Aurora 4x

Off Topic => Off Topic => Topic started by: db48x on April 17, 2021, 12:16:14 AM

Title: too quiet?
Post by: db48x on April 17, 2021, 12:16:14 AM
There have been almost no posts anywhere on the forum this week. How many of you lot are playing the latest Stellaris expansion instead?
Title: Re: too quiet?
Post by: kingflute on April 17, 2021, 02:35:30 AM
It is also approaching deadlines for university dissertations too...
 :(
Title: Re: too quiet?
Post by: kilo on April 17, 2021, 03:39:54 AM
It is also approaching deadlines for university dissertations too...
 :(

At mine, we could have exams and write our final thesis whenever we want. Just study something really unpopular like STEM and everything becomes a bit more flexible. But now back to the topic. My 1.12 game has a few glitches again and I am caught somewhere in between starting a new campaign and waiting for 1.13.
I will be back after it rolls out unless I have some itch in need of scratching.
Title: Re: too quiet?
Post by: Kristover on April 17, 2021, 06:10:43 AM
I’ve played long enough 1.12 that i have encountered the more serious glitches.  I’m waiting for 1.13 and will likely sink hundreds of hours into that build.  In the meantime, it isn’t like I’m lacking for gaming options.  War in the East 2 just dropped and that game is absolute monster that will eat away your free time and scratches the simulation itch. 
Title: Re: too quiet?
Post by: Steve Walmsley on April 17, 2021, 06:21:41 AM
My Valheim addiction is slowing, so I will be back on Aurora soon :)

Title: Re: too quiet?
Post by: kilo on April 17, 2021, 08:16:02 AM
My Valheim addiction is slowing, so I will be back on Aurora soon :)

This might get me banned, but I have to ask it anyway: If a new game in 1.12 would take 2 month, would it end before or after the release of 1.13?
Title: Re: too quiet?
Post by: AJS1956 on April 17, 2021, 08:53:22 AM
I've been watching the volcano in Iceland live on YouTube. Seeing a volcano surrounded by bare hills and mountains with snow on in April got me playing Dwarf Fortress again.  :)

I'll be back to destroying precursors soon enough.

Andy
Title: Re: too quiet?
Post by: Garfunkel on April 17, 2021, 09:05:02 AM
My Valheim addiction is slowing, so I will be back on Aurora soon :)
This might get me banned, but I have to ask it anyway: If a new game in 1.12 would take 2 month, would it end before or after the release of 1.13?
It won't get you banned unless you spam it everywhere!
Title: Re: too quiet?
Post by: nuclearslurpee on April 17, 2021, 10:27:29 AM
My Valheim addiction is slowing, so I will be back on Aurora soon :)

This might get me banned, but I have to ask it anyway: If a new game in 1.12 would take 2 month, would it end before or after the release of 1.13?

If you start a 1.12 campaign, and when 1.13 comes out you're having too much fun in 1.12 to switch right away, that is okay because 1.13 will still be there when you're ready for it. I say start a new game and enjoy.

I feel bad for the people who haven't played Aurora for months because 1.13 was imminent months ago  :'(   :P
Title: Re: too quiet?
Post by: Black on April 17, 2021, 02:32:21 PM
There have been almost no posts anywhere on the forum this week. How many of you lot are playing the latest Stellaris expansion instead?

Yeah, I was spending some time with Stellaris after release of Nemesis. But we still have nuclearslurpee with his Duranium Legion and also Kurt with his Starfire campaign. Garfunkel also resurrected his AAR, so I would say that there is still some quality reading each week.

Maybe it is time to start discussing missiles versus beams or something like that again. Or maybe Steve will spoil us with some new feature for future versions.  ;D
Title: Re: too quiet?
Post by: TMaekler on April 17, 2021, 03:23:24 PM
Of course, everyone is playing Stellaris Nemesis right now  ;D ;D ;D
Title: Re: too quiet?
Post by: nuclearslurpee on April 17, 2021, 07:08:54 PM
Maybe it is time to start discussing missiles versus beams or something like that again. Or maybe Steve will spoil us with some new feature for future versions.  ;D

I've been thinking of doing a campaign/AAR in 1.13 where with multiple player factions so that I control all ship designs I will try some different missile rules and test some mechanics I have in mind. It seems like most complaints about missiles boil down to two things: box launchers being blatantly OP, and AMM storms being disproportionately effective. Additionally I have observed, mainly from fighting NPRs, that full size ASM launchers tend to be quite weak compared to either of these things as it's very difficult to bring sufficient salvo mass to bear particularly in a mixed fleet with AMM and PD ships. My thought is to instead treat box/reduced size launchers as an expected norm for ASMs, but house rule that missile boost is capped at the racial tech level rather than double, i.e., at max tech missiles have 3x boost rather than 6x. This would make beam PD more efficient, AMM PD should not be affected, but would balance box/reduced size launchers as they cannot overwhelm PD so efficiently. I am interested to see how this would work. Slower missiles would also add a better chance of outrunning at long ranges, akin to WW-era torpedoes, which could be an interesting tactical twist although the flip side is with much better fuel efficiency (roughly 28x range for the same E:F ratio) combat ranges become a question of interest.

