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File: 23d67880dcf1d7f⋯.jpg (206.86 KB, 1920x1080, 16:9, maxresdefault[1].jpg)

eb2d4d No.14768905

Is this game worth getting into? And if yes, how do I get into it?

d5b2d3 No.14768962

>>14768905

>Is this game worth getting into?

If you have autism, think that modern 4X games suck and you want something different.

>And if yes, how do I get into it?

Install it correctly.

It's harder than it seems.


c8ff50 No.14768963

If you have the autism, yes.


0b39a4 No.14769311

You need to really be desperate for a deep space sim in order to enjoy this game. There's really nothing we can do to help you out except to tell you that not every change you make to a setting will seem to work


e398af No.14769591

File: 5ec30226b3283b8⋯.jpg (59.7 KB, 1021x574, 1021:574, anime-girl-laughing.jpg)

>>14768905

Nice screenshot, OP. Uranus is showing. Does the thought of showing off Uranus to a bunch of strangers on the internet excite you?


a81c6c No.14769592

File: 83cf3a9298bdce0⋯.jpg (7.66 MB, 1400x8825, 56:353, Aurora Tutorial.jpg)

File: e50ea3d79b0d3b8⋯.jpg (5.91 MB, 2500x5676, 625:1419, Aurora Tutorial2.jpg)

Not hard. Here are some tutorials I made last yearish. If you have any questions feel free to ask. Also download from here to have an installer: http://aurora2.pentarch.org/index.php?topic=5663.0


b9ea73 No.14769605

File: a50d068ced24e2c⋯.jpg (30.77 KB, 720x720, 1:1, a50d068ced24e2ceb27593aa43….jpg)

>>14768905

That doesn't look like a game.


a81c6c No.14769613

File: e14e5e7532a5e1a⋯.jpg (5.75 MB, 2300x5792, 575:1448, Aurora Tutorial3.jpg)

File: 963b0476a9fa4cf⋯.jpg (1.42 MB, 1100x2960, 55:148, Aurora Tutorial4.jpg)

File: ae484909f535751⋯.jpg (2.55 MB, 1100x4184, 275:1046, Aurora Tutorial5.jpg)

File: c9d51676d818ba1⋯.jpg (1.74 MB, 1100x3336, 275:834, Aurora Tutorial6.jpg)


9d3de8 No.14769618

>>14769605

You don't look like a game.


a81c6c No.14769623

File: 2e17775dab9c79f⋯.jpg (3.24 MB, 1100x6264, 275:1566, Aurora Tutorial7.jpg)

File: 9035dc81d31f9fc⋯.jpg (1.31 MB, 1100x2098, 550:1049, Aurora Tutorial8.jpg)

File: 5e694249ed43d0b⋯.jpg (2.45 MB, 1100x4560, 55:228, Aurora Tutorial9.jpg)

File: b0c250e38ca3d02⋯.jpg (5.37 MB, 2387x4716, 2387:4716, Aurora Tutorial10.jpg)


b9ea73 No.14769627

File: 7fada7f7a40b55f⋯.jpg (61.23 KB, 1199x659, 1199:659, 7fada7f7a40b55f8de6473067c….jpg)


000000 No.14769881

>>14768905

>Is this game worth getting into?

Yes.

>And if yes, how do I get into it?

Have the wiki open in another tab, read the mouse over tips, don't be afraid to make mistakes, learn from your mistakes.

Once you get the general feel, you'll fall into this pattern of "i want to do x, huh turns out I have to do y first, didn't even know y was a thing" and you organically learn about y.

If you don't think figuring out terraforming will be fun for you (it was for me) you can watch or read a toutorial on that. It's hard to wrap your head around at first.

Oh, and have fun.


