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Topic Summary

Posted by: RougeNPS
« on: March 27, 2021, 10:04:58 PM »

I really cant wait for RP components. I am going to make massive stations with them.
Posted by: xenoscepter
« on: March 27, 2021, 04:36:50 PM »

So ah, I don't mean to be a downer but whats so exciting about 1.13? Actually curious to hear if its a significant 'leap' update cuz I didn't know that.

 - For me the list is as such:

 --- Bug fixes, namely the FCS fix for 1.25x Fire Controls. It's not a big deal, like at all, but it bothers the hell out of me personally, so I'm pumped for that. The bug affecting fighters w/ cryo being unable to unload has also been fixed, which is awesome because I really want to do a super early, no shipyard start where fighters are mankind's first spaceships.

 --- New stuff, namely the Single Weapon Fire Controls. I'm crazy for fighter craft, and this makes Beam Fighters way more viable now, since they are functionally identical to Fighter FCS from VB6, but now I can put them on big ships too! :D The reduced fire Railguns are great, because while I love the big Railguns, the RoF on them is pitiful... the Reduced Size / Reduced Shot versions will fire quicker, which is awesome for me.

 --- The RP components are going to be great, for all kinds of stuff like Habitation, Hydroponics, Recreational Decks (well, sub 100,000 Ton ones anyway... ::)), Grav Decks, and all manner of other cool things. Rahkas will be fixed, and they're the new Spoiler NPR for C#. I've already found them in one game, and then the save bug happened to me. >:( Grrr... so, yeah, looking forward to that one, too.

 --- Passive Missile targeting have been fixed, a new "Fire at Will" FCS option has been added as well as random re-targeting for second stages making Macross Missile Massacres all the more viable and satisfying. I can't wait to make some thermal guided Anti-Fighter Missiles, I suspect they'll end up being quite effective given how "hot" the typically boosted fighter engines are. Buoys have also been fixed, which will be great for my super-early tech no shipyard start, since Geosurvey probes will be very useful now that the buoys will actually stay in orbit.

 --- Ground units now have series based on their actual formation type, instead of all of them being pooled into one. I really like naming units, even the smegty little militias that I have tons of, so this will save me a TON of micro. I can now just make a new formation, call it, say, "Lunar Militia" and the game will just number them for me instead of changing EVERY. SIGNLE. ONE. BY HAND. Wew lad, I'm looking forward to this one for sure. :)

 --- Another thing for my fighter crazed self is that armor will be repaired in hangars and I no longer need shargo cuttle bays to re-supply my parasites with MSP, since the hangars do it now.

 There are so many good changes that I haven't listed, but suffice to say this update is gona be great! ;D
Posted by: Kristover
« on: March 27, 2021, 10:05:22 AM »

Kind of hyped.  Aurora 4x is my favorite sandbox/tinkerer game and I have probably sunk a thousand hours into it over the years as it has progressed and grown.  I just bought War in the East 2 for $79 USD and I would have gladly paid more for this project given the enjoyment I have gotten out of it.  My expectations would have been quite different though for a paid project versus a hobby project.  I'm for tolerant and understanding of bugs and idiosyncratic design choices with hobby projects which I'm getting for free - Cataclysm DDA and Dwarf Fortress are two 'free' projects I greatly enjoy - than I would be for WITE which I have different expectations. 

That being said, I'm really looking for to 1.13.  I'll have to admit I probably played 1.12 less than I did other versions because I found a couple things limiting. The exploration error spam from the refuel, rearm, and overhaul bug was a bit aggravating but also given my like for the ground game and creating large amounts of ground support fighters, the STO and Surrender bugs also were problematic.  I had in my big 1.12 campaign a particularly xenophobic and militant NPR whose occupying their colonies was a huge chore.  I've also yet to encounter Rahkas.  These are things that are going to be addressed in 1.13 which matter more to me than the new features.

End of the day, I check in here to see 1.13 news because I will clear a weekend to get a new campaign started once it drops and I don't plan on starting anymore 1.12 campaigns.  That being said, I have LOTS of games to occupy my attention in the meantime so I rather it be ready to go on whatever timeline we're going to get it.  I'll be here regardless :)
Posted by: Nori
« on: March 26, 2021, 10:17:36 PM »

Hype hype hype. I for one am looking forward to 1.13 as it's got a slew of nifty changes.  :)
Posted by: RougeNPS
« on: March 26, 2021, 01:02:39 PM »

Those darn game developers and their Minecraft clones always taking up other people's free time.

