Aurora 4x

C# Aurora => General Discussion => Topic started by: xenoscepter on December 25, 2020, 09:09:37 AM

Title: Official 1.13 Hype Train Thread
Post by: xenoscepter on December 25, 2020, 09:09:37 AM
 --- I'm pretty damn hyped for 1.13, so I started a thread for it.

That is all. :)
Title: Re: Official 1.13 Hype Train Thread
Post by: DavidFRS on December 25, 2020, 09:28:44 AM
Is there any ETA for 1. 13?
Title: Re: Official 1.13 Hype Train Thread
Post by: csandazoltan on December 25, 2020, 10:09:20 AM
Pretty hyped too, since i can't download the 1. 12
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on December 25, 2020, 10:27:51 AM
Quote
Pretty hyped too, since i can't download the 1. 12

 --- I know you the virus alert has you freaked out, but for what it's worth I've got every version except one archived and none of them have ever been flagged as viruses. I'd encourage you to ignore the anti-virus, too, but it's your computer so you do you. :) I've had enough viruses to understand your hestitation.
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on December 25, 2020, 10:28:17 AM
Is there any ETA for 1. 13?

 --- If there is, I don't have it. Can't wait, though!
Title: Re: Official 1.13 Hype Train Thread
Post by: vorpal+5 on December 25, 2020, 10:48:33 AM
What is the feature you are the most looking forward? Beam Fighters or flavor components? Or ?
Title: Re: Official 1.13 Hype Train Thread
Post by: Malorn on December 25, 2020, 11:07:16 AM
What is the feature you are the most looking forward? Beam Fighters or flavor components? Or ?

Bugfixes!  So many good bugfixes.
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on December 25, 2020, 11:56:07 AM
What is the feature you are the most looking forward? Beam Fighters or flavor components? Or ?

 - Beam Fighters.
Title: Re: Official 1.13 Hype Train Thread
Post by: RougeNPS on December 25, 2020, 12:28:49 PM
Flavor components. Purely for the RP purposes. Every ship shall have a comms array damnit!  ;D
Title: Re: Official 1.13 Hype Train Thread
Post by: Zincat on December 25, 2020, 01:08:45 PM
Beam fighters and flavor components!
Title: Re: Official 1.13 Hype Train Thread
Post by: Kristover on December 25, 2020, 03:23:25 PM
Flavor Components for Ships.  Really looking forward to customizing my ships.

I would be delighted if we could get custom installation for colonies.
Title: Re: Official 1.13 Hype Train Thread
Post by: Zap0 on December 25, 2020, 08:38:37 PM
I would be delighted if we could get custom installation for colonies.

My empire will first ship a hundred temples to every new world they colonize!
Title: Re: Official 1.13 Hype Train Thread
Post by: GodEmperor on December 26, 2020, 06:23:04 AM
Flavor components. Purely for the RP purposes. Every ship shall have a comms array damnit!  ;D
Power requirements for SHIPS not only energy weapons. Its weird to see ship without a reactor unless i RP and place one myself.

My wishlist?
Ability to give colonies to NPR's.
Anti aging tech to prevent characters from dying.
When giving Independence to a planet let me choose if i want to control it or make it NPR.
Unrest resulting in seccession and NPR empire based on planet that left.
Pre TN civilizations actually achieving TN tech and becoming fully fledged empires.

That would be great.

EDIT: oh and sounds... That would be amazing.
Title: Re: Official 1.13 Hype Train Thread
Post by: StarshipCactus on December 26, 2020, 07:45:15 AM
Anti aging tech to prevent characters from dying.

This is a good one. It would allow you to keep good chars around for longer. You could have it be quite granular too. Each tech gives you 2 or 3 extra years on average for example, so you have 10 or so of those techs to get through. The first might only cost 500 or 1,000 RP, but the cost goes up quick enough.
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on December 26, 2020, 09:44:26 AM
Anti aging tech to prevent characters from dying.

This is a good one. It would allow you to keep good chars around for longer. You could have it be quite granular too. Each tech gives you 2 or 3 extra years on average for example, so you have 10 or so of those techs to get through. The first might only cost 500 or 1,000 RP, but the cost goes up quick enough.

