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Task Force Admiral is one of those games that I worry looks so good it can never live up to the hype. https://twitter.com/DrydockDreams/status/1312378116094992384 https://twitter.com/DrydockDreams/status/1311666094877282304 https://twitter.com/DrydockDreams/status/1306577158408531969
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# ? Oct 5, 2020 22:31 |
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# ? Apr 26, 2024 00:28 |
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It's one where I worry about, where's the actual game? It seems like a really cool simulation, but how much are we going to interface with?
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# ? Oct 5, 2020 22:37 |
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Anyone want a 50% off coupon for Matrix Games or Slitherine's site? I got a sixteen year membership code in the email and I don't really play super groggy stuff at the moment. 50P-4467-4857-6995-12_3 The second to last number is purposely omitted. Don't try dividing by it or bad things happen. Feel free to take this but please post that you snagged it.
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# ? Oct 6, 2020 03:59 |
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Hekk posted:Anyone want a 50% off coupon for Matrix Games or Slitherine's site? I got a sixteen year membership code in the email and I don't really play super groggy stuff at the moment. Thank you, used this to buy the best game on Slitherine's site; Shadow Empire.
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# ? Oct 6, 2020 10:42 |
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Yooper posted:Beyond Aurora, can anyone recommend a groggy scifi game? Groggy'n'sci: https://store.steampowered.com/app/1412980/Ironseed_25th_Anniversary_Edition/
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# ? Oct 6, 2020 13:37 |
teokarp posted:Groggy'n'sci: https://store.steampowered.com/app/1412980/Ironseed_25th_Anniversary_Edition/ That looks interesting, thanks!
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# ? Oct 6, 2020 13:54 |
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Decisive Battles: Case Blue - Operation Uranus update, for turns 7, 8, and 9: The 6th Armee kessel was completely liquidated midway through turn 8. I've only made two hexes of progress towards Rostov in three turns because these were all mud turns and my lead mobile units are hitting the limits of their Readiness recovery. I've got a nice pocket about to form around Millerovo, and that center section of the front near Belovodsk has nothing in front of it. If they pull more Italians and Germans from the line to the north of it, that just weakens that part enough that I can then start making a push against single regiments. The four Armies that recaptured Stalingrad and destroyed 6th Armee are still in the process of reorganizing themselves and moving towards the front. Also, if you look at the Voronezh area in the northern edge, you can see two Panzer regiments that were cut-off in turn 7, surrounded in turn 8, and destroyed by turn 9. Are people finding this interesting? I don't want to take over the thread and turn it into an LP so I'm keeping it short and summarized, but if that's too much then I can cut it out.
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# ? Oct 6, 2020 14:31 |
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gradenko_2000 posted:
It's been interesting up to this point, but the rest of the game is going to consist of a pretty unexciting flow of the red tide westwards.
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# ? Oct 6, 2020 15:02 |
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pedro0930 posted:What's the name of the game posted a couple months ago that's like a grogy WWII naval task force command simulator? This one? Theirs Task Force Admiral coming out but also War on the Sea https://store.steampowered.com/app/1280780/War_on_the_Sea/ which looks very similar and is from the makers of Cold Waters (or at least those who didn't split off to make Sea Power)
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# ? Oct 7, 2020 23:09 |
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Tracking both games but worried that the developers are falling into the trap of having more fun making it than players will have playing it.
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# ? Oct 8, 2020 00:06 |
I still don't understand the Microprose/Killerfish Games merger/split. Cold Waters is fantastic and I'm really excited for Sea Power, but is it being produced by the same people who did Cold Waters? War on the Sea is listed as by Killerfish Games but did is it the same people working as Triassic Games?