There, I have contributed, if the forum is still too quiet that is on the rest of your heads now.   ;)
Title: Re: too quiet?
Post by: Nori on April 17, 2021, 07:50:30 PM
My Valheim addiction is slowing, so I will be back on Aurora soon :)

This might get me banned, but I have to ask it anyway: If a new game in 1.12 would take 2 month, would it end before or after the release of 1.13?

If you start a 1.12 campaign, and when 1.13 comes out you're having too much fun in 1.12 to switch right away, that is okay because 1.13 will still be there when you're ready for it. I say start a new game and enjoy.

I feel bad for the people who haven't played Aurora for months because 1.13 was imminent months ago  :'(   :P
Heh, that's me. I haven't played for a while in anticipation of 1.13. But's it's all good, Starsector released a new update so been playing that, Factorio and Mechwarrior Online in between.
Title: Re: too quiet?
Post by: kilo on April 18, 2021, 12:13:41 AM
Maybe it is time to start discussing missiles versus beams or something like that again. Or maybe Steve will spoil us with some new feature for future versions.  ;D

I've been thinking of doing a campaign/AAR in 1.13 where with multiple player factions so that I control all ship designs I will try some different missile rules and test some mechanics I have in mind. It seems like most complaints about missiles boil down to two things: box launchers being blatantly OP, and AMM storms being disproportionately effective. Additionally I have observed, mainly from fighting NPRs, that full size ASM launchers tend to be quite weak compared to either of these things as it's very difficult to bring sufficient salvo mass to bear particularly in a mixed fleet with AMM and PD ships. My thought is to instead treat box/reduced size launchers as an expected norm for ASMs, but house rule that missile boost is capped at the racial tech level rather than double, i.e., at max tech missiles have 3x boost rather than 6x. This would make beam PD more efficient, AMM PD should not be affected, but would balance box/reduced size launchers as they cannot overwhelm PD so efficiently. I am interested to see how this would work. Slower missiles would also add a better chance of outrunning at long ranges, akin to WW-era torpedoes, which could be an interesting tactical twist although the flip side is with much better fuel efficiency (roughly 28x range for the same E:F ratio) combat ranges become a question of interest.

There, I have contributed, if the forum is still too quiet that is on the rest of your heads now.   ;)

Nice try ;)

The problem is simply that you can min/max too much in the game. I thought about creating a topic about limiting the number of weapon hard-points on a ship for all sorts of weapons, but never came up with something useful. The goal was to shift ship and weapons design away from quantity towards quality. With weapons, sensors and shields requiring space ON the hull and fuel tanks, living quarters and stuff like it UNDER the hull.
It ended up being a feature screwing up my ship designs. Ending up with small beam pd escorts and warships of smaller size. What is the point of a death star if it brings only very few guns per tonnage.
Title: Re: too quiet?
Post by: Froggiest1982 on April 18, 2021, 01:07:02 AM
For what I want to do next I need the planetary occupation forces fixed.

Also the potential fix on 2nd stage mines will play well with my new setup.

Still playing but mostly much less pressure and just trying new races setup.
Title: Re: too quiet?
Post by: Black on April 18, 2021, 01:44:24 AM
Maybe it is time to start discussing missiles versus beams or something like that again. Or maybe Steve will spoil us with some new feature for future versions.  ;D

I've been thinking of doing a campaign/AAR in 1.13 where with multiple player factions so that I control all ship designs I will try some different missile rules and test some mechanics I have in mind. It seems like most complaints about missiles boil down to two things: box launchers being blatantly OP, and AMM storms being disproportionately effective. Additionally I have observed, mainly from fighting NPRs, that full size ASM launchers tend to be quite weak compared to either of these things as it's very difficult to bring sufficient salvo mass to bear particularly in a mixed fleet with AMM and PD ships. My thought is to instead treat box/reduced size launchers as an expected norm for ASMs, but house rule that missile boost is capped at the racial tech level rather than double, i.e., at max tech missiles have 3x boost rather than 6x. This would make beam PD more efficient, AMM PD should not be affected, but would balance box/reduced size launchers as they cannot overwhelm PD so efficiently. I am interested to see how this would work. Slower missiles would also add a better chance of outrunning at long ranges, akin to WW-era torpedoes, which could be an interesting tactical twist although the flip side is with much better fuel efficiency (roughly 28x range for the same E:F ratio) combat ranges become a question of interest.