 - The Corpse Emperor approves. :)
Title: Re: Official 1.13 Hype Train Thread
Post by: Jarhead0331 on December 26, 2020, 09:49:00 AM
Flavor components. Purely for the RP purposes. Every ship shall have a comms array damnit!  ;D
Power requirements for SHIPS not only energy weapons. Its weird to see ship without a reactor unless i RP and place one myself.

My wishlist?
Ability to give colonies to NPR's.
Anti aging tech to prevent characters from dying.
When giving Independence to a planet let me choose if i want to control it or make it NPR.
Unrest resulting in seccession and NPR empire based on planet that left.
Pre TN civilizations actually achieving TN tech and becoming fully fledged empires.

That would be great.

EDIT: oh and sounds... That would be amazing.


Ummmm...are these features actually coming in 1.13, or are you just describing your wet dream?
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on December 26, 2020, 09:59:36 AM
Flavor components. Purely for the RP purposes. Every ship shall have a comms array damnit!  ;D
Power requirements for SHIPS not only energy weapons. Its weird to see ship without a reactor unless i RP and place one myself.

My wishlist?
Ability to give colonies to NPR's.
Anti aging tech to prevent characters from dying.
When giving Independence to a planet let me choose if i want to control it or make it NPR.
Unrest resulting in seccession and NPR empire based on planet that left.
Pre TN civilizations actually achieving TN tech and becoming fully fledged empires.

That would be great.

EDIT: oh and sounds... That would be amazing.


Ummmm...are these features actually coming in 1.13, or are you just describing your wet dream?

None of that is in 1.13 :(
Title: Re: Official 1.13 Hype Train Thread
Post by: GodEmperor on December 26, 2020, 02:49:47 PM
Flavor components. Purely for the RP purposes. Every ship shall have a comms array damnit!  ;D
Power requirements for SHIPS not only energy weapons. Its weird to see ship without a reactor unless i RP and place one myself.

My wishlist?
Ability to give colonies to NPR's.
Anti aging tech to prevent characters from dying.
When giving Independence to a planet let me choose if i want to control it or make it NPR.
Unrest resulting in seccession and NPR empire based on planet that left.
Pre TN civilizations actually achieving TN tech and becoming fully fledged empires.

That would be great.

EDIT: oh and sounds... That would be amazing.


Ummmm...are these features actually coming in 1.13, or are you just describing your wet dream?

Well i said its my WISHLIST.
I dont think they are coming :(
Altough the "unrest makes population secede" was promised by Steve long time ago.
Title: Re: Official 1.13 Hype Train Thread
Post by: RougeNPS on December 26, 2020, 02:56:35 PM
This isnt the wishlist/suggestions thread. This is mostly for saying features you are most excited for. Also, God Emperor, Engines are supposed to be Reactor-Engine hybrids. Its like how in Star Wars the engines and the reactor are used interchangeable.
Title: Re: Official 1.13 Hype Train Thread
Post by: GodEmperor on December 26, 2020, 04:39:34 PM
Quote
This isnt the wishlist/suggestions thread.

No smeg... Never would have guess.
Quote
Engines are supposed to be Reactor-Engine hybrids.
Yeah and i dont like it. Especially given how Aurora is based/inspired by Starfire and HH and not Star Wars and in both of these universes reactor and engine are specifically two different things.
Title: Re: Official 1.13 Hype Train Thread
Post by: RougeNPS on December 26, 2020, 05:15:54 PM
Your point...?
Title: Re: Official 1.13 Hype Train Thread
Post by: Erik L on December 26, 2020, 05:33:21 PM
Keep it polite and don't let this conversation degenerate into squabbling.
Title: Re: Official 1.13 Hype Train Thread
Post by: nuclearslurpee on December 26, 2020, 06:17:12 PM
Quote
Engines are supposed to be Reactor-Engine hybrids.
Yeah and i dont like it. Especially given how Aurora is based/inspired by Starfire and HH and not Star Wars and in both of these universes reactor and engine are specifically two different things.

