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Messages - hiphop38

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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: December 14, 2016, 05:04:32 PM »
Posted this on the "Not suggestion thread" So ill repost here:

So call me a big fat Space Nazi, but I often like to rp my Aurora games with Slavery not only allowed, but state sponsored. Currently they only really work as big and difficult to transport construction brigades, and thus can only build installations/PDC.

It could be nice to have further rules for the idea of slavery in general. Perhaps it could be made so that the slaves can be brought to a planet with minimal to no infrastructure and act as a disposable population. That way they can man installations (Each unit costs 10,000 population to create, why not have them be 10,000 of population for labor as well), such as mines or terraforming installations. (does it make me evil to want the filthy xenos I crushed under my Jackbooted heel to serve me in defeat?)

I do like the idea of the forced labor units in creating a rich dark rp environment, I just wished for a bit more options with them.
That being said, they do still work rather nicely as the transportable construction factory, sans the infrastructure/building/population, that they currently are. If I am the only bastard evil enough to even use the FLU then so be it and I'll be content with Slavery as it currently stands.

2
C# Aurora / Re: C# Aurora Changes Discussion
« on: December 14, 2016, 04:52:19 PM »
So call me a big fat Space Nazi, but I often like to rp my Aurora games with Slavery not only allowed, but state sponsored. Currently they only really work as big and difficult to transport construction brigades, and thus can only build installations/PDC.

It could be nice to have further rules for the idea of slavery in general. Perhaps it could be made so that the slaves can be brought to a planet with minimal to no infrastructure and act as a disposable population. That way they can man installations (Each unit costs 10,000 population to create, why not have them be 10,000 of population for labor as well), such as mines or terraforming installations. (does it make me evil to want the filthy xenos I crushed under my Jackbooted heel to serve me in defeat?)

I do like the idea of the forced labor units in creating a rich dark rp environment, I just wished for a bit more options with them.
That being said, they do still work rather nicely as the transportable construction factory, sans the infrastructure/building/population, that they currently are. If I am the only bastard evil enough to even use the FLU then so be it and I'll be content with Slavery as it currently stands.

3
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: December 13, 2016, 03:42:38 PM »
To 83athom,

How "Eventually"? I have been having this spam for. . .  about 5 years ingame or so by now. . .  (Not sure exactly).  It is acceptable in the 30 day increments, but I am having a slowdown, and I want to know if I should muscle through it, or if I would need to scrap it (D:)

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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: December 11, 2016, 11:51:44 PM »
Having a, seemingly common, Error 3021 issues.  This is a good few dozen years into a game.  It began to occur after a large slowdown (5 sec intervals) period, of about 2 hours of in game time.  Afterwards I got another series of popups saying essentially that "No research was discovered from deconstructing that component".  So its clear that some NPRs got into big tussle and were deconstructing the loot.  Now this is not my issue (However, I feel it may be a bit better to not have these alerts shown to the player tbh).

However, almost immediatly after that, a series of exactly and always 10 error popups appear.  They say "Error 3021 was generated by DOA. Field   No current record.  please report to blah blah blah. " This popup is titled "Error in SalvageWreck".

So My assumption is that the NPR is trying to salvage some non-existant wrecks.

I was ok with this, but then when I got to another slowdown period, I had to do this for every 5 sec interval. . .  no thank you.

So I am wondering if there is a way I can fix this.  My idea, is if I can go into spacemaster mode and stop the error at the source.  Essentially take command of the NPR and stop their attemps at salvaging. . . .

Ive tried everything else that Ive seen in reference to the Error 3021, i. e.  opening in admin mode etc.  (There were very few fixes, beyond reinstall).

5
Mechanics / Re: Population Consumption
« on: December 08, 2016, 12:04:18 PM »
While were talking about populations, what is the equation for the population growth?
I do know it falls off as populations grow, so is it simply an equation based on population?

6
Mechanics / Population Consumption
« on: December 08, 2016, 11:34:58 AM »
Short and skinny,
Does the creation of ground units/ recruitment of new naval crew decrease a colony's total population?

I am aware that you can recruit slave divisions that reduce a population by 10,000 per division, but is there anything like that for standard divisions?

Additionally, are there any other mechanisms that decrease population, besides the standard population decrease from overcrowding and planetary bombardment.

7
Installation / Re: Population and Production page issue
« on: November 29, 2016, 12:07:44 PM »
I understand that I shouldn't be posting here, but I thought id follow up with my solution.

Interestingly enough, simply turning the touch screen off did not fix the issue.  It kept doing that, UNTIL I selected a colony WITH the on screen keyboard up.  (I know, weird)
After that I could close the on screen keyboard and proceed as normal.  This even worked with the touchscreen on, until I pressed the next turn button.  Sadly I have not had time to test all the permutations of this but I thought it would be interesting to others who may have a similar issue. 

8
Installation / Population and Production page issue
« on: November 27, 2016, 10:12:30 PM »
So I have recently tried to start playing Aurora on my Laptop that I just recently got.

I have installed Aurora as I usually would for my desktop.  Everything works, as in no error messages appear when a page is opened etc. . .  but whenever I try to select a different colony on the population and production page, the list essentially freezes.  However, the rest of the page still works.  All the tabs work, pages work, just the colony table freezes and I cannot change colony. 

It is confusing as I have never seen it happen before and I have not heard of anything like this happening before.

Does anyone know of this issue and or have a solution?

9
Aurora Chat / Aurora Tools
« on: October 21, 2016, 03:36:33 PM »
Question, Are there any tools, (A'la DwarfTherapist for DwarfFortress) that make it easier to work with Aurora?
Dont get me wrong, I love this game, but I can find it tedious to dig through the different pages as my personal games grow.

If there are none in existence currently, I am curious if there are ways to access the database.
I have delved deep into Visual Basic with excel with my work and have a few ideas I could try playing with.

I know that the databases are locked down for gameplay reasons, but does anyone know of anyway of accessing the databases?

10
Aurora Bugs / Re: Official v7.00 Bugs Reporting Thread
« on: December 16, 2015, 10:10:41 PM »
It worked excellent :)

11
Aurora Bugs / Re: Official v7.00 Bugs Reporting Thread
« on: December 16, 2015, 08:31:22 PM »
Just reinstalled Aurora on my new version of Windows 10, installed up to version 7. 00, and when I try to open the system view tab I get an error 713.  It says I am missing the MSSTDFMT. DLL file, is this an error with my install or something else?

Error text:
"Error 713 was generated by Aurora
Class not registered.
You need the following file to be installed on your am machine, MSSTDFMT. DLL.
Please report to etc etc. . . "

I have reinstalled several times, even from a fresh zip download.  same issue.  I have also tried to add the DLL file manually and have been unable to.  Is anyone else encountering this issue with Windows 10? I did not have it with my version on Windows 7.

My game is not unplayable, but I do like the system view. . .  and I am worried that there would be other issues with missing that DLL in future.

12
The Academy / NPR question
« on: April 28, 2014, 12:19:27 AM »
I wondering, how long does it usually take for first contact?

My game is a good, 60 or 70 years in, and I have been exploring hard to find other aliens to "play with" (blow up) but I have had no luck so far.  (Besides 3 precursor ships that rammed my poor ships) I have a fleet of exploration ships trying to fully explore systems at least four jumps from sol in every direction.  I am not yet done with this project but I am just curious how long it takes most people to find aliens. 

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