Aurora 4x

C# Aurora => Development Discussions => Topic started by: TheRowan on October 31, 2019, 05:23:33 PM

Title: Calming the shakes
Post by: TheRowan on October 31, 2019, 05:23:33 PM
While we're waiting for C# Aurora, what is everyone playing to scratch that insanely-detailed-simulation itch?

For me, it's Rule the Waves 2, and Children of a Dead Earth... Both have ship designers detailed enough to match Aurora, but the games around them feel quite lacking to me...
Title: Re: Calming the shakes
Post by: Deutschbag on November 01, 2019, 01:44:54 AM
Children of a Dead Earth is amazing fun. Difficult, but very fun.

Other possibilities include Stationeers, if you're into that sort of game -- incredibly complicated electrical and gas systems are possible, along with custom-written logic to maintain it all -- or Command: Modern Air-Naval Operations, which is likewise incredibly complicated. The latter has a new version being released sometime in the near future.

Never have tried Rule the Waves, but I'll have to give it a look.

But god I want so badly to play C# Aurora.
Title: Re: Calming the shakes
Post by: Bughunter on November 01, 2019, 02:53:10 AM
VB Aurora :)

But recently I finally got Hearts of Iron 4 while on sale, and before that was playing modded Xenonauts.
Title: Re: Calming the shakes
Post by: sloanjh on November 01, 2019, 08:22:26 AM
I was playing RtW2 pretty much non-stop since it came out until a few weeks ago.  I've gotten frustrated enough with the lack of stability (e.g. hearing about the issues with fleets spawning on top of each other once they finally solved the scouting force problem) that I put it down for a while.  This board finally convinced me to try Battletech - been playing that for the last week or two.

John
Title: Re: Calming the shakes
Post by: Iranon on November 01, 2019, 10:32:53 AM
VG Aurora, Dwarf Fortress, plotting people's downfall IRL.
Title: Re: Calming the shakes
Post by: Garfunkel on November 01, 2019, 01:04:43 PM
Dwarf Fortress, and Caveman 2 Cosmos mod for CIV4 recently released a new version which has finally squashed the stability issues and lot of the performance issues, so it's a joy to play again. Though I should continue the Conventional War game in VB Aurora to some sort of conclusion before C# comes.
Title: Re: Calming the shakes
Post by: Deutschbag on November 01, 2019, 02:12:48 PM
Caveman 2 Cosmos mod for CIV4 recently released a new version which has finally squashed the stability issues and lot of the performance issues

Really! I might have to look into that again. I used to play that mod religiously, about 6-7 years ago. The latter installments of Civ never really did do it for me, though.
Title: Re: Calming the shakes
Post by: Tikigod on November 01, 2019, 05:19:47 PM
BattleTech with RogueTech mod.
Rimworld with about 80 various immersion mods.
Aurora VB.
The Outer Worlds.
Distant Worlds Universe.

But got to admit, the craving for C# Aurora pretty much dominates.
Title: Re: Calming the shakes
Post by: Father Tim on November 02, 2019, 09:44:40 AM
NetHack
Title: Re: Calming the shakes
Post by: Nori on November 02, 2019, 09:12:35 PM
Well I played Gregtech New Horizons (super tough minecraft mod) for about 12 months. Lately though I've been playing Roguetech. Played a bit of Rise to Ruins, thought about playing Rimworld... Keep meaning to hit up Cracktorio (Factorio) again for a AngelBobs experience... So many games so little time, yet if c# dropped, I'd play only that for months..

:)
Title: Re: Calming the shakes
Post by: Spaceman Spiff on November 09, 2019, 11:21:17 AM
Oxygen Not Included for me--game is brilliant.  Every month or so, I realize I've lost track of Aurora C# development, though, and rush to come here and check for a release with my heart in my throat.
Title: Re: Calming the shakes
Post by: xenoscepter on November 09, 2019, 11:25:34 AM
Oh god, Factorio... I haven't played in months and I still dream of belts.
Title: Re: Calming the shakes
Post by: Mastik on November 14, 2019, 06:03:45 AM
Burned out on Factorio after 4000+ hrs played.  Been playing a little anarchy online.
Title: Re: Calming the shakes
Post by: misanthropope on November 14, 2019, 09:28:47 AM
ever look back at a game and say "huh, i could have gotten a PhD in the amount of time i spent on that?"

yeah, me neither.  *shakes fist at Sid Meier*
Title: Re: Calming the shakes
Post by: Steve Walmsley on November 14, 2019, 12:16:16 PM
I've recently bought Elite Dangerous, so playing that while waiting for C# Aurora :)
Title: Re: Calming the shakes
Post by: Steve Walmsley on November 14, 2019, 12:16:56 PM
ever look back at a game and say "huh, i could have gotten a PhD in the amount of time i spent on that?"

yeah, me neither.  *shakes fist at Sid Meier*

I have 3000+ hours on Civ V. For some reason I just couldn't get into Civ VI though.
Title: Re: Calming the shakes
Post by: Bremen on November 14, 2019, 12:29:35 PM
I've recently bought Elite Dangerous, so playing that while waiting for C# Aurora :)

That's not how it's supposed to work!  ;)
Title: Re: Calming the shakes
Post by: misanthropope on November 14, 2019, 02:34:09 PM
all my hours are on civ1.  i honestly could have died.  got to the point where my civ ritual was to drink a couple cups of coffee before i started playing.  my bladder tearing me away from the computer was how i would work up the initiative to turn the damn thing off.  friends from that era still kid me about "the bladder" as a unit of time.
Title: Re: Calming the shakes
Post by: Hazard on November 14, 2019, 02:43:52 PM
Put a fair bit of time into the Civilization series, but most of it into Civ IV and Alpha Centauri. Not sure why Civ V and VI just aren't working for me.
Title: Re: Calming the shakes
Post by: Tikigod on November 14, 2019, 02:49:02 PM
Put a fair bit of time into the Civilization series, but most of it into Civ IV and Alpha Centauri. Not sure why Civ V and VI just aren't working for me.