8c0b7d No.14769912

File: a18113d36f0f190⋯.jpg (77.38 KB, 522x606, 87:101, Eye roll with body.jpg)

>>14769592

>giving yourself a higher population will give you're economy a boost

>you're


52a6a4 No.14770144

File: eb6d0d1c0cd21a6⋯.jpg (136.2 KB, 1920x1080, 16:9, eb6d0d1c0cd21a65ee3698eb48….jpg)

It was pretty fun until I got stuck in a horrible loop of spending half an hour designing some missiles, playing for another 20 minutes, and then realizing my missiles were already out of date for my current tech and having to spend another 30 minutes redesigning them. And the anti-missile missiles. Let's not get started on the anti-anti-missile missiles


306e44 No.14770195

>>14768962

>It's harder than it seems.

how do you mean?


15ed30 No.14770245

>>14769591

Fuck you.


b1ff38 No.14770320

File: 5ee978ad58b13af⋯.jpg (202.38 KB, 386x537, 386:537, just.jpg)

>>14770195

I was too retarded to even install it.


6bb685 No.14770362

File: cc3100dbe914568⋯.jpg (42.37 KB, 625x433, 625:433, 91579963.jpg)

>Spend hours getting into the game

>Spend hours building out economy and terraforming planets

>Realize it takes days IRL to terraform with current tech and hours IRL to upgrade tech

>Spend hours upgrading tech

>Still no enemies found AT ALL

>After about 10-15 hours of gameplay find aliens

>They kill all my military ships

>Design new fleet

>Kill enemies

>Find new enemies, they kill all my fleet

>Design new fleet

>…

>…

At this point it was actually fun to play the game, too bad it took over 15 hours of gameplay for it to actually become fun

>Game crawls to a halt, every 5 seconds there's an event

>It's an error due to an enemy AI fucking up some maneuver through a gate

>Tfw the save was unsalvageable and had to restart

>Tfw never restarted since


a81c6c No.14770462

File: dc7046e849b297a⋯.jpg (820.77 KB, 1920x1080, 16:9, Vaygr Fleet.jpg)

File: e91e52c172f3124⋯.jpg (1.23 MB, 1920x1080, 16:9, Aurora4x.jpg)

>>14769912

I wrote these at 4 in the morning after playing the game nonstop since the previous day alright. Give me a break.

>>14770362

Designer mode bud. Tokushima. You can up the chances of finding aliens and you can up the chances of those aliens being able to rape you to death also.


eb2d4d No.14770854

>>14770462

>you can up the chances of those aliens being able to rape you to death also.

Literally or figuratively?


25e229 No.14770892

>>14770462

Anon, I appreciate the work you put into those infographics. I used them several months ago, and I expect others have as well.


b2896d No.14771284

>>14768905

The Dev is rewriting the game in C#. The current version is literally years out of date, at this point I'd wait.

>>14770144

>not just spamming lasers and making ships that can travel solar systems in minutes to hug the enemy mercilessly.


4c51cb No.14773728

>>14771284

You know how long it took him to make Aurora what it is now? He'll be 3 decades behind when he finishes C#.


52a6a4 No.14775191

>>14771284

Are lasers viable now? Last I played, all the guides said to ignore them and just use missiles.


7920ca No.14775397

>>14771284

>The current version is literally years out of date, at this point I'd wait.

If he hasn't released a newer version in those years then that's a worthless proposition. Especially his plans to overhaul the entire thing to follow proper physics, which would essentially them two entirely separate games.


b2896d No.14775555

>>14775191

The main issue with lasers is that you need to outspeed everything in order to get close. Do that and it's pretty easy. It's a problem early game, especially when you run across the special enemies that have 30k km/s speeds, but with tech and/or some smart designs (super fast fighters launched from carriers), you can do it. I can explain most of the laser combat mechanics if you want.

Honestly if you abuse the research and economic system enough you'll be so far ahead of the AI that you can win with anything because your ships are so much better. The non-combat mechanics lend themselves to heavy min-maxing and exponential growth.


c4ce6d No.14775619

>>14770320

Just download the portable version from the wiki. It's all preinstalled. Just a warning though, if you aren't on the spectrum or one of those "lives in your own head" types you probably won't enjoy this. A lot of the fun comes from the DF style emergent narrative.

>>14769605

Go play Distant Worlds: Universe if you're hung up on the fact that it is a literal .XML spreadsheet game. There you get pretty much the same package but in a 90's flash browser wrapper. It's not quite the same but I really enjoy both games.