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# ? Oct 9, 2020 05:40 |
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Popete posted:I still don't understand the Microprose/Killerfish Games merger/split. Cold Waters is fantastic and I'm really excited for Sea Power, but is it being produced by the same people who did Cold Waters? War on the Sea is listed as by Killerfish Games but did is it the same people working as Triassic Games? IIRC neither of them have made a official statement but it sounds like what happened is that some of the people at Killerfish had "creative differences" over continuing with what they'd developed for Cold Waters or making another WW2 game, and as a result the people behind Cold Waters split off and made their own company. MicroProse is back because a CEO for a company that makes military training software (former Bohemia Interactive dev angling for a slice of their VBS pie) bought the name and assets from the paintball gun company that had bought MicroProse.
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# ? Oct 9, 2020 10:12 |
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ICBM is free for a week or so during the steam games festival so if you want to try it go find it on Steam.
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# ? Oct 9, 2020 18:49 |
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Got to play some ICBM. My impression improves the more I played. First few games, there's many tech and pitfall that you'll just learn to deal with after a few games, such as ship literally not have any AA weapon unless you research it. Also the control is sometimes annoying, such as the fact that there's no group select so you have to use the strike planner, but oftentimes you'll only partially clear the enemy ABS so you want to strike specific target...etc. Some regions are also at pretty high risk of being wiped out and locked down, which sucks for that player.
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# ? Oct 10, 2020 05:09 |
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new Aurora C# 1.12 version out! http://aurora2.pentarch.org/index.php?topic=11944 itshappening.gif
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# ? Oct 11, 2020 14:07 |
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Last time I played, the Sol system had no resources anywhere but earth. Is that fixed
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# ? Oct 11, 2020 15:17 |
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Phi230 posted:Last time I played, the Sol system had no resources anywhere but earth. Is that fixed When was that? I don't remember that ever happening to me. Regardless, yes minerals can show up in other Sol bodies. Also if you don't like the mineral amounts you can use SM mode to rerun the mineral generation in the system or simply set them explicitly. Neophyte fucked around with this message at 17:12 on Oct 11, 2020 |
# ? Oct 11, 2020 17:10 |
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Neophyte posted:new Aurora C# 1.12 version out! So many great bug fixes. My poor LP, decision time.
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# ? Oct 12, 2020 01:30 |
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Any changes to active scan ranges in Aurora C# 1.12? I bounced hard off the C# version when I found out that I could get scan range close to the old version only with active sensors that weighed several thousand tonnes.
Zeond fucked around with this message at 20:34 on Oct 12, 2020 |
# ? Oct 12, 2020 20:32 |
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Zeond posted:Any changes to active scan ranges in Aurora C# 1.12? I bounced hard off the C# version when I found out that I could get scan range close to the old version only with active sensors that weighed several thousand tonnes. No. That thing you don't like is 200% intentional.
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# ? Oct 12, 2020 22:11 |
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I have been trying to give this copy of Armored Bigade I purchased drunk in a steam sale more love. I am having a lot of trouble finding any guide content. Does anyone ever bother with company sized elements? I can’t for the life of me get these things to move it. They are constantly fiddling with their formations. This is exacerbated by not being able to associate a formation with a waypoint. However I suppose that is what the optional waypoint is for?
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# ? Oct 13, 2020 07:47 |
VendoViper posted:I have been trying to give this copy of Armored Bigade I purchased drunk in a steam sale more love. I am having a lot of trouble finding any guide content. Have you read the Field Manual? https://steamcommunity.com/sharedfiles/filedetails/?id=1906578417
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# ? Oct 13, 2020 11:58 |
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Ceebees posted:No. That thing you don't like is 200% intentional. Thanks for the answer. My design philosophy in old Aurora was very biased in favour of ultra long range missile strikes with minimal tought given to beam weapons and armour. This is now far less viable in C# thanks to the sensor nerf.