Because Firaxis have been dragging the series into a cesspit since Civ IV.

On the bright side, Amplitude are working on their own Civilization-like game now and if their attention to detail from their series of 'Endless' games carries over into that project, then it's going to be something real special. After that hits hopefully Firaxis will stop half-assing future Civ games and finally make their first decent Civ game in over a decade.
Title: Re: Calming the shakes
Post by: boggo2300 on November 14, 2019, 03:11:28 PM
I've recently bought Elite Dangerous, so playing that while waiting for C# Aurora :)

Recently?  I'm so disappointed in you Steve!

(ps don't waste time trading or fighting, get an Asp explorer load it with sensors and fuel, engineer it's jump drive for maximum distance and go exploring!  so much cash when you cum back! enough to buy a whole bunch of other ships for fighting, trading, or passengering when the mood takes you (unless you're like me and never return to habituated space for more than a few minutes to sell data)
Title: Re: Calming the shakes
Post by: Nori on November 14, 2019, 03:57:23 PM
I really really liked Civ5... Except for it's horrid performance. Turn time in mid game became so long I could go get a cup of coffee, read the newspaper (ha) and come back just in time for it to finish. I wasn't even playing the biggest maps either.

Because of that experience, I've not purchased any Fixaris product since (except Xcom2)..
Title: Re: Calming the shakes
Post by: Deutschbag on November 14, 2019, 05:09:33 PM
Put a fair bit of time into the Civilization series, but most of it into Civ IV and Alpha Centauri. Not sure why Civ V and VI just aren't working for me.

Same. Civ V and VI are just too... streamlined and accessible for my tastes. I like depth and complexity, even with the tradeoffs. If there was a Civ IV with hex tiles and perhaps some kind of (soft?) limit on units per tile, plus the unit designer of Alpha Centauri but taken up a few notches, I'd be in heaven.
Title: Re: Calming the shakes
Post by: Scandinavian on November 14, 2019, 07:14:56 PM
Put a fair bit of time into the Civilization series, but most of it into Civ IV and Alpha Centauri. Not sure why Civ V and VI just aren't working for me.

Same. Civ V and VI are just too... streamlined and accessible for my tastes. I like depth and complexity, even with the tradeoffs. If there was a Civ IV with hex tiles and perhaps some kind of (soft?) limit on units per tile, plus the unit designer of Alpha Centauri but taken up a few notches, I'd be in heaven.
That's pretty much Call to Power 2.

(Especially with the mod that lifts the player count cap; playing 64 faction maps makes you have to actually worry about things like two front wars.)
Title: Re: Calming the shakes
Post by: Deutschbag on November 15, 2019, 02:55:46 PM
Hmm, I think I played that game before. It has a square grid, doesn't it?
Title: Re: Calming the shakes
Post by: Hazard on November 15, 2019, 05:34:09 PM
Yup. Also pretty old; think it's a mid 2000's game.

Has a few interesting mechanics though, and it wasn't afraid to go past the modern era into some truly speculative future technology, or take on some distasteful subjects like slavery right on the chin.
Title: Re: Calming the shakes
Post by: xenoscepter on November 15, 2019, 09:59:21 PM
My biggest gripe with the Civilization series is the fact that the AI will NOT respect borders. In Civilization: Revolution on the Nintendo DS and in Civilization III for PC, the AI thinks absolutely nothing of crapping out a city right next to yours... unless their is a Cultural Border... which is dumb. Irritates me to no end. It's MY continent dammit all!
Title: Re: Calming the shakes
Post by: Tikigod on November 16, 2019, 09:15:13 PM
My biggest gripe with the Civilization series is the fact that the AI will NOT respect borders. In Civilization: Revolution on the Nintendo DS and in Civilization III for PC, the AI thinks absolutely nothing of crapping out a city right next to yours... unless their is a Cultural Border... which is dumb. Irritates me to no end. It's MY continent dammit all!

Since Civ V Firaxis haven't really bothered with opponent AI with the series. They don't even make the AI able to understand the game rules, instead they just have the AI ignore how game mechanics work and the underlining rules of the game to give some false illusion of challenge but it all falls apart very easily because the AI isn't aware how anything actually works.

Take for example things like unit maintenance, the AI ignores it completely and has the ability to keep spawning units as it decides it wants running their empires at extreme economy deficits with zero repercussion because those rules of the game simply don't apply to the AI.

Civ IV had a lot of rule bending with the AI handling, as do most other games. But the level of shoddiness in how they've implemented it in the games since Civ 5 takes it to a whole other level to the point where it's absolutely laughable that a company is shipping something of that low quality and charging £45-£50 for the game (Even 3 years after release) and £20-£30 for expansions that just throw in more mechanics they never bothered to make the AI understand only making the issue even worse.