5d940b No.14775662

>not getting into F-Zero GX, hardest racing game ever.


b84195 No.14775788

>>14775662

Even Nintendo thinks F-Zero is shit.


e398af No.14776030

>>14770245

Only if you buy me dinner first, faggot.


9ceee8 No.14776119

>>14775191

>>14771284

i'm interested in this but have one extremely important question: can i build projectile-based weaponry? i want to destroy incoming fighters and missiles with walls of lead, and fire slugs at lightspeed to puncture the pitiful ayy menace


b2896d No.14776196

>>14776119

Gauss/Railguns are in but are treated as a form of beam weaponry. Meaning instant impact.


c7f8d4 No.14777014

>>14775555

Fuckin checked. Just installed this game yesterday. We'll see if I have the autism to keep at it. Saved those infographs, thanks anon.


5d940b No.14778216

>>14775788

Nintendo also thinks the new paper Mario games are good, while in reality they are the worst. Kill yourself.


b8c78f No.14778273

>>14770144

>Anti-anti-missile missiles

Bruh, step up your game, you need to prepare for anti-anti-anti-missile missiles.


5d940b No.14778651

>>14778273

What about a strong ass Tesla tower that zaps 'em all?


891bfc No.14778853

>>14778651

Testla towers don't really work the same in a vacuum, I don't think they'd work against missiles in space.


9ceee8 No.14784393

so i downloaded this because i love turboautism and am loving it, but have some questions. i'm trying to rush to geological/gravitational survey craft so i can actually explore my solar system, but it takes years and years and years to get to that point, and often when i finally get to the point where i can start building ships (shipyard is at the right tonnage, research is all at the point where I can do it, class has been designed etc) i'm out of one type of mineral or another. my questions are

>what is a good ratio of mines to construction? for that matter, what do automated mines do that regular mines do not?

>what the hell do financial buildings, infrastructure, underground infrastructure and basically any kind of colony building that isn't a mine, a refinery or construction actually do?

>what's a good set of special orders to automate my fleet of sorium harvesters, trucking to and from a gas giant packed with sorium?

>what do I need to do to get my offworld colonies (moons, Mars etc) to ship their resources to Earth, where my shipbuilding enterprise is?

i freely admit i just used the infographics posted itt instead of playing/watching/reading a tutorial, but i find that i'm actually able to make pretty good progress despite that fact


4f269c No.14784751

>>14784393

Did you do a Trans-Newtonian start or conventional?


3cdba3 No.14784755

>>14770245

hey fuck you, leather man


b2896d No.14784821

>>14784393

>i'm trying to rush to geological/gravitational survey craft so i can actually explore my solar system, but it takes years and years and years to get to that point, and often when i finally get to the point where i can start building ships (shipyard is at the right tonnage, research is all at the point where I can do it, class has been designed etc) i'm out of one type of mineral or another.

That shouldn't be happening. You should start with at least 50-100k of each mineral to mine (assuming by "out" you mean "out of resources to mine on earth", not "can't mine fast enough to support building).

It's important to notice that the minerals are all quite specialized except Duranium which is a universal requirement. e.g. Mercassium is almost entirely just for labs.

>what is a good ratio of mines to construction? for that matter, what do automated mines do that regular mines do not?

There's no perfect ratio because the availability determines mining rates. A mineral with a .1 availability needs 10x as many mines to mine as quickly as one with 1 availability. Generally you want to find a planet with 6 or 7-digit amounts of a mineral and dump a few thousand automated mines on it.

If you do a conventional start you'll want to convert your conventional industry to construction and mines at around a 60:40 ratio in my experience.

Automated mines don't require population to operate. The is important: On planets you won't terraform, like Venus, but you want to mine the fuck out of, and when you need the population to do other stuff. Population grows somewhat slowly (best to have your best leaders with population growth boosting it on Earth), and Labs take a ton of people

>financial buildings

Produces wealth when manned by population. Wealth is at the top of the population and production screen. Your population on its own produces natural wealth but Financial buildings are for when you need more. Wealth is the secondary big limitation on running a ton of labs or building lots of stuff, since both cost constant wealth to utilize.

