Author Topic: Designing own engines and components?  (Read 2670 times)

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Offline The Khan (OP)

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Designing own engines and components?
« on: October 15, 2010, 09:20:58 PM »
Finally I found out how to design engines and no longer have maximal 1 speed.  I am going to complain a little:"Do I have to design every weapon and item from scratch?"

This sounds more tedious than Space Empires 5. . . I dont complain about visual basic, but this seems a bit annoying. . .
 

Offline Sotak246

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Re: Designing own engines and components?
« Reply #1 on: October 15, 2010, 11:15:10 PM »
Yep, you design and research every component.  Personally, I like it this way, don't have to make do with set components but make the ones I want.
 

Offline Erik L

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Re: Designing own engines and components?
« Reply #2 on: October 16, 2010, 12:35:15 AM »
If you start the game you can choose the "pregenerated tech" (I don't recall the exact wording). That will start you off with some tech and components and ships.

Offline The Khan (OP)

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Re: Designing own engines and components?
« Reply #3 on: October 16, 2010, 01:29:27 AM »
If you start the game you can choose the "pregenerated tech" (I don't recall the exact wording). That will start you off with some tech and components and ships.

Well, yes, but I'll still need to generate future components. Well...
 

Offline Brian Neumann

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Re: Designing own engines and components?
« Reply #4 on: October 16, 2010, 07:45:36 AM »
Part of the fun in this game is figuring out how to use the tech you have in new ways.  By designing your own systems and tailoring what you reasearch you can get very different weapon systems using the same basic tech.  With engines for example you do not need to stay with the default strength/expolosion chance.  There is a line of tech reasearch that will allow you to raise/lower the chances, and affect the overall power of your engines.  Do you want to have engines that are 20% stronger, but use fuel 40% faster and have 3 times the chance to explode when they are hit?  It might make the difference between being faster or slower than your oponents, so it might be worth it?  That is just one example of the kind of choices available here.

Brian
 

Offline Charlie Beeler

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Re: Designing own engines and components?
« Reply #5 on: October 16, 2010, 08:07:53 AM »
Not to sound like an ass-----  but had you read the tutorials, wiki, etc it would have been blindingly obvious that Aurora is a "VERY" detail oriented system.  This what most players like about it.  It leads to no stock approaches to problems, no two players will have exactly the same ship designs. etc etc etc
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Vanigo

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Re: Designing own engines and components?
« Reply #6 on: October 16, 2010, 10:44:15 AM »
Aren't the tutorials all broken right now?
 

Offline Charlie Beeler

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Re: Designing own engines and components?
« Reply #7 on: October 16, 2010, 09:19:11 PM »
Aren't the tutorials all broken right now?
They're working, out of date working.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Steve Walmsley

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Re: Designing own engines and components?
« Reply #8 on: October 17, 2010, 12:39:17 AM »
Finally I found out how to design engines and no longer have maximal 1 speed.  I am going to complain a little:"Do I have to design every weapon and item from scratch?"

This sounds more tedious than Space Empires 5. . . I dont complain about visual basic, but this seems a bit annoying. . .

It's nothing to do with Visual Basic. If I had written Aurora in Visual C# 2010, you would still have to design every component. It's an intentional part of the game design. Once you design an engine, or another component, you can use it in multiple designs but if you need an improved engine with better technology you will have to design that. Aurora is for very detailed-oriented players and it won't appeal to everyone. In fact, it probably will only appeal to a small minority :).

Steve
 

Offline The Khan (OP)

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Re: Designing own engines and components?
« Reply #9 on: October 17, 2010, 12:57:57 AM »
Duh, I meant: "Visual Basic and simple graphics are OK, but this tediousness is very annoying."


I play roguelikes, most infamously DORF Fortress, but this is even heavier.
 

Offline Steve Walmsley

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Re: Designing own engines and components?
« Reply #10 on: October 17, 2010, 01:05:10 AM »
Duh, I meant: "Visual Basic and simple graphics are OK, but this tediousness is very annoying."

Sorry, I misunderstood what you meant.

Quote
I play roguelikes, most infamously DORF Fortress, but this is even heavier.

As I said, Aurora is not for everyone. I won't be offended if you don't like it :)

Steve
 

Offline backstab

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Re: Designing own engines and components?
« Reply #11 on: October 17, 2010, 01:34:17 AM »
Duh, I meant: "Visual Basic and simple graphics are OK, but this tediousness is very annoying."


I play roguelikes, most infamously DORF Fortress, but this is even heavier.

DORF Fortress ?  is that like Dwarf Fortress ?
Move foward and draw fire
 

Offline The Khan (OP)

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Re: Designing own engines and components?
« Reply #12 on: October 17, 2010, 04:56:28 AM »
DORF Fortress ?  is that like Dwarf Fortress ?

Lolyes. DORFS.