When they released the 'Rise and Fall' expansion for Civ 6 they introduced a Loyalty system for cities where unloyal cities could rebel and side with another power. Firaxis made no effort to make sure the AI understood Loyalty was a thing, and so the AI would send settlers over to your borders, plonk down a new city that would instantly be in a state of becoming disloyal, then a dozen turns later would rebel and easily become part of your empire... then the AI would keep repeating it again and again with another settler on your or other empire borders. Spawning magical settlers from the ether and then founding distant cities that could never be kept loyal due to distance, just pumping out free cities for their opponents.

The same goes for unit movement, as long as the units are not observable by a human player then the AI is capable of mini-warping units around the place outside of the players vision.... something Firaxis also tried to implement in XCOM and XCOM2 with mixed results. It worked better in XCOM2, but in their first XCOM attempt it led to all sorts of weird bugs and behaviour such as Aliens teleporting into locations you know they couldn't have come from and in some cases the behaviour transporting aliens mid-mission into locations that are right in front of one of your units if they had a tiny blind spot that the system picked up as "Fog of War", even if you'd have other units go through that spot just a few turns back.

Firaxis have simply become lazy in many areas of their games.
Title: Re: Calming the shakes
Post by: Nori on November 17, 2019, 09:08:26 AM
While I wasn't aware of the AI specifics you talk about, the overall shoddy work pretty much sums up the newer Civ series. Performance in V was so bad (despite otherwise being reasonably fun) and yeah their difficulties are really just how much the "ai" cheats.
Title: Re: Calming the shakes
Post by: sloanjh on November 17, 2019, 09:08:40 AM
I've recently bought Elite Dangerous, so playing that while waiting for C# Aurora :)

Is it a successor to Elite?  How does it compare to Elite/OOlite?

John

PS - Please take care in your response, as it could lead to the loss of untold hours of productivity :)
Title: Re: Calming the shakes
Post by: Steve Walmsley on November 17, 2019, 09:42:53 AM
I've recently bought Elite Dangerous, so playing that while waiting for C# Aurora :)

Is it a successor to Elite?  How does it compare to Elite/OOlite?

John

PS - Please take care in your response, as it could lead to the loss of untold hours of productivity :)

I wasn't aware of Oolite until now :)

I have played a few hours of Elite Dangerous and it is fun but it hasn't grabbed me yet in the same way as the 80s original or the 90s remake. I've been playing Aurora all weekend.
Title: Re: Calming the shakes
Post by: boggo2300 on November 17, 2019, 03:12:25 PM
I've recently bought Elite Dangerous, so playing that while waiting for C# Aurora :)

Is it a successor to Elite?  How does it compare to Elite/OOlite?

John

PS - Please take care in your response, as it could lead to the loss of untold hours of productivity :)

I wasn't aware of Oolite until now :)

I have played a few hours of Elite Dangerous and it is fun but it hasn't grabbed me yet in the same way as the 80s original or the 90s remake. I've been playing Aurora all weekend.

OOLite is basically the original game with lots of mods available

Elite Dangerous is the Elite MMO by the original author, it has the entire galaxy there, all of it, in devastating detail,  like I said before, Explore, explore, explore, some of the sights you will see would render Roy Batty speechless...

I'm about 3000 lightyears from the nearest inhabited system, haven't seen any player or non-player humans in weeks,  but the things I've seen...
Title: Re: Calming the shakes
Post by: Bremen on November 17, 2019, 04:31:32 PM
I've recently bought Elite Dangerous, so playing that while waiting for C# Aurora :)

Is it a successor to Elite?  How does it compare to Elite/OOlite?

John

PS - Please take care in your response, as it could lead to the loss of untold hours of productivity :)

I wasn't aware of Oolite until now :)

I have played a few hours of Elite Dangerous and it is fun but it hasn't grabbed me yet in the same way as the 80s original or the 90s remake. I've been playing Aurora all weekend.

That was basically my experience with Elite Dangerous. There was nothing wrong with it, and I can totally see the appeal of flying around doing stuff in a huge universe, but it never really grabbed me. It's probably one of those "If I was stranded on a deserted island and could only have one game" titles, but for me it has trouble competing with more fleshed out, less sandboxy games.
Title: Re: Calming the shakes
Post by: sloanjh on November 18, 2019, 08:11:36 AM
I've recently bought Elite Dangerous, so playing that while waiting for C# Aurora :)

Is it a successor to Elite?  How does it compare to Elite/OOlite?

John

PS - Please take care in your response, as it could lead to the loss of untold hours of productivity :)

I wasn't aware of Oolite until now :)

I have played a few hours of Elite Dangerous and it is fun but it hasn't grabbed me yet in the same way as the 80s original or the 90s remake. I've been playing Aurora all weekend.

I actually heard of it (Oolite) on the Aurora board - Welchbloke started a thread 10 years ago: http://aurora2.pentarch.org/index.php?topic=1595.0  Wow time flies.  Not sure why I stopped playing it - in the thread I said something about my wrist giving me trouble, although it's hard to be sure because some of the text in the posts in the thread were lost due to the DB corruption a while back.

Thanks to everyone for the feedback on Elite Dangerous - I think the main thing that grabbed me was the camera rotation interface with the little lines to indicate Z on the 2D map; if they didn't duplicate that just right I suspect I'd be less enthused as well.

