You shouldn't be getting never-ending streams of errors if you installed properly. The only error I can think of that doesn't stem from that, and that come up without fail when it does occur, is a /0 error or an overflow error, which tends to be very simple to troubleshoot and fix. The only way to get permanent, campaign-killing interrupts is to play with Invaders on (due to the way they interact with other special enemies).
In few of my games, I encountered errors regarding NPR officers or designs. At first it meant twenty errors at the beginning of each year or so, then it got progressively worse.
And for the interrupts, it is enough when one NPR fights the swarm somewhere. They will never win and just end up leaving wrecks there, which will make things worse and this repeats indefinitely. Or precursor transports standing near a jump point, producing an interrupt whenever anything travels through it. And when one NPR can find another, it can snowball quickly. I know all of this is solvable by the designer mode, but that would show me all NPRs and their ships, which kill some enjoyment for me.
I'm not sure what you mean by "inconsistent".
That the results depend on increments. If your ship needs 12 hours to finish a survey and has no other orders and you run 5 day increment, it will just sit there 4.5 days doing nothing before a default order is queued. The same is true for the civilian ship, so you can make so much more money over the same time-period by using shorter increments. Also, two ships on a collision course can miss their chance to shoot at each other if you choose long increment.
I enjoy the logistics management. I enjoy the feel of combat, where it's composed of long minutes of waiting before a few seconds of violence. I think a lot of other people do as well. If you're playing on the most recent version, civilians shouldn't have "hundreds" of ships unless you've been playing for centuries and have dozens of populated colonies. They also shouldn't be going to espionage colonies unless you put infrastructure or colonists on them yourself. Civilian ships do, you might want to note, trade with non-hostile NPRs.
I do too, but when fighting against missile cruisers faster than my ships, I end up waiting for them to empty their magazines and when every launch or intercept is an interrupt, it can be rather tedious. Civilians got better in the recent version, but with twenty and more populated worlds, they build ships rather quickly. An agreement with an NPR is needed for civilians to trade with them, but if you put a colony on a 0.0 planet, they go there regardless of an NPR or the colony being billions km away.
And it's no getting better - instead of features like "if I check this check this check-box any arriving ship will be refueled, resupplied and will have their magazines refilled automatically", we got crew morale.
I completely agree that that would be convenient. It doesn't, however, mean that there aren't refuel, resupply, and rearm orders. If I'm bringing a fleet back home after a battle, it takes about two seconds to tack those into the order sequence. I don't see what crew morale has to do with that, unless you're just complaining about the fact that you can't just ignore logistics and constantly blow things up. (Which, to be fair, you can. It's not terribly difficult to set up battle scenarios in SM mode.)
No, logistics is the best part, but baby-sitting every ship is not. For example, if you create long hauling route, ships can run out of fuel if it does not contain enough refuel orders even when both planets have plenty fuel. At that, point you have to redo the route, because you can't insert orders in the middle of it.
And the crew morale is just another thing to manage without adding anything interesting.
I think every game developer should ask "will this make this game more fun?" before adding anything. Did you have any fun (or Fun) moments because of the crew morale? I did not, and I mostly end up turning off the maintenance, because I enjoy playing much more when I don't have to constantly overhaul my ships.
I did. Also, insert standard disclaimer about Steve making Aurora for his own entertainment and just happening to share it with people who are interested. It's not a published game, it doesn't cost anything, and it's a personal project. It may just be me, but with that in mind I'm a little less inclined to bitch about things I don't like, especially considering that Aurora is already head-and-shoulders above every other 4X out there.
Care to share the story? I may change the opinion about the crew morale then.
Agreed with the second part - Aurora is an exceptional 4X. However, it can be made so much better if approached differently, which bugs me the most. And from playing it, I made pretty good picture of how the game works under the hood - I can almost see the code in my head, with all the missing range checks and performance issues, but that's just the curse of being a programmer.
Hell, if I had enough time, I would start programming a similar game, because I like the concept so much (and to prove my point
).
Aurora II.
Seen it, but with all the respect to Steve, I would bet that DF 1.0 will come out earlier than Aurora II.
Yeah, I get it. But like I said, I don't totally agree. Aurora can be frustrating, and parts of it are really rough, but that's not exactly unique, either among games in general or among free games that will likely never be released for sale (respectively). It also more than makes up for its own flaws, in the same way that DF does.
Of course I appreciate Steve sharing the game with us for free, but the comparison with DF just does not work for me it his case. DF has complex interface and is hard to learn, but once you get around that, it has very little gameplay problems. The first part is also true for Aurora, but the second isn't. When I end DF game, it's either when I lose to it or because I conquered hell, built the tower of Sauron and flooded the rest of the map with lava. I end Aurora games because they become unplayable or frustrating.
But I should definitely stop ranting already.