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Drone
Aug 22, 2003

Incredible machine
:smug:


I've been looking at TOAW4. Please talk me into/out of it.

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Drone
Aug 22, 2003

Incredible machine
:smug:


wilderthanmild posted:

The whole thing with tuns being divided into slices of time is a PITA at first, but once you understand it it's not too bad.

Is the turn system sort of like Flashpoint Campaigns or something?

Drone
Aug 22, 2003

Incredible machine
:smug:


While I think historicity is definitely a draw for a lot of people, hypothetical-but-relatively-plausible-ish scenarios are also great. I think grognards care more about the authenticity of the details (a reasonable order of battle, etc.) than about the authenticity of the events being depicted.

Especially when you consider things like ATG exist and are well-liked. And the large majority of CMANO scenarios are also speculative.

I'd personally love to see a fully-fleshed out alternate history scenario for WITP for example (gimme a Kaiserreich mod), or maybe a "different, but sorta the same" type setting a la the Strangereal from Ace Combat.

Drone
Aug 22, 2003

Incredible machine
:smug:


Distant Worlds: Universe, a v. good space grog game, is on sale for 15 bux on GoG right now.

Drone
Aug 22, 2003

Incredible machine
:smug:


Jankygood.

Drone
Aug 22, 2003

Incredible machine
:smug:


Grognard Games Megathread: _We own our built-in lag_

Drone
Aug 22, 2003

Incredible machine
:smug:


Does Shadow President actually ever go anywhere? I remember it being so godawful slow that I basically never got past the Gulf War starting.

iirc it's supposed to have some kind of actual order of fictional events after that, or something?

Drone
Aug 22, 2003

Incredible machine
:smug:


Where's the best breakdown of the key feature set present in CMO compared to CMANO?

Basically: beyond the dark theme and the option to spend more money to get Tacview, what's different about this game that makes it worth my €34 over just continuing to play CMANO?

Drone
Aug 22, 2003

Incredible machine
:smug:


Alchenar posted:

The UI now corresponds to what you would expect from Windows 2000 era apps rather than Win 95.

ooo, can't wait for CMANO3 to upgrade to that sweet Windows XP SP1 aesthetic that Flashpoint Campaigns: Red Storm has. Gimme dem shiny gem buttons and the gradient window frames.

Drone
Aug 22, 2003

Incredible machine
:smug:


Please don't give Battlefront money :siren:

Drone
Aug 22, 2003

Incredible machine
:smug:


Starting a new WITP:AE campaign for the first time in ages.

Is the long-term strategic benefit of being able to use China as a base for bombing the Japanese Home Islands worth the massive headache of managing the land war in China? Or should I just do Quiet China?

Drone
Aug 22, 2003

Incredible machine
:smug:


bgreman posted:

I'm simultaneously proud and ashamed of the internet bureaucracy I spawned.

The UN theming there was absolutely perfect for sprawling bureaucracy though!

Drone
Aug 22, 2003

Incredible machine
:smug:


Pharnakes posted:

I was thinking if I tried to condense the battle replay down to about 5 minutes, and then spent another ~5 minutes talking about the situation and what I can remember of the overall battle plan at the time? I suppose the idea being to try and make the video not take that much longer to watch than a post in a SSLP to read.

Yeah, this sounds pretty good to be honest. I don't need to see hours of people clicking their convoys around; instead a video reaction to the turn resolution, then the video cuts back in after you've already input all your orders, and you go around the map and give a high-level summary of the things you've done / the plans (short and long term) you're setting up, etc.

Could be neat!

Drone
Aug 22, 2003

Incredible machine
:smug:


Should I get TOAW4 for the price in the current sale? I haven't played any in the series before, but I like the idea of a game with a wide variety of scenarios over a wide variety of theaters/wars/eras. It's one of the things I like best about games like Command.

Drone
Aug 22, 2003

Incredible machine
:smug:


I did the thing and bought TOAW4 in the sale.

Seems like the link to Gradenko_2000's guide in the OP is broken though? Anyone got an active link for it?