John
Title: Re: Calming the shakes
Post by: chrislocke2000 on November 18, 2019, 08:40:11 AM
I spent a small fortune on the kick starter for Elite as was super keen to see it produced (I think I have a space station named after me somewhere in the game - CSSE I think, as a consequence. However never managed to get into when it launched as having finally gotten out of Eve did not need yet another time sink. 
Title: Re: Calming the shakes
Post by: MultiVitamin on November 18, 2019, 09:34:00 AM
Honestly Elite Dangerous didn't grab me as much because I like to go inside the ships, explore them and interact with them, and from what I've seen you can really do that in Elite. I've been playing a lot of Star Citizen though, it's really fun and actually a bit more stable now, and the major patches for it always add something new, a new mechanic, a new terrain feature, etc. I always just wind up getting sucked into the game. The most recent update added cave's, FPS mining and a law system, and a previous one added Blackmarket, so I always have fun exploring the caves, mining stuff out, then going to do drug runs and dodge to police to make that sweet aUEC.
Title: Re: Calming the shakes
Post by: Zincat on November 18, 2019, 10:32:58 AM
Started a VB Aurora new game, because I was having the shakes for C# Aurora...
15 years in... and nothing is happening  ;D

I mean literally. 30 systems fully explored and I found nothing. No NPRs, no ruins, no anomalies, no swarm, no precursors,  no invaders (ok, not complaining about this one)

Not a single thing.
Come on game, throw me something  ;D
Title: Re: Calming the shakes
Post by: Deutschbag on November 18, 2019, 02:20:51 PM
Started a new game, because I was having the shakes for C# Aurora...
15 years in... and nothing is happening  ;D

I mean literally. 30 systems fully explored and I found nothing. No NPRs, no ruins, no anomalies, no swarm, no precursors,  no invaders (ok, not complaining about this one)

Not a single thing.
Come on game, throw me something  ;D

And that's when a wormhole opens up right next to Earth.
Title: Re: Calming the shakes
Post by: Zincat on November 18, 2019, 02:43:17 PM
Started a new game, because I was having the shakes for C# Aurora...
15 years in... and nothing is happening  ;D

I mean literally. 30 systems fully explored and I found nothing. No NPRs, no ruins, no anomalies, no swarm, no precursors,  no invaders (ok, not complaining about this one)

Not a single thing.
Come on game, throw me something  ;D

And that's when a wormhole opens up right next to Earth.

Hey at least it woul be "FUN" :P
Title: Re: Calming the shakes
Post by: muzzlehead on December 07, 2019, 08:33:59 AM
I am playing Command Modern Operations, Cataclysm: Dark Days Ahead, Dwarf Fortress and Unreal World to get calm the shakes. . . . .  I need my C# Aurora 4x. . . . . . .   or I need A4x Anonymous. . .  I am Muzzlehead and I am a space porn addict
Title: Re: Calming the shakes
Post by: Deutschbag on December 08, 2019, 05:41:23 AM
How does CMO compare to CMANO? Is it worth the $80 to upgrade?
Title: Re: Calming the shakes
Post by: vorpal+5 on December 08, 2019, 09:43:21 AM
I'm waiting for C# Aurora by playing Stellaris. It is passable. There are many things that just bother me, like the unique station above the system main star (no choice where you put it and if you want to add more on some planets, etc.). The lack of supply for ships (unlimited range) and the very crude planetary based combat ...

But that's still the most complete sci-fi 4X game out there, if you compare to others.

One thing I like though is the flavor some worlds can have. Look at this one:

(http://imageshack.com/a/img921/3804/jAopeJ.jpg)
Title: Re: Calming the shakes
Post by: Profugo Barbatus on December 08, 2019, 01:16:26 PM
I was really into Stellaris since launch, went through the whole 2.0 rebuild and everything eagerly, but the population/tile changes, while super interesting to me, turned me off hard when they launched with all the issues that they did. I'm sure they're fixed 'enough' now, but I just haven't been able to bring myself to go back.

Myself, I've been playing Megamek (with MekHQ) and Halo Reach now that its on PC, good times. Mekamek is giving me a good dose of that fine control fun with my mechlab and the full suite of tabletop rules, running my Merc company. Clantech is still way too OP though.
Title: Re: Calming the shakes
Post by: Deutschbag on December 09, 2019, 04:28:58 PM
Actually, Stellaris' woes are worse than ever at the moment, even though the game's gameplay is in the best place it's ever been. Right now, mechanically, Stellaris is absolutely amazing -- especially if played with mods. However, mid-late game performance issues often render the game nigh-unplayable past a certain point, and moreover, the new launcher that Paradox has implemented on all their games is an absolute dumpster fire. Bugs upon bugs, mod load order breaking without obvious cause, mods failing to appear on the list or spontaneously disappearing, the launcher freezing or crashing or failing to start the game... It's a disaster, and one that has left me unwilling to try to muddle through the innumerable launcher issues to play the game.
Title: Re: Calming the shakes
Post by: Profugo Barbatus on December 09, 2019, 05:01:23 PM
Well, smeg. Good thing there's lots of releases this holiday season. Come tomorrow with Mechwarrior 5 and Boneworks, I should be able to avoid fighting that. I don't think I could play Stellaris without mods, I'm too spoiled with megastructures and gigastructures.
Title: Re: Calming the shakes
Post by: xenoscepter on December 09, 2019, 07:22:25 PM
I'm mostly engaged in Homeworld 1&2: Remastered with the 2.3 Player's Patch Mod. Good Stuff.
Title: Re: Calming the shakes
Post by: Kurt on December 11, 2019, 08:45:11 AM
Actually, Stellaris' woes are worse than ever at the moment, even though the game's gameplay is in the best place it's ever been. Right now, mechanically, Stellaris is absolutely amazing -- especially if played with mods. However, mid-late game performance issues often render the game nigh-unplayable past a certain point, and moreover, the new launcher that Paradox has implemented on all their games is an absolute dumpster fire. Bugs upon bugs, mod load order breaking without obvious cause, mods failing to appear on the list or spontaneously disappearing, the launcher freezing or crashing or failing to start the game... It's a disaster, and one that has left me unwilling to try to muddle through the innumerable launcher issues to play the game.