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# ? Oct 13, 2020 16:00 |
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Zeond posted:Thanks for the answer. My design philosophy in old Aurora was very biased in favour of ultra long range missile strikes with minimal tought given to beam weapons and armour. This is now far less viable in C# thanks to the sensor nerf. It's just as viable as a strategy. Either you are longer ranged or you aren't; you still have a big absolute advantage with an emphasis on big scans. What's less viable is overcoming a big tech gap or mismatched resolution with Max size sensors. So you may want to carry a pair of specialized sensors over one big un. The NPR AI is also better than it was, both at playing and at ship design. So you need to be more judicious about engagements - this applies to every approach, not just extreme range kiting. TheDeadlyShoe fucked around with this message at 17:12 on Oct 13, 2020 |
# ? Oct 13, 2020 16:45 |
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CMO tripple wopper: Official v1.02 update: https://www.warfaresims.com/?p=5118 Command-LIVE: Sahel Slugfest released: https://www.matrixgames.com/game/command-mo-live-sahel-slugfest Community Scenario Pack updated, with 28 new scenarios: https://www.warfaresims.com/?p=5122 Dimitris fucked around with this message at 21:45 on Oct 18, 2020 |
# ? Oct 15, 2020 22:19 |
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I'm playing Combat Mission for the first time in forever (SF2 specifically) and I'm having a lot of fun but I didn't realize suppressing elements won't automatically shift fire to avoid blowing up friendlies. RIP to the brave pixeltroops of Sn 3/A Hochgebirgs Plat., 1. Companie, 1 Bttn. Your pixelfunerals will not be pixelopen-casket.
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# ? Oct 18, 2020 23:04 |
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Looks like someone published a strategy guide for Children of a Dead Earth.
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# ? Oct 19, 2020 00:06 |
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Kangra posted:Looks like someone published a strategy guide for Children of a Dead Earth. I like the ∆V pride flag.
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# ? Oct 19, 2020 13:16 |
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For anyone interested, a second tour of FNG is up here Come see how well you would have done in country. join a platoon of hapless grunts and take on charlie!
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# ? Oct 20, 2020 06:36 |
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Started a new LP of Aurora with the latest C# version, check it out here: https://forums.somethingawful.com/showthread.php?threadid=3943978&userid=0&perpage=40&pagenumber=1
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# ? Oct 21, 2020 21:24 |
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gently caress yeah
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# ? Oct 22, 2020 02:03 |
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Love having to update C++ libraries at random to figure out which one wite uses so it'll stop crashing constantly.
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# ? Oct 24, 2020 21:57 |
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im starting to think someone needs to force the aurora4x guy to make quality of life improvements at gun point. Like why isn't automated damage control on by default
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# ? Oct 24, 2020 23:45 |
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So I finally got into Aurora after bouncing off of it several times. I disabled Random NPRs and have only one static NPR so I can learn the game in peace. I'm taking it slow and learning one part of the game at a time and adding complexity as I go. That being said I have questions. Is there a point to having lots of colonies? It seems like the game is set up to have one planet that does all the construction and research and the rest are mining/financial center colonies. Can I get by without missiles? I'm keeping it simple with just lasers for now. My warships have both anti-ship and PD lasers. How do I make asteroid mining work? With the module I mean. It seems really inefficient. I'd like to use the "Move to asteroid mineral source" have it mine then move to the next asteroid when its finished. How do I make tankers work? I have a fuel harvesting base and a tanker that it set to move to the fuel harvester then "Refuel from stationary tankers". It has a standing order to return fuel to colony when full and is on cycle moves. But it will do it once then delete the movement orders. How many shipyards do you generally have? I hate wasting resources on retooling, but I fear I'd end up with too many shipyards.
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# ? Oct 26, 2020 13:25 |
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You will eventually run into population issues with workers. Earth can hold a huge chunk but there's an upper limit on shipyards because of the worker requirements and it balloons quite fast. You will absolutely want more colonies to power labs and shipyards. Build financial centres. Mining ships aren't worth the effort but the tech does unlock civilian variants that add to the economy. Sorium miners are cool and good and can be vital to supply deep fleets. For shipyards you want a few core variants, this can take a long time to figure out because ship design is obtuse to the extreme. It can be beneficial to tow shipyards to smaller colonies to produce local short range patrol craft it you're into that.