Edit: it didn't even occur to me to just look at Gradenko's post history in this thread to find the link :v: Here it is for posterity: https://drive.google.com/file/d/11GMVwu9JQNDuQakTIE_K-E4x0-6uvvWn/view?usp=sharing

Drone fucked around with this message at 19:49 on Feb 27, 2020

Drone
Aug 22, 2003

Incredible machine
:smug:


Top Hats Monthly posted:

I wish there was a grognard-y version of a game like shattered union

Couldn't one just lift the setting from Shattered Union and make a series of scenarios for it in an engine like ATG, TOAW4, or CMO?

I mean yeah it wouldn't be the same turn-based tactics game as Shattered Union but it at least gets halfway there.

Drone
Aug 22, 2003

Incredible machine
:smug:


Aurora C# just dropped.

http://aurora2.pentarch.org/index.php?topic=10635.0

(lol he only posted the 32 bit version???)

Drone
Aug 22, 2003

Incredible machine
:smug:


lol the icons somehow look worse than the old Windows 95-era "I downloaded some sci-fi desktop icons from someones' Geocities website" ones used in the old version.

Drone
Aug 22, 2003

Incredible machine
:smug:


Demiurge4 posted:

A nice thing about the new version is that population is now hardcapped and will stop growing once you get close to the cap. So colonizing everything you feel like is very viable now, whereas before you'd have all your colonies vastly outgrow infrastructure capacity and get angry. Now you can just plop down however much infrastructure you feel like and you have a stable colony forever.

Holy poo poo this is the best change for people like me who play Aurora as if it's just a space logistics simulator and completely ignore stuff like ground units (who previously existed only to quell dissent in my overcrowded colonies).

Drone
Aug 22, 2003

Incredible machine
:smug:


The official Aurora discord has a rap sheet channel that shows why people get banned and for how long. Some dude ate a 13 week ban for even asking about mods apparently.

A very normal and healthy community.

Drone
Aug 22, 2003

Incredible machine
:smug:


uPen posted:

My only fear in all this is Steve is going to blow everything up before he fixes events not displaying on the map properly.

He's stated that this isn't a bug, it's a feature, unfortunately.

Edit: totally normal and well-balanced individual over here.



"call off your assassins, ye modders!"

Drone fucked around with this message at 06:00 on Apr 17, 2020

Drone
Aug 22, 2003

Incredible machine
:smug:


Might wanna install and patch up Aurora C# to the newest level while you still can?

Someone decompiled an unobfuscated version (1.1, which is several patches behind) and uploaded the source code to Github. Steve's reply:



Had a nice little lol at "well I was GONNA allow mods up until this happened". In all honesty though, the escalation on this thing from all sides has been absolutely ridiculous, and the whole situation would have been avoided in the first place had Steve not been a dick at the very start about blanket banning discussion of mods.

Edit: aaand the reddit post is gone. That was fast.

Drone fucked around with this message at 16:31 on Apr 19, 2020

Drone
Aug 22, 2003

Incredible machine
:smug:


And your missile fire control can target missiles (once they've been picked up by your Active Sensor, which they never will be because your sensor resolution is too high as ElBrak said) out to a range of 80 million km, but your AMMs themselves can only fly 9.4 million km before they become duds.

I'm really bad at ship design, but ideally you want all three of those systems to line up well -- your Active Sensor should be able to see incoming missiles (resolution 1) out to a decent range, I usually make this ~twice my actual weapons' range (because now in C# there are also techs that give you to-hit bonuses the longer you track a target). Then your Fire Control's max range should ideally line up pretty well with your weapon's max range -- unless you're future-proofing (a valid strategy for missiles), you don't need your fire control to see beyond your weapon's actual range.

Making sure your components harmonize well is a big part in avoiding bloat and managing your ship's mass. Even though you may have the technology for some super awesome active sensor that can see a flea wiping its rear end on Pluto, it's not gonna help you any if your weapon's range is a bare fraction of that.

tl;dr reduce your active sensor resolution to 1 and make the range something less insanely huge. If you want to be able to see missiles from way farther than that, design an AWACS ship. I'd also dramatically reduce the range on that fire control but that's probably my personal energy-based point-blank strategy showing.