I haven't had any problems with the new launcher for Stellaris and HOI 4, however, I don't tend to play with a lot of mods, particularly for Stellaris so it's possible the problems are mod related and I just haven't seen them.  I can confirm the mid to late game slow down in Stellaris, though.  It just gets worse and worse, until no matter how determined I am to finish the game I finally give up.  IIRC, Aspec talked about this recently in one of his videos.  He claims Paradox is looking at this issue for the next patch/update, however, he didn't seem very positive that it would be fixed as the slowdown seems to be inherent to the changes they made in the population/planetary production systems.  We'll see.

Kurt
Title: Re: Calming the shakes
Post by: Profugo Barbatus on December 11, 2019, 10:14:28 AM
Man, playing Mechwarrior 5 is making me conflicted on whether my first C# campaign will be a UNSC/Halo campaign, or if I want to do a multi-player empire and get some great houses and star league on.

Also jesus does this game throw vehicles at you like candy, I've probably killed 30+ tanks per mek kill, easily. I'm enjoying it, but its hard to show up to a mek fight fresh enough to actually succeed when you just dealt with a constant wave of armor.
Title: Re: Calming the shakes
Post by: Deutschbag on December 11, 2019, 06:07:45 PM
You know... While from a "Rule of Cool" perspective I understand the appeal of Mechwarrior/Battletech, I find it really hard to suspend my disbelief about a lot of it. Namely, the given tonnages of vehicles versus battlemechs.

For example, a Bulldog heavy tank has a given tonnage of 60 tons. However, even the smallest of mechs, a Flea, is larger than it -- and yet, a Flea's tonnage is given as a mere 20 tons! That's 1/3rd the weight, despite being noticeably larger in both footprint and of course height. Makes one wonder, what the heck are mechs supposed to be made of?

Going by size alone, comparing 'mechs to the average main battle tank, which tips the scales at 50-60 tons, 'mechs ought to weigh in at closer to 100 tons for a light mech, and something like 400 tons for an Atlas.

Maybe that's nitpicky but it just really bothers me.
Title: Re: Calming the shakes
Post by: Cavgunner on December 11, 2019, 06:13:27 PM
Improper scaling has long been one of the cardinal sins of BattleTech, *especially* in the video games.
Title: Re: Calming the shakes
Post by: Deutschbag on December 11, 2019, 06:16:53 PM
Seems that way. Though, to be fair -- it seems to be a sin of science fiction in general.
Title: Re: Calming the shakes
Post by: vorpal+5 on December 12, 2019, 08:55:49 AM
Actually, Stellaris' woes are worse than ever at the moment, even though the game's gameplay is in the best place it's ever been. Right now, mechanically, Stellaris is absolutely amazing -- especially if played with mods. However, mid-late game performance issues often render the game nigh-unplayable past a certain point, and moreover, the new launcher that Paradox has implemented on all their games is an absolute dumpster fire. Bugs upon bugs, mod load order breaking without obvious cause, mods failing to appear on the list or spontaneously disappearing, the launcher freezing or crashing or failing to start the game... It's a disaster, and one that has left me unwilling to try to muddle through the innumerable launcher issues to play the game.

Weird, I have no issue with it, despite 74 (from a list of 85) mods active?

No, I'm not as you, thinking that the gameplay is incredible. I would have liked more realism and less lazy abstraction. As I said, I regret the lack of supply/logistic, and this horrible 'above the star' unique spacebase in each system, which seems coming directly from a boardgame abstraction.
Title: Re: Calming the shakes
Post by: vorpal+5 on December 12, 2019, 08:57:49 AM
You know... While from a "Rule of Cool" perspective I understand the appeal of Mechwarrior/Battletech, I find it really hard to suspend my disbelief about a lot of it. Namely, the given tonnages of vehicles versus battlemechs.

For example, a Bulldog heavy tank has a given tonnage of 60 tons. However, even the smallest of mechs, a Flea, is larger than it -- and yet, a Flea's tonnage is given as a mere 20 tons! That's 1/3rd the weight, despite being noticeably larger in both footprint and of course height. Makes one wonder, what the heck are mechs supposed to be made of?

Going by size alone, comparing 'mechs to the average main battle tank, which tips the scales at 50-60 tons, 'mechs ought to weigh in at closer to 100 tons for a light mech, and something like 400 tons for an Atlas.