There, I have contributed, if the forum is still too quiet that is on the rest of your heads now.   ;)

Your AAR actually pushed me to go for beam only game for 1.13, I was thinking about having a game where ship designs would be inspired by WW2 warships, but I feel that going with torpedo equivalent against NPRs would be absolute waste of resources and tonnage. So currently I think, that I will go railguns for naval guns (I was thinking about reduced shot railguns for this, but that would be too much handicap most likely), gauss for machine guns and maybe try particle lances in place of torpedoes.
Title: Re: too quiet?
Post by: nuclearslurpee on April 18, 2021, 09:54:55 AM
Your AAR actually pushed me to go for beam only game for 1.13, I was thinking about having a game where ship designs would be inspired by WW2 warships, but I feel that going with torpedo equivalent against NPRs would be absolute waste of resources and tonnage. So currently I think, that I will go railguns for naval guns (I was thinking about reduced shot railguns for this, but that would be too much handicap most likely), gauss for machine guns and maybe try particle lances in place of torpedoes.

I have actually considered the same with the reduced-shot railguns as they allow turret-like semantics without a big useless turret halving your weapons tonnage. Previously I tried to do a RN campaign with lasers/Gauss and a light cruiser was 20,000 tons. For torpedoes I found a handful of reduced-size missile launchers as secondary armament and a couple of reloads to work well for chasing down fleeing ships and such, in the WW era torpedoes on large (CL+) surface ships were not so much meant as effective weapons but more were used to force the enemy to counter them with DD screens and keeping the range open. Torpedo boats and submarines were more effective users of torpedoes as well as carrier-based bombers once those came into vogue.
Title: Re: too quiet?
Post by: YABG on April 18, 2021, 01:31:01 PM
I've picked up Shadow Empire recently and I'm about halfway through my first proper game. I've also been dabbling with the open source MoO remake, Remnants of the Precursors. I think aside from people waiting to see when 1.13 is coming, there's a lot of good things for sci-fi/4x gaming out there at the moment.

Once 1.13 comes I'm planning a game with three human player races, starting in different systems, inspired by Hakim's fantastic AAR, if I'm remembering the author correctly.   
Title: Re: too quiet?
Post by: db48x on April 18, 2021, 10:35:33 PM
I see that there are more causes than I expected :)

I’ll have to check out Remnants of the Precursors; I hadn’t heard of it before.
Title: Re: too quiet?
Post by: Impassive on April 19, 2021, 06:16:17 AM
I've picked up Shadow Empire recently and I'm about halfway through my first proper game. I've also been dabbling with the open source MoO remake, Remnants of the Precursors. I think aside from people waiting to see when 1.13 is coming, there's a lot of good things for sci-fi/4x gaming out there at the moment.

Once 1.13 comes I'm planning a game with three human player races, starting in different systems, inspired by Hakim's fantastic AAR, if I'm remembering the author correctly.

How are you finding Shadow Empire, I'm on my 4th game which is Hard difficulty, im pretty much at war with every major power and it's not going well haha :)
Title: Re: too quiet?
Post by: RougeNPS on April 19, 2021, 07:46:58 AM
I read Shadow Empire's entire manual...it took me a week. And i read FAST.

Like wow is that thing dense.

I love the game though.

And i love Slytherine. They make good games.
Title: Re: too quiet?
Post by: Nori on April 19, 2021, 12:42:43 PM
I've really like shadow empire. There is a lot of depth and thought that goes into it. My only real complaint is the AI could be better and once you get a larger "empire" it can get tedious to manage. But overall, really good and fun game that mixes a wargame/4x game.
Title: Re: too quiet?
Post by: Froggiest1982 on April 19, 2021, 03:54:46 PM
I've picked up Shadow Empire recently and I'm about halfway through my first proper game. I've also been dabbling with the open source MoO remake, Remnants of the Precursors. I think aside from people waiting to see when 1.13 is coming, there's a lot of good things for sci-fi/4x gaming out there at the moment.

Once 1.13 comes I'm planning a game with three human player races, starting in different systems, inspired by Hakim's fantastic AAR, if I'm remembering the author correctly.

