group attacks Sol...

Also, apparently sensors are crap because now I can't see the smaller enemy vessels as they're 'too close' or something... *facepalm*
 
Last edited:
...Um. I might have a problem. While the enemy seems to not actually have missiles... They have an uncomfortably large number of ships. I just whacked a half dozen 6250 tonners and now they have a dozen 12500 tonners and 21 6200/6250s coming right behind them.

0.0
Cover your butts, troops...
This is one of the issues with missiles - the logistical concerns. Both due to limited stocks and the cost missiles impose on your economy. That being said, if you're faster than them - hopefully - stay out of their range, run your magazines dry then get out of there - not directly to the jump point, or they might blockade it. A jump point assault is one of the most dangerous situations you'll face.
Also, if they don't have you on active sensors, you can just shut down yours and get out of there.

Also, apparently sensors are crap because now I can't see the smaller enemy vessels as they're 'too close' or something... *facepalm*
This should not happen - there is no mechanic as to smaller vessels being too close. If you're in sensor range, you'll see them even if they're on top of you.
 
This should not happen - there is no mechanic as to smaller vessels being too close. If you're in sensor range, you'll see them even if they're on top of you.
Okay, they popped up really soon after that, possibly subships popping into carriers or something. A different time I was having difficulty getting target lock when they were closing, though, even when I had weapons in the mag and was already shooting them.

Also, if they don't have you on active sensors, you can just shut down yours and get out of there.
Hmm. I'll have to try that sometime. I think I was outside their active circle, but that could have been missile range or something... Plus, they were clocking along at ~4300 km/s while I was doing 701.
 
Say, how do Invaders appear anyway?
There will be a system with an unstable, or strange, wormhole in them. Through these, invaders may arrive. This wormhole may also shift to other systems.

As a recommendation: If you ever see one of the wormholes, leave a warning ship stationed in the system, pull everything back and fortify the hell out of the jump point. Missile pods, beam armed combattants, PDCs on nearby asteroids, whatever. You may be able to survive a way or two that way.
For reference, if I remember correctly, in one of my games I faced a situation like that. I believe I deployed about 2500 short-ranged high-speed ASMs from box launchers against the blinded Invaders. I survived that wave.
Okay, they popped up really soon after that, possibly subships popping into carriers or something. A different time I was having difficulty getting target lock when they were closing, though, even when I had weapons in the mag and was already shooting them.
Getting target lock? With the message of ECM reducing effective targeting range, perhaps? I don't know of any other possible issues.


Hmm. I'll have to try that sometime. I think I was outside their active circle, but that could have been missile range or something... Plus, they were clocking along at ~4300 km/s while I was doing 701.
Say goodbye to your ships, I think. You may have a chance, but it's unlikely. Also, 701km/s is pretty slow.

For a bit more amusement, I'm going to tell you the story of one of my first battles: I had three missile-armed destroyers and one destroyer leader move to a sector where I had detected some enemies previously. They were faster, but I was confident I could take them out - they were mainly a few FACs. Until I was in missile range and detected that a) missiles can't fire in a nebula, and b) the enemy was faster than I was. They did not survive.
 
What's the best way to design a missile defence satellite?

Just curious since I'm thinking of using them as a sort of last line of defence or something.
 
...Do Precursors ever come out of their own system to attack you? Because I'm pretty sure I just started mugging an attack group of theirs.

EDIT: No wait, they opened fire with missiles. So not quite mugging (albeit Size 1 AMMs are fun to use as ASMs.)
 
Last edited:
...Do Precursors ever come out of their own system to attack you? Because I'm pretty sure I just started mugging an attack group of theirs.

EDIT: No wait, they opened fire with missiles. So not quite mugging (albeit Size 1 AMMs are fun to use as ASMs.)
Precursors don't leaver their home system.
 
Watch Enterelyusim's playthrough, he is a example pf why good PD is good. Sure, 1 Size 1 AMM is puny. But 60? 80? 90? All at one? Dont have a competent PD, you will lose ships. Especially since the Precursors are very good at getting about 90 S1 AMM out every 30 seconds. In Fact, I think they can fire quicker than that.
 
Say, what should I use this design for?

Shrike class Missile Defence Satellite 494 tons 2 Crew 59.6 BP TCS 9.88 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6.75
Maint Life 0 Years MSP 0 AFR 98% IFR 1.4% 1YR 2 5YR 36 Max Repair 16 MSP
Intended Deployment Time: 3 months Spare Berths 1
Magazine 79

Size 3 Box Launcher (15) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Missile Fire Control FC47-R83 (1) Range 47.6m km Resolution 83
Strider Anti-ship Missile (26) Speed: 65 600 km/s End: 88m Range: 346.3m km WH: 6 Size: 3 TH: 218/131/65
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes

Or should I wait for advice on making a missile defence satellite?
 
How do you determine if somethings a nebula?
The system map is purple, your maximum speed is restricted in proportion to your armour and it says nebula somewhere.