Maybe that's nitpicky but it just really bothers me.

ooooh, I never realized that, and that's blatant indeed! We have 20 tons mechs towering above super heavy tanks ...
The whole paradigm anyway is absurd, if you think of it. Mechs would just be big towering target in real life.
Title: Re: Calming the shakes
Post by: Hazard on December 12, 2019, 12:36:36 PM
To be fair, the idea that a 20 ton mech could tower over an 80 or 60 ton tank is not completely bonkers, the different structure makes that possible. It's just that if that's the case, you are indeed dealing with a much better target as the armour's probably thinner (to cover a greater area) and the mech is much less stable on practically all terrain. In nearly all cases, a tracked or wheeled vehicle is just much more capable for much lower cost.

But, well, Battletech doesn't care, it's mech vs mech combat.
Title: Re: Calming the shakes
Post by: Deutschbag on December 12, 2019, 05:13:11 PM
It would be funny to see a Battletech-inspired subversion of the mech combat genre where mechs are just trounced every time they are forced to engage standard armored vehicles.  ;D
Title: Re: Calming the shakes
Post by: Tikigod on December 13, 2019, 06:28:06 AM
To be fair, the idea that a 20 ton mech could tower over an 80 or 60 ton tank is not completely bonkers, the different structure makes that possible. It's just that if that's the case, you are indeed dealing with a much better target as the armour's probably thinner (to cover a greater area) and the mech is much less stable on practically all terrain. In nearly all cases, a tracked or wheeled vehicle is just much more capable for much lower cost.

But, well, Battletech doesn't care, it's mech vs mech combat.

Exactly this.

You can't just look at size and go "That must be heavier because it's larger". For one, ground vehicles are much more condensed in design where everything is sat within a foot or two of every thing else, Mech design has a lot more "Empty space" with entire sections of their design dedicated to nothing but support capability just to keep the whole thing working optimally (And why depending on the specific Mech certain things like a leg shot are so devastating), with those sections of the Mech only containing the more basics of functionality like actuators and maybe some heat sinks to assist with passive cooling. And these sections make up a good 35-45% of a Mechs total physical 'size' in relation to the rest of the Mechs design.

But even in BattleTech, the heavier ground vehicles often have more protective armour on a single side than a light mech does across all their body. Mechs traditionally have marginally better structural protection behind the armour which kind of makes sense given that traditional ground vehicles are much more tightly compact with their internals with every inch of space being valuable. If one section of a ground vehicle goes, then traditionally everything goes because it's all so tightly contained. And that is the ultimate weakness of the ground vehicle. If it wasn't for that little detail then they would fundamentally be superior to Mechs in most practical ways outside of mobility.

As a Mech has more physical real estate to spread out internal components within a section without having to sacrifice structural protection before the layers of armour if a section of the Mech is taken out then unless there are secondary detonations like ammo explosions, all the Mech loses is that functionality that particular part of the Mechs design provided (And potentially any connected limbs that may also be lost in cases of losing side torsos).

So in a nutshell....

Your average Mech is less susceptible to being completely taken out of a battle from focused fire, it might lose some components and functionality, but it can still be operationally effective to the mission.

Every traditional ground vehicle will quickly crumble when exposed to focused fire. As soon as one side of the vehicles superior protective armour collapses, the entirety of the vehicle is now exposed and likely to explode at the slightest bit of additional damage taken.

And that's likely a large reasons Mechs were invented and put into use. They sacrifice overall protectiveness for introducing multiple layers of redundancy that can be patched up post-operation.

Side note, Mechs do also have some additional benefits in mobility able to traverse some terrain traditional ground vehicles could not due to the difference in locomotion method, traditional ground vehicles are still dragging themselves along the ground and any object in their linear path is a disruption, Mechs move like humans and other animals by taking steps between two points, any obstruction between those two points doesn't matter providing it can step over it and the next step location offers sufficient stability to support the Mech.

Of course mobility is not the same as stability, yes Mechs offer better mobility but they do so by being significantly less stable.
Title: Re: Calming the shakes
Post by: Tikigod on December 13, 2019, 06:49:03 AM
It would be funny to see a Battletech-inspired subversion of the mech combat genre where mechs are just trounced every time they are forced to engage standard armored vehicles.  ;D

Whilst a lot of the video game takes on the series have dialled down vehicles and made them little more than cannon fodder, things like the RogueTech mod for the recent BattleTech strategy game does introduce some of the more disruptive roles of ground vehicles back into the game.

I've lost count on the number of times I've lost a Mech to a ground vehicle that sports enough sheer firepower to take down one of my light mechs or heavily cripple on of my medium Mechs in a single salvo due to the amount of firepower they can bring to the party compared to a typical Mech of similar tonnage.

I have never played the tabletop roots of BattleTech, but given that RogueTech is a effort to reintroduce the elements of the tabletop back into the video game of the same name, I can only imagine such things are also present.
Title: Re: Calming the shakes
Post by: Garfunkel on December 13, 2019, 01:38:44 PM
Are you talking about the justification for the existence of Mechs inside the BattleTech/MechWarrior universe or are you talking about actual reality here?
Title: Re: Calming the shakes
Post by: Tikigod on December 13, 2019, 02:09:21 PM
Are you talking about the justification for the existence of Mechs inside the BattleTech/MechWarrior universe or are you talking about actual reality here?

Within the context of the discussion in the posts before mine.
Title: Re: Calming the shakes
Post by: Profugo Barbatus on December 13, 2019, 10:30:16 PM
Based on my Tabletop experience playing Megamek, tanks can be pretty close to their Roguetech effectiveness, but I find the better awareness in tabletop seems to make them a bit less devastating, harder to land flanking attacks from SRM Carriers.