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# ? Oct 26, 2020 16:15 |
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Demiurge4 posted:You will eventually run into population issues with workers. Earth can hold a huge chunk but there's an upper limit on shipyards because of the worker requirements and it balloons quite fast. You will absolutely want more colonies to power labs and shipyards. Build financial centres. Oh no. That means I have to balance mineral collection to multiple colonies. Making sure they all have enough. Oh no... Oh well. That's Aurora I guess. Thanks for the help. Travic fucked around with this message at 20:09 on Oct 26, 2020 |
# ? Oct 26, 2020 18:36 |
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When you say “one colony that does all the construction and research” do you mean in total or per system?
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# ? Oct 27, 2020 03:42 |
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Travic posted:So I finally got into Aurora after bouncing off of it several times. I disabled Random NPRs and have only one static NPR so I can learn the game in peace. I'm taking it slow and learning one part of the game at a time and adding complexity as I go. That being said I have questions. The short version on colonies is no. The primary reason to expand is obtaining more sources of minerals. You can get some mileage out of xenoarchaeology colonies, which is nice. 'Anomalies' are a very rare spawn that will show up occasionally, they provide a free bonus to a specific research field on a planet and can be pretty lucrative. However they arn't necessary since from an optimal perspective its probably just as easy to build more research labs. Population is what theoretically drives you to expand on colonies, but its very easy to get more population than you can use. Terraforming worlds is simple and easy, and Mars/Luna don't even need it from all the free civilian infrastructure you can get from Earth. What's going on behind the scenes here is that there's a soft cap on population gain on planets that ticks down population growth with population. Its calibrated for realistic carrying capacities, though, and Aurora's default empire spawn is 500 million; having multiple billions on earth gives you ridiculously more industry and research than you can even do anything with. You *can* get by without missiles, but I wouldn't recommend it. You are likely to run one or both of these situations sooner or later: Missile ships that blow their load and just leave, or even a single enemy beam warship with a slightly higher tech level and speed that hovers just outside your range and blows up your entire fleet without you being able to do anything about it. Or the always popular Option C, which is "Oh god, oh god, their whole fleet is box launchers, the PD doesn't work". It sounds like your tanker is triggering a conditional order which wipes its orders. For shuttling between one point and another point, I'd advise just manually cycling it and not using conditional orders on your tanker.
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# ? Oct 27, 2020 11:06 |
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Pirate Radar posted:When you say “one colony that does all the construction and research” do you mean in total or per system? I meant in total. Since there didn't seem to be a point in having half the shipyards on twice the planets with half the minerals. Aside from adding more micromanagement. Same for research labs. Why have half the labs on two planets and then have to worry about having all the right researchers and keep switching back and forth between two planets? Just seemed easier to "Build 6 ships and research 4 things on Earth" instead of "Build 3 ships and research 2 things on Earth" then "Build 3 ships and research 2 things on <colony>". Since everything can be done in parallel. TheDeadlyShoe posted:The short version on colonies is no. The primary reason to expand is obtaining more sources of minerals. You can get some mileage out of xenoarchaeology colonies, which is nice. 'Anomalies' are a very rare spawn that will show up occasionally, they provide a free bonus to a specific research field on a planet and can be pretty lucrative. However they arn't necessary since from an optimal perspective its probably just as easy to build more research labs. Well drat. Maybe I'm not cut out for Aurora then. The added complexity of designing, building, and shipping missiles might be too much for me. . PD doesn't work on box launchers?
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# ? Oct 27, 2020 13:55 |
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# ? Apr 26, 2024 00:28 |
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Travic posted:PD doesn't work on box launchers? It does work. I think what TheDeadlyShoe meant was that, if their whole fleet was box launchers, they could launch such a huge alpha strike that it would overwhelm normal amounts of PD.
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# ? Oct 27, 2020 16:59 |