What's the best way to design a missile defence satellite?

Just curious since I'm thinking of using them as a sort of last line of defence or something.
There are a few ways to do it. The first one is to basically build a missile defense ship without engines, crew quarters or maintenance. Needs shipyards and locally stocked missiles. The second one is to build a very small satellite stuffed with a single reduced-size gauss cannon and fire control. Ideally, you'll be able to fit it into under 500t, making it produceable by your fighter factories. These won't run out of missiles, won't need crew quarters (if you're deploying them on larger colonies) etc. The third, and my favourite one, is to use meson PDCs. Mesons are the only beam weapons which can fire through thicker atmosphere, and while any meson PDC you build early on isn't going to stay effective for long it is, ultimately, extremely cheap and extremely cheap to maintain. My standard design - if I remember the details correctly - was mounting 50 quad meson turrets, a small active sensor and a ton of armour for about 1200BP. If you deploy two or three of these on a planet, the enemy will be nearly unable to kill them without a huge missile alpha strike.


...Do Precursors ever come out of their own system to attack you? Because I'm pretty sure I just started mugging an attack group of theirs.
I believe they may sometimes do so if they see you leaving the system. If not, they will defend the jump point. Did I mention jump point assaults are hell?

EDIT: No wait, they opened fire with missiles. So not quite mugging (albeit Size 1 AMMs are fun to use as ASMs.)
They are fun, but also highly inefficient. There's a reason using AMMs offensively is called sandpapering.

Say, what should I use this design for?

Code:
Shrike class Missile Defence Satellite 494 tons 2 Crew 59.6 BP TCS 9.88 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6.75
Maint Life 0 Years MSP 0 AFR 98% IFR 1.4% 1YR 2 5YR 36 Max Repair 16 MSP
Intended Deployment Time: 3 months Spare Berths 1
Magazine 79
 
Size 3 Box Launcher (15) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Missile Fire Control FC47-R83 (1) Range 47.6m km Resolution 83
Strider Anti-ship Missile (26) Speed: 65 600 km/s End: 88m Range: 346.3m km WH: 6 Size: 3 TH: 218/131/65
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes

Or should I wait for advice on making a missile defence satellite?
First of all, I recommend you use the code tag for designs.
At a first glance, there are a few issue:
  1. It's supposed to be deployed above a planet (maintenance life). Cut the deployment time to 0.00001 months.
  2. You have 26 missiles but 15 box launchers. Cut the magazine space. A box launcher can only reload via maintenance facility (or hangar) anyways, so you store the missiles on the surface, then transfer them once you've fired.
  3. Your ASM has a range of 88mkm, but your firecontrol one of only 47mkm. You should double the range of the firecontrol - remember, the only thing being degraded is your firecontrol (via ECM), so you usually should have a range that's at least equal to your missile range.
  4. Do you have a bridge? If so, remove it. Vessels under 1kton don't need one.
  5. I hope you have a PDC or something with an active sensor so you can actually use them.
As an alternative, you can increase deployment time and maintenance life to ten or twenty years each, greatly reduce the range of the mounted ASMs (5mkm or so) and deploy them around jump points. For 60BPs you get a missile launch platform you don't have to maintain and which --- in numbers --- is able to kill most enemy assaults --- and which you can then rearm with a simple tender design with a hangar bay and magazine.

I also recommend building a sub-500t platform with a small and very efficient engine, long maintenance life and a size-1 active sensor which you can deploy onto any jump point you want to keep eyes on.
 
Eh, same thing (assuming you mean the robot guardians), different words.
They are fun, but also highly inefficient. There's a reason using AMMs offensively is called sandpapering.
Yeah, but one of my enemies that round had a murderblob of ships with massive PD strength (presumably turrets) capable of knocking entire waves of 25 40k missiles and once or twice 40 at a time with no leakers. So you can overkill one ship and then the missiles retarget to something else.
 
How do I remove all the crew quarters? The class designer isn't letting remove the last one.
 
How do I remove all the crew quarters? The class designer isn't letting remove the last one.
You'll never be able to; you need at least one crew quarter. The only influence you can have is via the "Deployment Time", see here for an example, in the upper left of your design window. But with so many box launchers, you'll only have very few crew members anyways, and therefore little savings potential.


Also, the work that's been done to the wiki in the last years is amazing!
 
I think EnterElysium mentioned refits... How do you do those?
1.) Retool a shipyard to the target ship class you want to refit to
2.) Park the ship you want to refit from in orbit over the shipyard
3.) Go to "Manage Shipyards"
4.) On the lower half of the shipyard management menu, select the drop-down box that says "Construction"
5.) Select "Refit to" (you will also see 'Repair' and 'Scrap')
6.) Select the base ship in the "Refit From" box - both class and individual ship
7.) Select the target ship type in the "New Class" box
8.) Create task.
 
Back
Top