>infrastructure

Support population on hostile worlds. "Planet Suitability: Colony Cost" tells you the amount of infrastructure needed to support population. 0 means a perfectly terraformed world like Earth that needs no special infrastructure to support population. Low Gravity or High gravity can't be colonized but temperature and atmosphere can pretty much always be messed with until it's suitable.

Honestly I wouldn't worry too much about infrastructure. Aurora is kind of weird in that you don't need to spread your population out much, you can concentrate damn near everything important on Earth while running automated mines. Instead terraform 1 planet per system and use that as the home base/mass driver delivery point/sensors for each system. The one catch is that to get the initial civilian mining working you need a 2nd planet colonized, so dump some infrastructure on the moon (terraform the moon later when you get the chance).

Also as to terraforming, the best way to do it is to make an Orbital Habitat (which lets you build a ship on Earth with your construction stuff, rather than needing a huge shipyard), then stuff 50-100 terraforming modules on it. Just jet it around to whatever body you're looking to mess with. Land-based terraforming sucks because you need population to operate it to begin with.

>underground infrastructure

For colonizing even more hostile environments like asteroids. Hell if I know why you'd want to spend time doing this.

And since you didn't specify other facilities:

>Mass Driver

This automatically shoots resources at other planets in-system, making logistics simple. You also need a mass driver to receive them otherwise bad shit happens. More mass drivers shoot more stuff but only one is needed to receive unlimited amounts.

>Deep Space Tracking

Dump 50 these on some planet to watch for aliens coming and going.

>Fighter Factory

Fighters are any ship under 500 tons. You don't need to fuck around with retooling shit, just produce fighters out of these like you would in any RTS building.


b2896d No.14784823

>>14784393

>>14784821

pt 2

>Ground force training, Genetic Modification

Should be self-explanatory

>Maintenance facility

Assuming you didn't turn off the overhauls option, military ships constantly break down. They break down faster the longer they've been without an overhaul. While stationed around a planet with enough maintenance facilities (IIRC 1 maintenance facility per 200 tons), they don't break down and the overhaul timer is stopped. Another way to avoid this is to have ships in hangers.

>Military Academy

Trains ship crews (never really noticed a lack of them, you'll probably be fine) and officers (very important, especially early game when you need researchers). 10 or so of these will probably do you fine the entire game.

>Ordnance facility

Missiles

>Sector Command

Build one of these so you can use a higher tier of civilian administrator to run entire sectors, they give 50% of their bonus IIRC).

>Spaceport

Speeds loading and unloading cargo.

>what's a good set of special orders to automate my fleet of sorium harvesters, trucking to and from a gas giant packed with sorium?

I've never actually needed them and just had automated mines, but what you want are the conditional orders. Do "When Fuel tanks Full" "Unload 90% fuel at Colony". Then set the default order "Move to Gas Giant with Sorium" to have it go back.


9ceee8 No.14784927

>>14784751

conventional start. i followed the infographics to a T

>>14784821

>>14784823

thanks man, that answers pretty much every question i had about economy


c7f8d4 No.14784936

>>14784821

>shoots resources at other planets in-system, making logistics simple. You also need a mass driver to receive them otherwise bad shit happens

Hmmmmmmmmmmmmmm


9ceee8 No.14784937

>>14784821

also, to mine a hostile planet like Venus etc, I can just drop automated mines on it? i would assume then that i could just drop a mass driver or twenty on it as well to have it launch materials at Earth then. how would i go about this? i've seen the option in fleet orders to have a ship pick up/drop off automated mines at <target>, but do i need to do anything special to get it prepared to transport or, if i tell my cargo transport to "pick up automated mine, drop off automated mine at <target>" will it just snatch one off Earth and bring it where I want it? sage for doublepost


b2896d No.14784965

>>14784927

Do note that the infrographics player is a massive, huge fucking cheater. 8 billion population basically breaks the game due to wealth/population not being a barrier to exponential growth. He's also playing without maintenance failures which mean massive amounts of space savings from not needing engineering stuff and no real downside to making everything a military ship.


