Frick
Fishfaced Nincompoop
- Joined
- Feb 27, 2006
- Messages
- 19,807 (2.86/day)
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System Name | Black MC in Tokyo |
---|---|
Processor | Ryzen 5 7600 |
Motherboard | MSI X670E Gaming Plus Wifi |
Cooling | Be Quiet! Pure Rock 2 |
Memory | 2 x 16GB Corsair Vengeance @ 6000Mhz |
Video Card(s) | XFX 6950XT Speedster MERC 319 |
Storage | Kingston KC3000 1TB | WD Black SN750 2TB |WD Blue 1TB x 2 | Toshiba P300 2TB | Seagate Expansion 8TB |
Display(s) | Samsung U32J590U 4K + BenQ GL2450HT 1080p |
Case | Fractal Design Define R4 |
Audio Device(s) | Plantronics 5220, Nektar SE61 keyboard |
Power Supply | Corsair RM850x v3 |
Mouse | Logitech G602 |
Keyboard | Dell SK3205 |
Software | Windows 10 Pro |
Benchmark Scores | Rimworld 4K ready! |
Finally, it is here. Expect bugs, and massively increased performance.
My immediete problem is the color scheme.
Compared to the old version:
After like five minutes my eyes are already hurting from that blue/yellowishwhite combo and the lack of proper table lines. Which is so very sad, because this is probably the only game I have properly looked forward to in a whole sleuth of years. Will struggle on though, shall see how I like it.
EDIT: So a brief introduction to the game. It's a one man project by a true nerd that is a 4Xish space tactical simulator, sort of. It is a 4X game in that you explore, expand, exterminate and whatever the last x is, but with a bit more "depth" to it. Let's say you want to built a ship for doing geolocial surveys of stellar bodies. First you have to design an engine, which means choosing the basic technology of the engine. You start with the tech Nuclear Propulsion, which gives you access to Thermal Nuclear Engines (iirc). So you pick that, and decide wether it's a military or commercial engine, and then you choose the size of it and the power of it, and here you have to do some math to make it fit whatever it is you want to power (fuel consumption becomes so very important later on). Then you have to research the actual design (which basically means you make the engine avaliable for production). Then you can design a ship around it, and then you can retool a shipyard for that specific ship and then you can build the ship, and then you realize you forgot to put fuel tanks on the ship, which means you have to make a new design (because once a shipyard is tooled for the design it's locked) and retool the shipyard again. Designing missiles is pretty much the same thing (IE strap warheards to engines), but it's even more intricate because the gunship need to have missile launchers, storage for the missiles and missile reloading systems, and targeting systems and some other stuff. Add complex battle formations and commanders for everything and now much improved ground combat and there is a reason the game is often refered to as "Dwarf Fortress in space". Oh, and there are enemies of course and colonies to maintain and alien ruins to explore and ancient robotic defense systems to overcome. And endgame [spoilers] (powerful enemies). All presented in what looks like Excel.
And the reason for my excitement is because the game used to be made in Visual Basic, which made it ultra slow after a number of years, so that a five second increment took ten minutes. The C# version is much faster.
For a taste I recommend reading the The Coldest War communal LP, which is like 400 pages of people getting too much into space-voting and writing truly disturbed amounts of fluff.
AuroraV100.rar
drive.google.com
My immediete problem is the color scheme.
Compared to the old version:
After like five minutes my eyes are already hurting from that blue/yellowishwhite combo and the lack of proper table lines. Which is so very sad, because this is probably the only game I have properly looked forward to in a whole sleuth of years. Will struggle on though, shall see how I like it.
EDIT: So a brief introduction to the game. It's a one man project by a true nerd that is a 4Xish space tactical simulator, sort of. It is a 4X game in that you explore, expand, exterminate and whatever the last x is, but with a bit more "depth" to it. Let's say you want to built a ship for doing geolocial surveys of stellar bodies. First you have to design an engine, which means choosing the basic technology of the engine. You start with the tech Nuclear Propulsion, which gives you access to Thermal Nuclear Engines (iirc). So you pick that, and decide wether it's a military or commercial engine, and then you choose the size of it and the power of it, and here you have to do some math to make it fit whatever it is you want to power (fuel consumption becomes so very important later on). Then you have to research the actual design (which basically means you make the engine avaliable for production). Then you can design a ship around it, and then you can retool a shipyard for that specific ship and then you can build the ship, and then you realize you forgot to put fuel tanks on the ship, which means you have to make a new design (because once a shipyard is tooled for the design it's locked) and retool the shipyard again. Designing missiles is pretty much the same thing (IE strap warheards to engines), but it's even more intricate because the gunship need to have missile launchers, storage for the missiles and missile reloading systems, and targeting systems and some other stuff. Add complex battle formations and commanders for everything and now much improved ground combat and there is a reason the game is often refered to as "Dwarf Fortress in space". Oh, and there are enemies of course and colonies to maintain and alien ruins to explore and ancient robotic defense systems to overcome. And endgame [spoilers] (powerful enemies). All presented in what looks like Excel.
And the reason for my excitement is because the game used to be made in Visual Basic, which made it ultra slow after a number of years, so that a five second increment took ten minutes. The C# version is much faster.
For a taste I recommend reading the The Coldest War communal LP, which is like 400 pages of people getting too much into space-voting and writing truly disturbed amounts of fluff.
Some history is that it began as a program for tracking games in another game called Starfire something something, which was a space tactics sim. It may even have been pen and paper, I honestly don't know. Then it became bigger than Starfire something something and there was a clash between the designers of that game and the end result was Steve (as Aurora's coder is named) making an new game. VB6 was a sort-of good idea from the start as it was enough for what he wanted to do and was super easy to get into (he was a professional poker player for a long time; now he's some big guy for a big online poker site). But it grew and soon it became apparent VB6 was ... insufficent is the nicest way of putting it for the purpose.
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