Author Topic: too quiet?  (Read 7929 times)

0 Members and 1 Guest are viewing this topic.

Offline db48x (OP)

  • Commodore
  • **********
  • d
  • Posts: 641
  • Thanked: 200 times
too quiet?
« 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?
 

Offline kingflute

  • Chief Petty Officer
  • ***
  • k
  • Posts: 39
  • Thanked: 19 times
Re: too quiet?
« Reply #1 on: April 17, 2021, 02:35:30 AM »
It is also approaching deadlines for university dissertations too...
 :(
 
The following users thanked this post: nuclearslurpee

Offline kilo

  • Lt. Commander
  • ********
  • k
  • Posts: 249
  • Thanked: 46 times
Re: too quiet?
« Reply #2 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.
 

Offline Kristover

  • Gold Supporter
  • Lt. Commander
  • *****
  • K
  • Posts: 259
  • Thanked: 135 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: too quiet?
« Reply #3 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. 
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11649
  • Thanked: 20349 times
Re: too quiet?
« Reply #4 on: April 17, 2021, 06:21:41 AM »
My Valheim addiction is slowing, so I will be back on Aurora soon :)


Offline kilo

  • Lt. Commander
  • ********
  • k
  • Posts: 249
  • Thanked: 46 times
Re: too quiet?
« Reply #5 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?
 
The following users thanked this post: GregoryT

Offline AJS1956

  • Gold Supporter
  • Lieutenant
  • *****
  • A
  • Posts: 197
  • Thanked: 151 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: too quiet?
« Reply #6 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
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2781
  • Thanked: 1048 times
Re: too quiet?
« Reply #7 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!
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 2960
  • Thanked: 2222 times
  • Radioactive frozen beverage.
Re: too quiet?
« Reply #8 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
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: too quiet?
« Reply #9 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
 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: too quiet?
« Reply #10 on: April 17, 2021, 03:23:24 PM »
Of course, everyone is playing Stellaris Nemesis right now  ;D ;D ;D
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 2960
  • Thanked: 2222 times
  • Radioactive frozen beverage.
Re: too quiet?
« Reply #11 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.   ;)
 

Offline Nori

  • Bug Moderators
  • Lt. Commander
  • ***
  • Posts: 234
  • Thanked: 42 times
  • Discord Username: Nori Silverrage
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: too quiet?
« Reply #12 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.
 

Offline kilo

  • Lt. Commander
  • ********
  • k
  • Posts: 249
  • Thanked: 46 times
Re: too quiet?
« Reply #13 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.
 

Offline Froggiest1982

  • Gold Supporter
  • Vice Admiral
  • *****
  • F
  • Posts: 1331
  • Thanked: 589 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: too quiet?
« Reply #14 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.