The big downside tanks face trying to engage mek's in tabletop is the sheer speed of a light mek vs the tank, the tank just can't build up much in the way of movement debuffs to the mek's incoming fire, whereas my light is going to be giving significant malus's to the return fire from the tank just based on speed. In tabletop, vehicles are also exceptionally prone to motive damage, I'd probably say half or more of my armor kills in Megamek are from crew abandoning an immobilized tank, not from an actual through-armor kill that round.

However, I also play and deploy armor, because 4-6 tanks working as a wolfpack and focusing fire can be acquired at the cost of a medium or heavy mek (Vendettes are my usual go to for the AC/5's) and can usually cause serious issue to even an assault mek, forcing constant piloting checks for excess damage per round. I had a pair of Manticores score a round 3 kill on a heavy mek with some lucky PPC fire that all hit the same side torso, piloting skill failure causing it to fall on said torso which finally destroying it by killing the XL engine inside.
Title: Re: Calming the shakes
Post by: Father Tim on December 13, 2019, 11:10:49 PM
The "vehicles are just popcorn" paradigm dates from the earliest days of tabletop BattleTech (CityTech, technically), with the one-inch-hex maps and stand-up cardboard counters.

Back then, vehicles were severely handicapped by being Internal Combustion Engine-only -- meaning that any sort of energy weapon armament was ridiculously inefficent -- and a 2d6 hit location table that meant any damage had a 1-in-6 chance of, at minimum, a mission-kill.  Also an additional 1-in-6 chance of significant movement or firepower impairment.

I expect the computer games have turned down the 'instant kaboom' likelihood a fair bit.
Title: Re: Calming the shakes
Post by: Spaceman Spiff on December 17, 2019, 12:52:57 AM
Just discovered MandaloreGaming on YouTube, who does computer game reviews, and he reviewed Aurora 4X (https://www.youtube.com/watch?v=9xhUGGEnJcU) a couple years ago--y'all familiar with it? Haven't finished it yet, but already wanted to share it, as it's a pretty funny review, and I thought all of you would enjoy it, too.  ;D
Title: Re: Calming the shakes
Post by: xenoscepter on December 17, 2019, 09:32:50 AM
It's a Spiffing Brit!
Title: Re: Calming the shakes
Post by: Noriad on February 11, 2020, 08:13:38 PM
Showcase: Beyond Protocol.

If you are looking for a complex strategy game, there used to be a great game called Beyond Protocol.  It was a persistent universe MMORTS which allowed you to build a huge planet and space empire, featuring very complex design.  You could design planetary buildings, units, naval ships, space ships and space stations.  You could customize these extensively: weapons, radar, armour, engine etc.  You could build colonies much like you build bases in Starcraft, with many different buildings.  You could mine 100+ different minerals and use them for designing armour, weapons etc.  But you could also go to space and build space stations and custom-designed combat ships from small fighters to massive battleships.  And move to different planets and even different star systems to build more colonies.  You could have massive PvP battles with hundreds of units attacking each other in space and on planets. 

short videos showing a large battle in space:
https://www. youtube. com/watch?v=gPGyOxKf010
https://www. youtube. com/watch?v=if6kWjoOeSk

It would have been the perfect niche game except the devs royally messed up game balance.  The learning curve for newbies was too steep, and when the game came out, a handful of aggressive veterans from beta destroyed all the newbies, chasing most of them out of the game.  Technically, the game worked great and it looked great.  But it was a commercial failure and after a few years the servers were shut down. 

The source code was put on Sourceforge and one of the players, SirParadox, revived the game under the name After Protocol, making it available for free for whomever wants to play.  It is mostly peaceful nowadays since there are not that many active players.

Download the game client on www. afterprotocol. com
more info and screenshots on https://www. beyondprotocol. org/
Tutorial series: https://www. youtube. com/watch?v=Mjjs1tnbjn8&list=PLm10QcO_qhG1tt5UKj6jon9JrAKGtHTSC&index=2

More game videos:
https://www. youtube. com/watch?v=OGZwfCq1hE4
https://www. youtube. com/watch?v=fp-3NxicLCg
Title: Re: Calming the shakes
Post by: Tikigod on February 16, 2020, 07:56:44 PM
35 years into another campaign and forced to bench the whole thing (Again) because apparently something to do with a NPR has created what is essentially a infinite micro-step turn cycle.

Currently sat at 35 5-second increments, each taking around 20-30 seconds to tick over, and no end in sight.... maybe if I left the game ticking it all over for a hour it would eventually break out of the NPR trap, but not sure it's worth it..... the need for C# and the hope many of these commonly recurring campaign halters will be circumvented raises another few levels.
Title: Re: Calming the shakes
Post by: Father Tim on February 17, 2020, 06:27:27 AM
Set the increment for 5 seconds, turn on autoturns, and go to bed.  When you come back 8-12 hours later, if the problem has not resolved itself, it's time to check inside the database for fleets stuck on endless loops, two unarmed ships constantly running away from & back towards each other, or ships trying to fire at 0% chane to hit due to ECM, or experience penalties, or jump blindness, or whatever.
Title: Re: Calming the shakes
Post by: Garfunkel on February 17, 2020, 12:45:07 PM
Yeah what Father Tim said. If you can, leave your PC running while you're at work or at sleep (or both!). I've never had a game collapse due to the 5-sec hell - I've always got through them eventually. Rather, I've always run into other bugs that wipe out the campaign - but I also stopped having NPRs at game creation to minimize the risk of that.
Title: Re: Calming the shakes
Post by: Bremen on February 17, 2020, 01:43:26 PM
If you ask Steve for the designer password you can fix most infinite loops by loading up the NPR under spacemaster and deleting the offender. Just be warned that messing around with the NPRs excessively can cause new game ending problems.
Title: Re: Calming the shakes
Post by: GodEmperor on February 21, 2020, 04:28:38 AM
Im legit more hyped for C# Aurora than i had ever been for any game...
Cant frakking wait \m/
Title: Re: Calming the shakes
Post by: Tikigod on February 21, 2020, 12:09:17 PM
Im legit more hyped for C# Aurora than i had ever been for any game...
Cant frakking wait \m/