This is sarcasm.
Posted by: Vivalas
« on: March 26, 2021, 10:23:18 AM »

Wonder where the hype train engine is... Steve doing some real life stuff ATM?

From reading through his post history it would seem he has recently fallen in love with Valheim
Posted by: TMaekler
« on: March 26, 2021, 02:28:55 AM »

Wonder where the hype train engine is... Steve doing some real life stuff ATM?
Posted by: nuclearslurpee
« on: March 25, 2021, 02:04:48 PM »

So ah, I don't mean to be a downer but whats so exciting about 1.13? Actually curious to hear if its a significant 'leap' update cuz I didn't know that.

It is always a good practice to keep up with the change log, which for 1.13 is found here.

Notable changes include: reduced-size railguns for fighters, miscellaneous components for RP purposes, repair shipyards, better Real Stars names to reduce Gliese/WISE spam, fixes for second-stage missile targeting, import/export for event colors and export for medals, square-root research costs to make large components and ground HQ units more viable, and of course the usual slew of bug fixes including a fix for Rakhas so we can actually play with them now.
Posted by: Borealis4x
« on: March 25, 2021, 01:52:11 PM »

So ah, I don't mean to be a downer but whats so exciting about 1.13? Actually curious to hear if its a significant 'leap' update cuz I didn't know that.
Posted by: xenoscepter
« on: March 24, 2021, 07:18:04 PM »

 - I need it! :-[
Posted by: RougeNPS
« on: March 12, 2021, 12:46:20 AM »

Need those fluff modules so I can put brigs, coffee machines, and Earl Grey tea dispensers on my ships. As for the ETA here's hoping it's soon.

I want them for Gigastructural Engineering purposes. I will build habitats the likes of which this forum has never seen! (Because i am not at all adverse to using SM mode to fudge the numbers for insane and stupid megaprojects for my own amusement.)
Posted by: Vastrat
« on: March 02, 2021, 03:22:12 PM »

Need those fluff modules so I can put brigs, coffee machines, and Earl Grey tea dispensers on my ships. As for the ETA here's hoping it's soon.
Posted by: Jorgen_CAB
« on: March 02, 2021, 06:32:35 AM »

- I can't wait to use the new custom RP fluff modules to make "Hydroponics", so I can finally in good conscience set my multi-year commercial ships to just 3 months of Deployment and RP it as just being the stores.

I always just imagined they were on shifts, doing fly in fly out work.

 - When you're 4 jumps from the nearest inhabited system and surveying on a 36 month deployment... that doesn't work so well...

Are you talking about military ships now or what as survey equipment is military and for those I see no problem as you need to add actual deployment time for those so they already have all the necessary facilities to deploy for that time?

There always are the possibility to deploy recreation stations/ships and have shuttles going from them as well, depend on how much RP you are doing I guess.

There also is a possibility to increase the deployment for commercial ships as well... I sometimes do that, especially on support ships for example.
Posted by: xenoscepter
« on: March 02, 2021, 05:55:58 AM »

- I can't wait to use the new custom RP fluff modules to make "Hydroponics", so I can finally in good conscience set my multi-year commercial ships to just 3 months of Deployment and RP it as just being the stores.

I always just imagined they were on shifts, doing fly in fly out work.

 - When you're 4 jumps from the nearest inhabited system and surveying on a 36 month deployment... that doesn't work so well...
Posted by: Jorgen_CAB
« on: March 02, 2021, 05:07:40 AM »

- I can't wait to use the new custom RP fluff modules to make "Hydroponics", so I can finally in good conscience set my multi-year commercial ships to just 3 months of Deployment and RP it as just being the stores.

I always just imagined they were on shifts, doing fly in fly out work.

This is pretty much my understanding of how commercial or civilian designs work. Crew are rotated and replaced, supplies are added every once in a while. In some campaigns I also have shuttles going back and forth between stations and habitable worlds for role-playing crew replacement etc...