Edit: and design a second Active Sensor for the ship whose job it is to see other ships. The resolution on that can be much higher and thus it won't be as large and it'll still have a huge range (a good thing). This will be your ship's more general active sensor.

Drone fucked around with this message at 19:57 on Apr 26, 2020

Drone
Aug 22, 2003

Incredible machine
:smug:


Also do my eyes deceive me or is that ship mounting enough missiles for 101 volleys? At your rate of fire, that ship can continuously pump out wave after wave of missiles for almost seventeen uninterrupted minutes on a single reload. That feels excessive!

And why so much armor? If this thing's job is to shoot down incoming missiles (and with that many AMMs in the magazines, it can do A LOT of them), shouldn't armor be slightly less of a priority?

Drone
Aug 22, 2003

Incredible machine
:smug:


I'm getting super pumped for Shadow Empire and really just want it to release already.

Drone
Aug 22, 2003

Incredible machine
:smug:


Bold Robot posted:

Thanks for the tips earlier on Aurora. I'm starting to explore my first systems outside of Sol and have some more random questions:

1. I don't really understand how to keep track of whether ships need overhauls or not. I see the notifications about accidents that take X MSP with Y remaining, which then reference a maintenance clock. But is it good when the maintenance clock is high, or low? Is that the amount of time remaining or the amount of time into its service life? Similarly, in the Logistics Report tab in the Naval Organization screen, is high Deploy % or low good? What does TSO stand for?

2. What exactly does Colony Cost refer to? I get that lower is better but beyond that it isn't super clear. How high is too high? Like would it be crazy to colonize a world with 15? 50? What does it mean if a potential colony has N/A for the cost?

3. If I stabilize a jump point, will civilian ships be able to go through and start colonizing stuff on the other side?

4. What's up with Survey Sites? I found a few that are marked as Excellent or Good but have no idea what I should be doing with these.

1. The maintenance clock is how many months the ship has been underway without an overhaul, and you want the number to be low. When you design a ship, you set its mission duration -- if you set this high, then the threshold for the maintenance clock is adjusted accordingly -- this way you can theoretically have ships deployed for years without their crew morale being hit, provided they have enough maintenance supplies on board to effect repairs for the duration, and provided the Annual Failure Rate (AFR) is relatively low % (which you lower via things like Engineering Spaces)

I really wish there were an event that'd pop up informing you when a ship's maintenance clock is up (or even better an automated conditional order that you could set up that overhauls a ship once its clock reaches max), but alas.

2. Colony Cost, if I remember right, is basically inverse to the amount of population fit into one unit of Infrastructure. So Mars, with a colony cost of 2, can fit more people into a single unit of Infrastructure (therefore it's more efficient to colonize) compared to the Galilean moons, which iirc have a colony cost of 5.75. Therefore you need much more Infrastructure on planet to support a similar-sized population on Ganymede than on Mars. As for "how high is too high", I personally won't colonize stuff with a colony cost above 6... meaning the four big moons of Jupiter are do-able, but not much else.

Not sure if it's like this in C# too, but in VB6 the colony cost would also indicate how many civilian "jobs" are necessary to just sustain the population (keeping out atmosphere, etc.). Back in the day I tried to colonize and terraform Venus using a ground population, and it turns out the terraformers just never worked because the colony couldn't find anyone to staff them -- everyone was too busy focused, full-time, on just surviving the harsh conditions of Venus.

If it has N/A, it means you can't colonize it, at least not with a population. You can add automines etc. to it though and set up a robot colony.

3. Yes. Again this knowledge is based on VB, but in that version civilian shipping corporations had a maximum limit of jumps that they would go out from their home colony, I wanna say like 3?

4. Depends on what type of site it is iirc, but if it's an ore site, I think it means that you have potential to find (lots) more minerals than you did from orbit, if you use an appropriate ground force to do the prospecting.