Indeed, for the last few weeks Aurora is pretty much the sole thing I have been playing beside some side excursions with RogueTech.

C# Aurora is probably the most anticipated thing on my radar this year, really hope Steve doesn't run into any major problems that make Steve think the March soft deadline impractical, as given the bugs and issues run into with VB Aurora some of which can bring campaigns to a halt then anythink beside constant game breaking bugs in C# would be perfectly liveable.
Title: Re: Calming the shakes
Post by: GodEmperor on February 22, 2020, 08:06:59 AM
Well i dont get hyped for games in general.
I dont know the release dates, i dont care about new things that are about to come out, i just play them after they come out.
I was always like that.

But for C# Aurora im watching the calendar like a frakking hawk.
Title: Re: Calming the shakes
Post by: Garfunkel on February 23, 2020, 05:32:14 PM
I'm going to write out the campaign medals for my first C# game, their names and qualifications since those are all published by Steve.
Title: Re: Calming the shakes
Post by: Froggiest1982 on February 23, 2020, 08:38:53 PM
Im legit more hyped for C# Aurora than i had ever been for any game...
Cant frakking wait \m/

Indeed, for the last few weeks Aurora is pretty much the sole thing I have been playing beside some side excursions with RogueTech.

C# Aurora is probably the most anticipated thing on my radar this year, really hope Steve doesn't run into any major problems that make Steve think the March soft deadline impractical, as given the bugs and issues run into with VB Aurora some of which can bring campaigns to a halt then anythink beside constant game breaking bugs in C# would be perfectly liveable.

Please rest assured that is most likely impossible as all is in testing now are the diplomacy features. So far none of Steve's previous campaigns have been interrupted by major bugs meaning a quite stable release just full of bugs, many of which being exterminated every playthrough. Hopefully, with a community now more rich and active, we should spot many of them easier and faster than he was doing 5 years ago for instance so even the post-development should go faster than previously; therefore provided with time Steve will fix more bugs and probably just focused adding features/balancing to the game.
Title: Re: Calming the shakes
Post by: DEEPenergy on February 24, 2020, 08:55:06 AM
This is my #1 hyped unreleased game. I can't wait to play it. It scratches such a specific gaming itch...
Title: Re: Calming the shakes
Post by: roug on March 10, 2020, 08:26:45 AM
I am not going to play Aurora non-C# version. 

So i use time on a little fun game called Space Haven thats in alpha stage (supportet it on kickstarter) its Rimworld in space type of game.
Title: Re: Calming the shakes
Post by: Froggiest1982 on March 10, 2020, 04:52:13 PM
I am currently on betting sites trying to figure if the end of the world is closer than the aurora C# release...it's a tough one.
Title: Re: Calming the shakes
Post by: Bughunter on March 10, 2020, 05:15:21 PM
I went to the supermarket and people were fighting over toilet paper and canned food, I figured C# release must be imminent and I somehow missed it. Wasn't planning to isolate myself at home until end of March.
Title: Re: Calming the shakes
Post by: backstab on March 11, 2020, 04:05:53 AM
I went to the supermarket and people were fighting over toilet paper and canned food, I figured C# release must be imminent and I somehow missed it. Wasn't planning to isolate myself at home until end of March.

Lol ,,, you must live in Melbourne then
Title: Re: Calming the shakes
Post by: Tikigod on March 11, 2020, 09:00:01 AM
I went to the supermarket and people were fighting over toilet paper and canned food, I figured C# release must be imminent and I somehow missed it. Wasn't planning to isolate myself at home until end of March.

Lol ,,, you must live in Melbourne then

Similar is happening in the UK, except here it's toilet paper and hand sanitiser.
Title: Re: Calming the shakes
Post by: Nori on March 11, 2020, 06:48:33 PM
My wife couldn't buy any black beans.. She had to get pinto beans and my daughter was sad (until she realized pinto beans are good to).
Title: Re: Calming the shakes
Post by: GodEmperor on March 13, 2020, 09:51:16 AM
I hope this frakking corona bullsmeg wont have anything to do with C# release.

Its frakking irritating enough that i cant go to library and gym, losing C# would be too much.
Title: Re: Calming the shakes
Post by: Bughunter on March 16, 2020, 07:14:23 AM
I hope this frakking corona bullsmeg wont have anything to do with C# release.

Quite the opposite when Steve is locked up at home.

I'd like to say thanks to the guy who took one for the team here. The plan to keep Steve from going off in his new RV instead of staying at home working on C# was elaborate and required careful timing. Sending someone off to China to eat raw bat and cause global travel restrictions was no easy choice, but it had to be done.