How are you finding Shadow Empire, I'm on my 4th game which is Hard difficulty, im pretty much at war with every major power and it's not going well haha :)

Relations are all about RNG, the kind of major power you are having nearby and mostly the diplomacy cards you'll fins (and keep) for when it's needed.
Title: Re: too quiet?
Post by: YABG on April 19, 2021, 04:15:21 PM
I've picked up Shadow Empire recently and I'm about halfway through my first proper game. I've also been dabbling with the open source MoO remake, Remnants of the Precursors. I think aside from people waiting to see when 1.13 is coming, there's a lot of good things for sci-fi/4x gaming out there at the moment.

Once 1.13 comes I'm planning a game with three human player races, starting in different systems, inspired by Hakim's fantastic AAR, if I'm remembering the author correctly.

How are you finding Shadow Empire, I'm on my 4th game which is Hard difficulty, im pretty much at war with every major power and it's not going well haha :)

I've got pretty easy settings: regular difficulty, fairly peaceful planet, no aliens, ect. I've got a war with one major, a big one to my West I'm friends with, and there's another one I can see that's getting it's ass whooped by two minors somehow.

Just busted out some new laser equipped infantry and rocket pod light aircraft to caulk some nomads in god awful mountain terrain. There's something satisfying about watching indi militia which was such a pain early game just get vaporised. I also really like the planet generation - creates interesting tactical environments. The major I'm fighting is boxed in by thick mountain ranges with rolling desert after that. Only small valleys give my mechanised forces and logistics train access and we've got a stalemate going on there. He's invested in more ground troops and I'm building a large airforce. I do feel the AI is a little complacent in attacking but it is an easier difficulty.

Just discovered that the applied science techs just go on forever. I was wondering why it was taking so long for my guys to finish the fuel refining tech and so I've discovered that they were just going to go forever. I'm probably the biggest producer of fuel on the planet now.

I feel I've also busted the economy a bit. I pay my leaders enough I don't really worry about relationships, my governors get to invest 100s of credits into the private sector and cities that aren't as well developed can just get more money thrown at them. Then again, I'm leading in victory points so I'm basically the USA of my planet and it feels like it. Somehow still don't have enough industrial points and logistics capacity for everything I want so I figure I've yet to hit late game yet.

It's kind of like Aurora where you end up making little stories about what's going on in your campaign - probably a result of SE's atrocious presentation  :P  :P
Title: Re: too quiet?
Post by: YABG on April 19, 2021, 04:18:18 PM
I see that there are more causes than I expected :)

I’ll have to check out Remnants of the Precursors; I hadn’t heard of it before.

It's pretty fun, though I'm getting beat hard because I never played MoO (guess I'm showing my lack of age lol). It's on Itch, free, and seems to have a reasonably active Reddit from what I've seen.
Title: Re: too quiet?
Post by: db48x on April 20, 2021, 01:23:08 AM
FFS. I signed a mutual defense pact with my next–door neighbor, and then I guess they insulted a Fallen Empire, because it declared war on them. And I'm the one that borders the Fallen Empire.

I think I’m going to need to make a meme.

I’ll have to check out Remnants of the Precursors; I hadn’t heard of it before.

It's pretty fun, though I'm getting beat hard because I never played MoO (guess I'm showing my lack of age lol). It's on Itch, free, and seems to have a reasonably active Reddit from what I've seen.

I have played only a very little MoO myself. The UI was worse than Aurora’s.
Title: Re: too quiet?
Post by: Black on April 20, 2021, 04:16:38 AM
FFS. I signed a mutual defense pact with my next–door neighbor, and then I guess they insulted a Fallen Empire, because it declared war on them. And I'm the one that borders the Fallen Empire.

I think I’m going to need to make a meme.


My condolences :D In my game AI unleashed Gray Tempest on the galaxy, fortunately no L-Gates in my vicinity, so I have time to prepare my fleets. I also got a lot of refugees from it.
Title: Re: too quiet?
Post by: Arwyn on April 20, 2021, 02:41:07 PM
Been running a Nemesis game in Stellaris as well. On number three, as there were some major changes that made me relearn how to build and grow my empire. :)

Really waiting on 1.13, since I really want mines working and the other bugfix/feature enhancements before I kick off another campaign.

Shadow Empire is tempting me again. Took a while to get into, but I like what I see so far, very very steep learning curve.

Also relearning how to Fly in IL2 Sturmovik. I used to be a competitive flyer in the previous version, but the complexity on this one is much more and been years since I was in. I have to relearn all the muscle memory on my controls, and "spot the dot" is far harder now on my older eyes. :)