Drone
Aug 22, 2003

Incredible machine
:smug:


Bold Robot posted:

:yossame: I really wish there were a modern flightsim that hit the middle ground between arcade-level (War Thunder, etc.) and stuff like DCS where you pretty much have to learn how to actually fly the plane. Seems like kind of an obvious hole in the market, shame.


Thanks, this is super helpful. Is there any particular reason to prioritize a colony in one of the systems adjacent to Sol, or would it be alright to wait until I (hopefully) find a really good planet within the first few jumps? My immediate neighbor systems seem kind of lovely.

I usually toss down a token colony on the first Colony Cost 2 planet I run across. Seems like I always get one in Alpha Centauri.

Ideally you have a system near you that has 1 low colony cost world and a poo poo ton of moons/asteroids/whatever that you can set up automines on and mass driver all that TN goodness to the colony, which becomes a sortof second Earth. That's the situation I have going on in my Alpha Centauri in my current 1.9.5 game.

Drone
Aug 22, 2003

Incredible machine
:smug:


I've been filling a gap in my gaming history lately and have been playing Ace Combat 04 for PS2.

The Strangereal stuff is... well, kinda neat, in a weird anime way. Would be neat to see CMO scenarios for it, since the games pretty much use real-world hardware. Not sure how well CMO does with custom maps (if at all) though.

Drone
Aug 22, 2003

Incredible machine
:smug:


So I bought CMO back when the new version was released and never really did much with it until today, when I spent nearly my entire day with the game and quite enjoying it.

Any good, relatively new community scenarios that stand out for anyone as being high quality (in terms of scenario design and scripting)? Specifically looking for stuff that isn't your normal NATO vs. Soviet flavor.

Drone
Aug 22, 2003

Incredible machine
:smug:


ZekeNY posted:

Same here. If only there was some sort of well-established infrastructure, backed by a hefty CDN, for handling the sale and distribution of computer game software. Oh, wait...

Looking forward to ZekeNY Wargaming Publisher stepping into the void :) :) :)








:)

Drone
Aug 22, 2003

Incredible machine
:smug:


Uh of course you mean send a money order via self-addressed-stamped-envelope to receive the game burnt on CD-R on my garage.

Drone
Aug 22, 2003

Incredible machine
:smug:


I just had to reset my password to log into the Matrix site and lol, they don't allow special characters in their passwords.

21st century, folks.

Drone
Aug 22, 2003

Incredible machine
:smug:


Steam sale is supposedly starting in like 6 hours, maybe you'll get lucky?

Drone
Aug 22, 2003

Incredible machine
:smug:


Which Graviteam game is the one to buy?

Drone
Aug 22, 2003

Incredible machine
:smug:


BattleMaster posted:

Anyway if there was a 1942 Battle of Atlantic movie I'd expect it to be on board a British or Canadian corvette or minesweeper drafted into escort duty, not a US fleet destroyer.

Is there a classic WW2 movie from a Canadian perspective that isn't The Devil's Brigade?

Drone
Aug 22, 2003

Incredible machine
:smug:


Has Slitherine been publisher for CM stuff before? I always thought Battlefront did their own thing.

Also did the Battlefront manager dude get struck by lightning or something?

Steam store page is live as of like 8 minutes ago apparently: https://store.steampowered.com/app/1369370/Combat_Mission_Shock_Force_2/

Drone
Aug 22, 2003

Incredible machine
:smug:


Still a snowball's chance in hell when/if the other CM titles come to Steam that existing owners will get Steam keys. :smith:

Drone
Aug 22, 2003

Incredible machine
:smug:


Man I wanna know the wrangling (i.e. $$$) that happened behind-the-scenes to change his mind.

Or did he see the impending deathblow to capitalism that is COVID-19 and thought he'd cash out while he can, and Slitherine was happy to oblige by guaranteeing sales?

Drone
Aug 22, 2003

Incredible machine
:smug:


Hell hath truly frozen over.

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Drone
Aug 22, 2003

Incredible machine
:smug:


C'mon Steve you coward, release CM:FI and CM:BS on Steam (the only two I've purchased) :v

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