Aurora 4X Discussion Thread

Oh dear.

A stable wormhole just appeared in the inhabited system of 61 Cygni. Which is connected directly to Sol.

Both my mobile battle fleets and the defence fleet of the colony in the system have been ordered to guard it.
 
Oh dear.

A stable wormhole just appeared in the inhabited system of 61 Cygni. Which is connected directly to Sol.

Both my mobile battle fleets and the defence fleet of the colony in the system have been ordered to guard it.
I wish you luck. What sort of forces are those? (yours I mean)
 
97 ships in total consisting of:
2x 28,000ton Ajax Class Command Ships (Poltova, Potemkin)
24x 8,700 ton Audacious Class Jump Destroyers (armed with 30cm Plasma Carronade instead of missiles)
8x 17,400 ton Duke of York Class Jump Cruisers
1x 43,500 ton Akagi Class Carrier (Junyo)
4x 17,400 County Class Escort Cruisers (Frankfurt, Freya, Gazelle, Hamburg)
2x 17,400 Broadsword Class Heavy Cruisers (Kako, Kinguasa)
6x 8,700 Bristol Class Missile Destroyers
50x Eagle Fighters from Junyo

Also have three PDCs on Arcadia (the inhabited planet).
 
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A request, but what's even the use of fighters?
There are two design possibilities with fighters: Beam armed and missile armed.
Missile armed fighters have the advantage of pushing out the combat distance to your more valuabe ships (the carriers). They are usually able to fire missiles at 50-150mkm and therefore mount box launchers. To survive, they rely not on armour but on the enemy's insufficient range (due to the need to target small targets) and (if necessary) the other missiles missing.
For missile fighters, you want to deploy two or three types of fighters: The actual missile-armed attack fighters (box launchers). An SWACS-type fighter (mounting a giant sensor) to find the target. And possibly tankers if you want to stretch your flight's wings a bit. Usually, you can build all of these from the same components: The SWACS exchanges the box launchers and fire control for sensors, the tanker for fuel tanks. You can look at Steve's NATO vs Soviets campaign to get a feeling for it (starting designs here, an example of what happens if you're outclassed and using fighters here, for a good attack here, though the whole document - at 230 pages - is definitely worth it; also note that this is an old version).
Missile fighters are basically the logical conclusion of the missile doctrine: You are even more logistically challenged, but you have a large advantage in battles.

Beam fighters, on the other hand, aren't generally worth it in my experience. To be effective, they have to cross the enemy anti-fighter missile range (which might be non-existing), then enter the AMM zone. Afterwards, they still have to cross through the enemy beam firing range (since they are probably mounting higher-range and stronger weapons). Against some enemies, they're worth it (and they're quite nice for hunting commercial vessels) but not as a main strike power.
 
Let it be known that I have finally managed to capture an enemy via boarding.

Our righteous Stormtroopers bravely threw themselves across the void and penetrated the enemy vessel, cutting through the crew, gaining their surrender, then interrogating and disposing of the surviving xeno scum.
(for reference, I named my government the Imperium of Man:cool:)

On the downside, it was a meh jump capable geosurvey vessel so whatever.
 
There are two design possibilities with fighters: Beam armed and missile armed.
Missile armed fighters have the advantage of pushing out the combat distance to your more valuabe ships (the carriers). They are usually able to fire missiles at 50-150mkm and therefore mount box launchers. To survive, they rely not on armour but on the enemy's insufficient range (due to the need to target small targets) and (if necessary) the other missiles missing.
For missile fighters, you want to deploy two or three types of fighters: The actual missile-armed attack fighters (box launchers). An SWACS-type fighter (mounting a giant sensor) to find the target. And possibly tankers if you want to stretch your flight's wings a bit. Usually, you can build all of these from the same components: The SWACS exchanges the box launchers and fire control for sensors, the tanker for fuel tanks. You can look at Steve's NATO vs Soviets campaign to get a feeling for it (starting designs here, an example of what happens if you're outclassed and using fighters here, for a good attack here, though the whole document - at 230 pages - is definitely worth it; also note that this is an old version).
Missile fighters are basically the logical conclusion of the missile doctrine: You are even more logistically challenged, but you have a large advantage in battles.
The key to missile fighters is the way sensor resolution works. To get decent range on your main sensors, you need to crank up the resolution. This works great if you're going up against big ships, and it's usually fine against smallish ones, but it leaves you nearly blind to tiny little fighters. And missile fire controls have exactly the same issue. The goal is to sneak into missile range undetected, launch all your missiles, and GTFO. It's incredibly effective.

