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Messages - Garfunkel

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1
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: February 20, 2018, 10:17:21 AM »
Apparently my 6km/s ion ships were way too slow.
6000 m/s with ion engines (TL3) is not bad at all.

2
C# Aurora / Re: Replacing Teams?
« on: February 20, 2018, 09:44:10 AM »
there's no reason not to fully survey every rock
If you are so obsessive that you HAVE TO use geo teams to survey every system completely, down to the last asteroid, then you are obsessive enough to go nuts with something else. I only use teams on bodies that I'm already colonizing or mining or using otherwise. I can't even imagine the OCD required to survey 200+ bodies in the hope of getting more minerals. Why not just use SM to put few million of each TN mineral somewhere and call it a day?

3
C# Aurora / Re: Replacing Teams?
« on: February 12, 2018, 04:07:08 PM »
SIGINT module for ships would be great. It can be little frustrating how little player can find out about enemy ships even in combat.

I can see a use for espionage teams still - if you do decide to create an embassy facility that can be sent to alien planets, then require that in place before an espionage team can be created. Their transport is handwaved as part of regular supply runs for the embassy and their hiding among aliens is easier to explain as cultural / trade envoys operating from the embassy. Make it available only during peace is a sensible limitation.

This facilitates both gameplay and storytelling: we'll have additional space options while keeping the option for James Bond style espionage as well. SIGINT can tell us that there are X facilities on a planet, HUMINT from the espionage team tells us that the facilities are building Y.

4
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 12, 2018, 09:19:56 AM »
Would also be useful to have for intelligence info on ship classes, especially on the first increment in multi empire earth starts, where all classes detected during the first increment get random names as the races have not detected each other before.
You already can do this via Space Master. Check the diplomacy window carefully with SM turned on.

5
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 03, 2018, 09:37:41 AM »
In real life people usually stick to posts once they get to know the people they work with. So a ships captain would not switch every x amount of month between different ships like it happens with the auto assign actually in VB6 Aurora. Are there any plans that a person will not randomly do that in C# Aurora?
No they don't. At least in military context, captains of ships and commanders of units/posts/whatever do get rotated regularly. As the commercial designs are also under government/military control in Aurora, it makes perfect sense for their captains to rotate as well.

In purely civilian context that might happen, but at least in bigger companies there is career paths and nobody is a captain of a single ship forever.

6
The Academy / Re: minimum requirement for civilian shipping
« on: February 02, 2018, 07:45:17 PM »
You need infra on Luna. Nothing else. That allows creation of space liners. For freighters you need to research Cargo Handling System and for Colony Ships you need Cryogenic Units. They will use whatever engines are available.

7
C# Aurora / Re: C# Aurora Changes Discussion
« on: January 31, 2018, 09:56:22 AM »
Not much of a cost when you're talking Earth-Luna.
Earth-Luna is kinda special since the distance is so short. Luna grows insanely fast compared to anything else. If Luna is used as the yardstick to determine rules for economic/population/infrastructure growth, then every other colony will be stunted. Unless I misunderstood what you meant.


8
The Academy / Re: Non completed refuel
« on: January 30, 2018, 09:52:33 AM »
One ship is full, others are low. VB6 Aurora does it ship-by-ship, instead of increasing the fuel tanks of all ships by the same amount.

9
Installation / Re: Aurora Patches
« on: January 25, 2018, 09:53:16 AM »
You can't. Unless you find a player who archived that specific patch.

10
Mechanics / Re: Moving troops between modules
« on: January 22, 2018, 10:00:51 AM »
It's because ships stop to perform any order. There is no "cruising while doing X" possible in game mechanics.

11
Aurora Chat / Re: Terraforming planning and case study (building big)
« on: January 17, 2018, 07:53:06 PM »
Yeah, folks have been talking about building something like that, nice to see it actually being done!

12
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: January 15, 2018, 10:11:49 AM »
It's very much possible to have the RNG screw you over with homeworld minerals especially if you're doing a conventional start.

13
Aurora Chat / Re: What is a financial centre anyway?
« on: January 15, 2018, 10:09:19 AM »
Those factories, research centres and labs aren't staffed by those '50 000 people,' I would estimate that's the chunk of the population that's needed to support those facilities directly and indirectly. Actual staffing totals are likely much smaller, but they do draw on the mundane industry on planet for supplies and things.
They actually are. Each body already has population devoted to environment (including food) and service sectors. So the 50k people are directly involved in a financial centre.

To OP, they are a placeholder to combat budget deficit. Personally I hardly ever use them because they are so silly but the whole wealth side of Aurora is pretty underdeveloped.

14
C# Aurora / Re: C# Ground Combat
« on: January 15, 2018, 09:25:52 AM »
You can still nuke the planet to get rid of the defenders. Orbital bombardment is actually more effective now that you can use beam weapons and forward fire controllers to target it.

15
C# Aurora / Re: Custom game setups - tech
« on: January 11, 2018, 06:50:16 PM »
AGreed.

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