Author Topic: C# Aurora v0.x Questions  (Read 183871 times)

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Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #900 on: May 27, 2020, 01:06:07 AM »
Can you make civilian missile launchers or have them just 'drop' sensor buoyes?
 

Offline SpikeTheHobbitMage

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Re: C# Aurora v0.x Questions
« Reply #901 on: May 27, 2020, 07:05:07 AM »
Is it better to use a terraforming station or ground installations when terraforming a colonized planet?

Orbital modules are far superior.
They are cheaper to build (even accounting for overhead cost of the station and tugs), easier to move, don't require population to work, and benefit from the terraform bonuses of your commanders. I like to put 10 modules per station, but it is certainly feasible to build them even larger.
The only disagreement I have with this post is 'easier to move'.  Setting up a contract for the civilians to move a stack of terraformers is no harder than ordering a tug to move a stack of stations.  I do agree that lower construction cost and not needing population are still major advantages.

Can you make civilian missile launchers or have them just 'drop' sensor buoyes?
No and no.
 

Offline skoormit

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Re: C# Aurora v0.x Questions
« Reply #902 on: May 27, 2020, 07:52:53 AM »
Is it better to use a terraforming station or ground installations when terraforming a colonized planet?

Orbital modules are far superior.
They are cheaper to build (even accounting for overhead cost of the station and tugs), easier to move, don't require population to work, and benefit from the terraform bonuses of your commanders. I like to put 10 modules per station, but it is certainly feasible to build them even larger.
The only disagreement I have with this post is 'easier to move'.  Setting up a contract for the civilians to move a stack of terraformers is no harder than ordering a tug to move a stack of stations.  I do agree that lower construction cost and not needing population are still major advantages.

Fair point on using civvies to move TF installations.
In terms of micro, that's certainly the "easiest" way to move TF capacity.
 

Offline Oriolus

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Re: C# Aurora v0.x Questions
« Reply #903 on: May 27, 2020, 10:42:39 AM »
Where can I find the civilian shipping lines window in the current version?
 

Offline skoormit

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Re: C# Aurora v0.x Questions
« Reply #904 on: May 27, 2020, 11:30:56 AM »
Where can I find the civilian shipping lines window in the current version?

It is no longer a separate window.
Instead, you will find the civ lines at the bottom of the Naval Organization window, below all of your own naval admin commands.
 
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Offline davidr

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Re: C# Aurora v0.x Questions
« Reply #905 on: May 27, 2020, 11:37:22 AM »
Is it better to use a terraforming station or ground installations when terraforming a colonized planet?

Orbital modules are far superior.
They are cheaper to build (even accounting for overhead cost of the station and tugs), easier to move, don't require population to work, and benefit from the terraform bonuses of your commanders. I like to put 10 modules per station, but it is certainly feasible to build them even larger.

skoormit,

you advise that you use 10 modules in your orbital terraformers. That equates to at least 250,000 tons weight.  At 10,000 tons upgrade at a time per slipway , how long did it take your shipyard to become large enough to produce the terraformer?
 in my game each 10,000 to upgrade can take from 12-18 months to complete.

DavidR
 

Offline Garfunkel

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Re: C# Aurora v0.x Questions
« Reply #906 on: May 27, 2020, 11:44:55 AM »
You don't use a shipyard.

Tick the "no armor" box on the right and that makes the "ship" use structural shell, making it a space station. You can then put 10 Terraforming Modules on it, remove the Fuel Storage and voilá, you can now build your terraforming station with your construction factories.

 
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Offline davidr

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Re: C# Aurora v0.x Questions
« Reply #907 on: May 27, 2020, 12:39:28 PM »
Garfunkel,

Thanks , never knew that - will now try it with 1.10.

DavidR
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #908 on: May 27, 2020, 02:42:03 PM »
Do shipyard modifications draw on the BP of construction factories at all?

I've shipped all my yards to Luna and it feels they are being modified slower than on Earth despite having enough minerals.
 

Offline Garfunkel

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Re: C# Aurora v0.x Questions
« Reply #909 on: May 27, 2020, 03:27:37 PM »
No, they do not.

You probably have an administrator on Earth that sped up the process.
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #910 on: May 27, 2020, 04:45:05 PM »
Do Orbital Habitats generate income from shipping lines coming to visit them?

Do they need cargo shuttle bays to help accommodate this?
 

Offline SpikeTheHobbitMage

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Re: C# Aurora v0.x Questions
« Reply #911 on: May 27, 2020, 05:11:10 PM »
Do Orbital Habitats generate income from shipping lines coming to visit them?

Do they need cargo shuttle bays to help accommodate this?
Orbital Habitats don't support population or produce trade by themselves.  The colony that they are orbiting is what gets the additional population and produces trade.  Any major colony should have a spaceport or shuttle station to speed up trade.  There is no benefit to having both types or multiple of either type.
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #912 on: May 28, 2020, 12:57:16 AM »
Is it possible to detach my beam ships to close with the enemy while my carriers and missile ships stay behind while keeping the chain of command in tact to rack in bonuses?

EX: Beam/Missile squadron commander => Fleet commander in system but in other task group => Admin Commander

 

Offline Garfunkel

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Re: C# Aurora v0.x Questions
« Reply #913 on: May 28, 2020, 04:15:26 AM »
Your beam ships become a new fleet so they will not gain any bonuses form the old fleet commander. They will still get admin command bonuses as long as they are in range.
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #914 on: May 28, 2020, 11:07:24 AM »
Your beam ships become a new fleet so they will not gain any bonuses form the old fleet commander. They will still get admin command bonuses as long as they are in range.

Can Admin commands be based on a flag bridge on a ship?