Beam fighters can't do this, though, since beam weapons have ranges much shorter than the point defense radar that'll spot them no matter how small they are.
 
Hmm. Anyone know what an Error 5 is, and how you can stop it from popping up? Fortunately it only happens when I hit advance time, but it still means I can't do anything in my save.

Also, I think an NPR is trying to rush out JG builders to everywhere, even where my warships are currently sitting on. :/
Nice of them, though.
 
No one knows what an error is just by the number. Post the full text of the pop up and we might be able to figure it out.
 
Error 5 was generated by Aurora
Invalid procedure or argument
Please report to

I don't think the site is necessary, so here you go.
 
I... Ummm... Well, this is awkward and a little odd. How on earth did my enemies manage to colonize Mars without me noticing? o_O

Sensor ranges are poor, yes, but still. Terra has a pretty substantial tracking array, or at least it should be in comparison to my ships, sooo... Yeah. That's never happened to me before.
 
*insert Zealot rage noise from StarCrafts*

"Error in CheckForRuins

Error 3421 was generated by DAO.Field
Data type conversion error"

And it mostly shows up in combat!
 
I... Ummm... Well, this is awkward and a little odd. How on earth did my enemies manage to colonize Mars without me noticing? o_O

Sensor ranges are poor, yes, but still. Terra has a pretty substantial tracking array, or at least it should be in comparison to my ships, sooo... Yeah. That's never happened to me before.
Im sorry, I think that's hillarious. How the hell did that happen.
 
Im sorry, I think that's hillarious. How the hell did that happen.
I think it was just dropping off a handful of Garrison Units... But yeah. How on earth did that happen?


Although I just had a raiding squadron slip through right after a pretty intense fight after a couple years of constant garrisoning of the jump points. Literally, right after, it's been maybe a month after I pulled the group back to unload survivors of my only ship that I lost and there's already a pair of ships ripping apart my civilian shipping!
:rage:
 
Good news, bad news time gents. The good news is that I finally conquered an alien homeworld. The bad news is one of my squadrons is getting reamed by a massive deluge of Size 7 Strength 11 missiles from five enemy 20k tonners. I'm... Not sure what tradeoffs they might have made, as they are spitting out a combined 45 missiles a salvo and go 5000 km/s.o_O
 
5,000 or 50,000? Because if the latter, that either indicates some pretty good engines, or they are very short ranged.
 
Good news, bad news time gents. The good news is that I finally conquered an alien homeworld. The bad news is one of my squadrons is getting reamed by a massive deluge of Size 7 Strength 11 missiles from five enemy 20k tonners. I'm... Not sure what tradeoffs they might have made, as they are spitting out a combined 45 missiles a salvo and go 5000 km/s.o_O
Maybe stuffed em full of sensors?
 
5,000 or 50,000? Because if the latter, that either indicates some pretty good engines, or they are very short ranged.
The ships go 5000 km/s and are twenty thousand tons (for reference, my own ships in that weight class go about half that), the missiles went... Roughly 29000 km/s, I think.

Maybe stuffed em full of sensors?
Yeah, they're Active Sensors are probably better than mine, although I could see their ships that weren't emitting so maybe they are the same as mine... Their missiles were about twice the range of mine, though. If not more.


Fortunately, they seem to have disengaged (for like the third time, how many missiles did those ships have?!), leaving me with one destroyed vessel and one ship with a few craters in it's armor.
 
Jump point defense ships are awesome. "Oh, there goes another scout."
;)

Is there a specific way to make an actual defense station, though? Not just a 'totally not a ship'?
 
Nope, all stations are ships, though maintenance costs are a lot lower on something without engines. In the next version (whenever that is), fleets will have the ability to maintain themselves, which is pretty much what we want for space stations.
 
Still, loading up with thirty Plasma Carronades and parking on a jump point is really effective. Especially when the AI is... Derping and spamming jump gate builders across the galaxy. I must have killed a dozen of the things before they stopped coming...
 
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