Physically, it does make sense since an engine fundamentally doesn't really need the electrical, thermal etc. power it produces - at least in Aurora the general canon seems to be that engine tech is about generating some sort of matter which can be expelled from the engine (rocket-style) to propel the ship, so any electricity or heat generated by that process is not needed for propulsion and is fair game to run the rest of the ship. I suppose this breaks down if you headcanon engines as a gravity drive or similar, but the game can hardly be expected to account for every possible RP universe.

Mechanically, it makes sense not to have a single component that is required to run the entire ship, otherwise one lucky hit in battle would cripple the entire ship and that kind of extreme RNG to determine battle outcome is probably excessive.
Title: Re: Official 1.13 Hype Train Thread
Post by: GodEmperor on December 27, 2020, 03:30:44 AM
Quote
Engines are supposed to be Reactor-Engine hybrids.
Yeah and i dont like it. Especially given how Aurora is based/inspired by Starfire and HH and not Star Wars and in both of these universes reactor and engine are specifically two different things.

Physically, it does make sense since an engine fundamentally doesn't really need the electrical, thermal etc. power it produces - at least in Aurora the general canon seems to be that engine tech is about generating some sort of matter which can be expelled from the engine (rocket-style) to propel the ship, so any electricity or heat generated by that process is not needed for propulsion and is fair game to run the rest of the ship. I suppose this breaks down if you headcanon engines as a gravity drive or similar, but the game can hardly be expected to account for every possible RP universe.

Mechanically, it makes sense not to have a single component that is required to run the entire ship, otherwise one lucky hit in battle would cripple the entire ship and that kind of extreme RNG to determine battle outcome is probably excessive.

Thats why my dream is that we have a power requirment net with several reactors to power the ship, power management in case of emergency etc.
In short even more detail and autism when designing the ship <3
Title: Re: Official 1.13 Hype Train Thread
Post by: JTB on December 27, 2020, 03:51:42 AM
Quote from: DavidFRS link=topic=12202. msg145201#msg145201 date=1608910124
Is there any ETA for 1.  13?
Somewhere in 2021 i think  ;D
Have been waiting for c# version for ages, and so will wait for patch
Title: Re: Official 1.13 Hype Train Thread
Post by: StarshipCactus on December 27, 2020, 07:28:56 AM
The formula to work out how long till the next update is:

whereIsRelease = (The number of days since the last "When is the new version going to be released?" post) * -1
numberOfDaysTillRelease = (whereIsRelease + (4 * numberOfChanges)) + 7
Title: Re: Official 1.13 Hype Train Thread
Post by: RougeNPS on December 27, 2020, 09:26:53 AM
Can someone do that formula for me? Im too bad at Algebra.
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on March 01, 2021, 05:16:06 AM
 - I can't wait to use the new custom RP fluff modules to make "Hydroponics", so I can finally in good conscience set my multi-year commercial ships to just 3 months of Deployment and RP it as just being the stores.
Title: Re: Official 1.13 Hype Train Thread
Post by: serger on March 01, 2021, 06:11:04 AM
Well, being slightly weirdo, my hype point is Fire At Will / Random Second Stage Targeting.
Though being able to build onboard shrines, libraries and hydroponics (thanx xenoscepter for this exellent idea!) is very cool too.
Title: Re: Official 1.13 Hype Train Thread
Post by: StarshipCactus on March 01, 2021, 07:34:41 PM
- I can't wait to use the new custom RP fluff modules to make "Hydroponics", so I can finally in good conscience set my multi-year commercial ships to just 3 months of Deployment and RP it as just being the stores.

I always just imagined they were on shifts, doing fly in fly out work.
Title: Re: Official 1.13 Hype Train Thread
Post by: Jorgen_CAB on March 02, 2021, 05:07:40 AM
- I can't wait to use the new custom RP fluff modules to make "Hydroponics", so I can finally in good conscience set my multi-year commercial ships to just 3 months of Deployment and RP it as just being the stores.

I always just imagined they were on shifts, doing fly in fly out work.

This is pretty much my understanding of how commercial or civilian designs work. Crew are rotated and replaced, supplies are added every once in a while. In some campaigns I also have shuttles going back and forth between stations and habitable worlds for role-playing crew replacement etc...
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on March 02, 2021, 05:55:58 AM
- I can't wait to use the new custom RP fluff modules to make "Hydroponics", so I can finally in good conscience set my multi-year commercial ships to just 3 months of Deployment and RP it as just being the stores.

