Aurora 4x
VB6 Aurora => Aurora Chat => Topic started by: CharonJr on January 27, 2016, 01:20:08 PM
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Hi,
I really like the "Hype" the current LPs for Aurora have created for this great game and try to cover some areas which have not been covered that deeply in those LPs till now.
So if you are interested in taking a closer look at what/how a fairly experienced Aurora player, but complete Youtube noob is doing, feel free to take a look at my LP here
And I have to admit that playing while trying to explain things is fairly hard, especially if English is not your native tongue. So I will try to get a second recording done either by today or tomorrow going over some of the points once again - and this time with a (hopefully) better microphone.
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1st ;).
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Episode #2 is up:
Got up to construction of the first ship.
Played around with tons of settings, but the sound still sucks - since it is louder now it sounds even a bit worse I am afraid, sorry... ;)
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Sound is fine too me.
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#3 is out now, and will most likely need another one before getting into the real game ;)
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Hi,
just uploaded episode #4 of my LP Aurora, main points:
- use of/for orbital habitats
- missile design
- shipyard modification
- building/setting up the starting fleet/PDC
Link:
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Hi,
Episode #5 is up, major topics are
- commanders/skills/ranks
- task forces
- fleet training
- construction priorities
Link:
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Yeah, finally got the clock starting to run ;)
Major topics: ship production/shipyards, teams, research, assigning fighters/FACs to carriers, exploring Sol, establishing a colony on Luna, discovery of the first 2 new star systems
Link:
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And the next episode of my LP/tutorial mix is up, starting to turn more into a LP now:
Major topics: (dealing with) financial problems, a new colony on Mars with me killing off some colonists by mistake ;), finding a habitable planet, benefits of a multi-race start on Earth
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Episode #8 is up:
Fitting in nicely with the theme set by XCom2 the BIG spoilers (or at least their harbinger) appeared in a system right next to Sol. With tech at around the Ion-Level this might get interesting (which is a euphemism if I ever heard one).
And our fellow Earthlings are happily sacrificing their fleets to what is most likely some other spoilers in another system...
Main Topics: continue slashing expenses, use of neutral population, Chinese and US ships getting slaughtered in Berlin, Spoilers in Munich
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Episode #9 is up:
Yeah, more hostile aliens around Earth...
Major Topics: using/moving teams, intel screen, building/deploying a sensor buoy, prebuilding components (and forgetting to use them and reassigning the construction ;) )
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2029 (year 4) - Invader scout in Sol, visiting the slaughterhouse of Berlin
Major Topics:
•more about alien ruins (exploitation/construction units)
•building/using troop transports
•military organisation (HQs)
•civilian mining
•thoughts about salvaging
Link: https://youtu.be/4phvfD56nKA (https://youtu.be/4phvfD56nKA)
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Bracket the youtube links in
[youtube][/youtube]
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Ah, thx, wondered how the first one happened up there :)
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Fuel starting to get low, having lost the only civ freighter to a ramming Invader scout does not help here. But at least the minerals in Berlin look very nice.
Link:
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Let's Play #12 - 2031: Wormhole moved and a new Invader scout visits Sol
Major Topics (other than being afraid of an imminent Invader attack):
•use of the "Show all Pop" button in fleet orders
•faster salvaging by using more than 1 Transport
•preventing downloading research data to the wrong planet
•uses for the "send message" order
Link:
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Managed to get 50% of my fleet traped in a gateless system, building a crappy/slow gatebuilder to get it out again.
• uses for "loot" from salvaging
Link:
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Civ shipping lines resolved our wealth crisis.
Major topics:
•trade goods from colonies
•more about ruins
•diplomancy/diplomatic rating
•vanishing scientists due to salvaging/gaining tech from ruins
Link:
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Fuel Crisis and stealing civilian fuel harvesters
Major topics:
•stealing civilian fuel harvesters
•fuel harvesting
•terraforming
•overhaul/build orders blocking fleets/taskforces
Link:
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Precursors at the gate of a nice col cost 0.03 planert, and my poor ship that found them tries to escape via the gate jumping into their system.
Major topics:
• running from the Precursors
• fleet/fuel logistics
• OH at work keeping crew morale up
Link:
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LP #17: 2037 - Found the Precursors (they found us)
Major topics:
• sensors not working inside Hangars
• luring the Precursors into range
• using Spacetime-Bubble
• ramming attempts due to being out of weapons
• musings about jump point/gate assaults
Link:
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LP #18: 2038/39 - Still waiting for the Invaders
Major topics:
•upgrading ships
•PD fighter (railgun would yield 1 additional shot, so would be better than gauss at current tech)
•using class design summary view to calculate to hit chances
•using fighter factories to build ship components
•medals
Link:
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LP #19: 2041/2042 - Found an Invader wreck (salvaged the wreck for some nice components)
Major topics:
•our fleet should be able to stand up vs. a small Invader fleet now (after refits are completed)
•Duranium shortage and trying to deal with it
•Civ transports scouting Hamburg (and they have 100+ ships now)
Link:
Fairly short episode here since I want to take a closer look at the remake of Master of Orion (early access) and the turns here are taking a LONG time now ;)
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Let's Play #20: 2043/2044 - Fleet moved to the wormhole and destroyed 2 Invader gatebuilders
Major Topics:
•Mining tech 20 helps with the Duranium crisis together with expanding/relocating the mining operations
•Epsilon shields found in the ruins yielding nice tech (shields + fuel consumption)
•3 wrecks in Würzburg System (lvl8 nebula)
Link:
PS: Oh, and 1 civ shipping line has 120+ ships now (19 years into the game)
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Let's Play #21: 2045 - Hostile Aliens showing up in Berlin
Civ freighters are destroyed, with 50% of the fleet in overhaul the wormhole fleet heads to Berlin.
Major Topics:
•preparing to upgrade to Magneto-Plasma drives
•prebuilding fighter hulls for sensors/engines
Link:
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Let's Play #22: 2045 - Lost the fuel harvester fleet (but replaced it)
Major Topics:
•stolen fuel harvesters vanish when the civ shipping line upgrades them (and the fleet they belong to vanishes as well - so integrating them into your fleet is a big NO NO)
•interrogating prisoners
•salvaging wrecks in Berlin
•new AMM
•ship repairs
Link:
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Let's Play #23: 2046 - Dealing with a small Sadurni Incursion into Berlin
Major Topics:
•Refitting the fleet
•Having fun with large lasers/FACs while guarding a jump Point
•Building a new Corvette for moving into the nebula (10 armor, 1 25cm spinal laser with a ROF of 20)
•Found a 60% missile/kinetic anomaly (sadly no ruín)
Link:
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Let's Play #24: 2047 - Chasing Invaders
after they have destroyed a couple of our civ ships
Major Topics:
•using gauss PD and beam FACs vs. Invader warships
•new search & rescue fighter design
•avoiding being ramed
•gaining crew grade points from being hit
Link:
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Just a quick update, I am still playing, but the game was slow as hell.
Yesterday I finally had enough and deleted 50% of the civilian ships and the numerous Spoiler race (since with my heavy fighters moving at 25k and having a beam range of 380k they are no challenge at all and just slow down the game and give trouble to the NPRs).
Currently I am still building up to an invasion of the Sadurni, but I think I will put in one episode concerning the buildup before launching it.
With the tons of techs gained from destroyed and salvaged Sadurni ships I am constantly upgrading ships, I think there are ships of 3 different tech levels in the fleet now (Magneto Plasma to Magneto Fusion), and minerals are becoming a huge problem again, as is money.