9ceee8 No.14784969

>>14784965

for a first game where i'm still trying to figure out what the fuck i'm doing i have no problem using easy pissbaby mode. once i have enough competence to actually earn my victory i'll start a new game


b2896d No.14784996

>>14784937

It works just like that, very simple. Do pick up at Earth, drop off at Venus, refuel at Earth and set the instructions to loop and it will go until Earth runs out of stuff to pick up.

The Mass Driver needs to be assigned a planet to shoot resources at, do that in the Mining tab.

Some facilities are fairly big, but your transports can carry fractional parts so it's no problem.

Some facilities can't be transported and must be built on site by population manning construction facilities. Financial centers are one of them. PDCs can't be transported but can be built at your home planet in a disassembled fashion IKEA-style and assembled on site, but once they are assembled they are stuck there.


b2896d No.14785222

>>14784969

Sure, but by doing that you're not actually understanding the way the game works. It's like playing Starcraft but cheating in infinite resources and invulnerable units. When you play a "real" game you'll end up completely screwing your economy and making useless ships that explode a minute after launching, each time requiring years of work to fix.

If you want to not fight aliens or fight easy aliens, just turn off all of the Non-NPRs and set the AI difficulty to 25% or something.


9ceee8 No.14785266

>>14785222

i mean the actual systems itself, the way the game is mechanically set up to work. i've never played a game quite like this before vis a vis task groups, extremely granular control of each aspect of construction/economy etc. i guess i should have said "figuring out what the buttons do and how to make my ships do what i ask them to do". once i actually understand how to actually make the game do the things i want to do, then i'll start over and learn how to earn the results i want


5c1082 No.14786074

>>14784965

>>14785222

For a first time game you shouldn't climb a mountain. It's better to hike the hill. You are able to see everything that an experience player sees without being rammed up the ass. The basics are taught and then the player can choose to go further if they have enough autism.


b2896d No.14786736

BTW, serious pro-tip I just remembered as I was playing. Does constructing a single ship take you years even after retooling? That's stupid, and there's a solution:

You can produce ship components planet-side and they'll reduce the construction time. Sometimes considerably. e.g., my Freighter-Bs would normally take almost 2 years to produce apiece, and that's after I spent 1.5 years retooling from Freighter-A. Instead, just go to the industry tab and produce the available ship components manually with your 1000s of industry. It will take a month or two max, then when you go to produce the final ship all the shipyard needs is to produce some basic stuff like armor and fuel itself, so the overall ship production time gets cut in half if not more.

In particular you'll want to do this with things that are resource-intensive since that's what build time goes off of. This includes very big, advanced sensors, weapons, and engines.

Also for those who don't know, sensors that are 1 HS count as commercial.


7920ca No.14787594

File: ddac5737187e194⋯.png (692.28 KB, 1280x1025, 256:205, twin_queens.png)

>>14786736

>You can produce ship components planet-side and they'll reduce the construction time.

That sounds more like common sense to me then a pro-tip.


6bb685 No.14787716

>>14787594

Yes, but it's not obvious from just playing the game. And if something we learned from games is that common sense routes are rarely available in vidya.

So many games I wish I could just explain my issue to the antagonist and we could be best buddies. No, you have to spend 8 years chasing after them and then end up killing them. Just because you couldn't talk them out or shoot on sight.


b2896d No.14788474

>>14787594

It's a bit hard to notice since producing ship components is hidden in a drop down menu, ship components owned is hidden in stockpiles, and the shipyard completion date doesn't actually show the lowered time initially, only once you actually start the ship and go to the 2nd shipyard tab do you see the effect.


af9fb7 No.14790735

File: c0d9d40110bdf8e⋯.png (33.7 KB, 469x283, 469:283, did i fuck up.PNG)

>>14769592

I'm not getting that screen with all the option, did I somehow fuck up basic installation?


b5dc41 No.14790868

YouTube embed. Click thumbnail to play.

>>14790735

Here are some of my thoughts:

what the fuck did you do?

Is it the portable download or the full installer?

Did you install it wrong?

Can you expand the window?

Have you tried starting another new game and seeing if it still occurs?




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