I always just imagined they were on shifts, doing fly in fly out work.

 - When you're 4 jumps from the nearest inhabited system and surveying on a 36 month deployment... that doesn't work so well...
Title: Re: Official 1.13 Hype Train Thread
Post by: Jorgen_CAB on March 02, 2021, 06:32:35 AM
- I can't wait to use the new custom RP fluff modules to make "Hydroponics", so I can finally in good conscience set my multi-year commercial ships to just 3 months of Deployment and RP it as just being the stores.

I always just imagined they were on shifts, doing fly in fly out work.

 - When you're 4 jumps from the nearest inhabited system and surveying on a 36 month deployment... that doesn't work so well...

Are you talking about military ships now or what as survey equipment is military and for those I see no problem as you need to add actual deployment time for those so they already have all the necessary facilities to deploy for that time?

There always are the possibility to deploy recreation stations/ships and have shuttles going from them as well, depend on how much RP you are doing I guess.

There also is a possibility to increase the deployment for commercial ships as well... I sometimes do that, especially on support ships for example.
Title: Re: Official 1.13 Hype Train Thread
Post by: Vastrat on March 02, 2021, 03:22:12 PM
Need those fluff modules so I can put brigs, coffee machines, and Earl Grey tea dispensers on my ships. As for the ETA here's hoping it's soon.
Title: Re: Official 1.13 Hype Train Thread
Post by: RougeNPS on March 12, 2021, 12:46:20 AM
Need those fluff modules so I can put brigs, coffee machines, and Earl Grey tea dispensers on my ships. As for the ETA here's hoping it's soon.

I want them for Gigastructural Engineering purposes. I will build habitats the likes of which this forum has never seen! (Because i am not at all adverse to using SM mode to fudge the numbers for insane and stupid megaprojects for my own amusement.)
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on March 24, 2021, 07:18:04 PM
 - I need it! :-[
Title: Re: Official 1.13 Hype Train Thread
Post by: Borealis4x on March 25, 2021, 01:52:11 PM
So ah, I don't mean to be a downer but whats so exciting about 1.13? Actually curious to hear if its a significant 'leap' update cuz I didn't know that.
Title: Re: Official 1.13 Hype Train Thread
Post by: nuclearslurpee on March 25, 2021, 02:04:48 PM
So ah, I don't mean to be a downer but whats so exciting about 1.13? Actually curious to hear if its a significant 'leap' update cuz I didn't know that.

It is always a good practice to keep up with the change log, which for 1.13 is found here (http://aurora2.pentarch.org/index.php?topic=12035.0).

Notable changes include: reduced-size railguns for fighters, miscellaneous components for RP purposes, repair shipyards, better Real Stars names to reduce Gliese/WISE spam, fixes for second-stage missile targeting, import/export for event colors and export for medals, square-root research costs to make large components and ground HQ units more viable, and of course the usual slew of bug fixes including a fix for Rakhas so we can actually play with them now.
Title: Re: Official 1.13 Hype Train Thread
Post by: TMaekler on March 26, 2021, 02:28:55 AM
Wonder where the hype train engine is... Steve doing some real life stuff ATM?
Title: Re: Official 1.13 Hype Train Thread
Post by: Vivalas on March 26, 2021, 10:23:18 AM
Wonder where the hype train engine is... Steve doing some real life stuff ATM?

From reading through his post history it would seem he has recently fallen in love with Valheim
Title: Re: Official 1.13 Hype Train Thread
Post by: RougeNPS on March 26, 2021, 01:02:39 PM
Those darn game developers and their Minecraft clones always taking up other people's free time.

This is sarcasm.
Title: Re: Official 1.13 Hype Train Thread
Post by: Nori on March 26, 2021, 10:17:36 PM
Hype hype hype. I for one am looking forward to 1.13 as it's got a slew of nifty changes.  :)
Title: Re: Official 1.13 Hype Train Thread
Post by: Kristover on March 27, 2021, 10:05:22 AM
Kind of hyped.  Aurora 4x is my favorite sandbox/tinkerer game and I have probably sunk a thousand hours into it over the years as it has progressed and grown.  I just bought War in the East 2 for $79 USD and I would have gladly paid more for this project given the enjoyment I have gotten out of it.  My expectations would have been quite different though for a paid project versus a hobby project.  I'm for tolerant and understanding of bugs and idiosyncratic design choices with hobby projects which I'm getting for free - Cataclysm DDA and Dwarf Fortress are two 'free' projects I greatly enjoy - than I would be for WITE which I have different expectations. 

That being said, I'm really looking for to 1.13.  I'll have to admit I probably played 1.12 less than I did other versions because I found a couple things limiting. The exploration error spam from the refuel, rearm, and overhaul bug was a bit aggravating but also given my like for the ground game and creating large amounts of ground support fighters, the STO and Surrender bugs also were problematic.  I had in my big 1.12 campaign a particularly xenophobic and militant NPR whose occupying their colonies was a huge chore.  I've also yet to encounter Rahkas.  These are things that are going to be addressed in 1.13 which matter more to me than the new features.

End of the day, I check in here to see 1.13 news because I will clear a weekend to get a new campaign started once it drops and I don't plan on starting anymore 1.12 campaigns.  That being said, I have LOTS of games to occupy my attention in the meantime so I rather it be ready to go on whatever timeline we're going to get it.  I'll be here regardless :)
Title: Re: Official 1.13 Hype Train Thread
Post by: xenoscepter on March 27, 2021, 04:36:50 PM
So ah, I don't mean to be a downer but whats so exciting about 1.13? Actually curious to hear if its a significant 'leap' update cuz I didn't know that.

 - For me the list is as such:

 --- Bug fixes, namely the FCS fix for 1.25x Fire Controls. It's not a big deal, like at all, but it bothers the hell out of me personally, so I'm pumped for that. The bug affecting fighters w/ cryo being unable to unload has also been fixed, which is awesome because I really want to do a super early, no shipyard start where fighters are mankind's first spaceships.

 --- New stuff, namely the Single Weapon Fire Controls. I'm crazy for fighter craft, and this makes Beam Fighters way more viable now, since they are functionally identical to Fighter FCS from VB6, but now I can put them on big ships too! :D The reduced fire Railguns are great, because while I love the big Railguns, the RoF on them is pitiful... the Reduced Size / Reduced Shot versions will fire quicker, which is awesome for me.

 --- The RP components are going to be great, for all kinds of stuff like Habitation, Hydroponics, Recreational Decks (well, sub 100,000 Ton ones anyway... ::)), Grav Decks, and all manner of other cool things. Rahkas will be fixed, and they're the new Spoiler NPR for C#. I've already found them in one game, and then the save bug happened to me. >:( Grrr... so, yeah, looking forward to that one, too.

 --- Passive Missile targeting have been fixed, a new "Fire at Will" FCS option has been added as well as random re-targeting for second stages making Macross Missile Massacres all the more viable and satisfying. I can't wait to make some thermal guided Anti-Fighter Missiles, I suspect they'll end up being quite effective given how "hot" the typically boosted fighter engines are. Buoys have also been fixed, which will be great for my super-early tech no shipyard start, since Geosurvey probes will be very useful now that the buoys will actually stay in orbit.

 --- Ground units now have series based on their actual formation type, instead of all of them being pooled into one. I really like naming units, even the smegty little militias that I have tons of, so this will save me a TON of micro. I can now just make a new formation, call it, say, "Lunar Militia" and the game will just number them for me instead of changing EVERY. SIGNLE. ONE. BY HAND. Wew lad, I'm looking forward to this one for sure. :)

 --- Another thing for my fighter crazed self is that armor will be repaired in hangars and I no longer need shargo cuttle bays to re-supply my parasites with MSP, since the hangars do it now.

 There are so many good changes that I haven't listed, but suffice to say this update is gona be great! ;D
Title: Re: Official 1.13 Hype Train Thread
Post by: RougeNPS on March 27, 2021, 10:04:58 PM
I really cant wait for RP components. I am going to make massive stations with them.