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Messages - Garfunkel

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The Academy / Re: Ruins and diplomacy
« on: Yesterday at 09:01:09 PM »
Here you:

Paul goes into meticulous detail so the pace of the AAR is glacial. But it's good.

C# Aurora / Re: C# Aurora Changes Discussion
« on: Yesterday at 08:59:43 PM »
And you can tow bases around. I build weapon platforms on Earth and then use tugs to get them to protect Mars, as an example.

C# Aurora / Re: Replacing PDCs
« on: Yesterday at 08:57:46 PM »
The construction equipment here is not shovels and picks. Even today, military construction units like the US Corps of Engineers are 100% motorized. You need all sorts of specialized tractors and trucks to achieve anything significant in the timeframes of modern combat. I'm absolutely fine with restricting construction / combat engineer capability to vehicles. Though in the name of modularity, having a light construction capability for infantry (picks & shovels) and heavy construction capability for vehicles (tractors etc) would allow the creation of support units as part of combat brigades as well as specialized construction/engineering brigades.

Can't wait to get to play with the templates!

Remember that conditional orders are only checked when the ship checks its assigned/default orders. Hence why it's better to use "survey nearest body" and "survey nearest JP" as then it will check for fuel remaining between each survey, instead of assigning 3 widely dispersed JP survey locations or 5 comets going to different directions and only checks conditional order when all of those are surveyed.

Aurora Suggestions / Re: Bringing Back Mothballing
« on: November 14, 2017, 09:14:23 AM »
Yeah, having both 2 and 3 would be cool.

The Academy / Re: Random questions
« on: November 04, 2017, 08:27:17 PM »
IIRC civilian shipping lines are not supposed to be able to transport colonists from the neutral populations on a body.
You might be right. I checked transport history and while it was not extensive enough to be sure, all the recent colonist moves were from non-neutrals.

There is no Earth(neutral). And yet, using the designer password, the NPR has no industry or wealth and I'm rather sure (let say 99.5%) that I checked it was a neutral power when I created it.
If you create a Neutral Earth, it cannot be a NPR. It's just a passive blob of population that grows. If there is no "Earth (Pop xxx.x) - Human (Neutral)" shown in the Task Groups window among "System Locations Available" then you created an NPR without industry instead of a neutral Earth faction.

The Academy / Re: Random questions
« on: November 01, 2017, 07:19:35 PM »
You have to target "Earth(Neutral)" instead of "Earth" to load neutral colonists. Or you can just leave them to your civilian shipping lines like I do. I don't build any colony ships myself and only the bare minimum cargo ships, preferring to get civilians to do as much as possible on that side.

The Academy / Re: friendly aliens
« on: November 01, 2017, 07:17:28 PM »
Yeah you will know that they are getting angry when those treaties go up in smokes.

Aurora Chat / Re: Aurora PVI-5000 dead
« on: October 30, 2017, 07:50:22 PM »
Spam bots now use copy&pasted messages to appear like normal users and hide the advertisement link in their signature. Might be that forum just blocked the signatures and that's that.

The Academy / Re: friendly aliens
« on: October 30, 2017, 07:39:50 PM »
I have close neighbors who definitely are trans-Newtonian and have a huge fleet. They love my civilization. How much can I get away with? I've been leaving their home system alone, but can I start colonizing and would they really mind me plopping espionage teams on their dirt?
The more active contacts you have in their colonized systems and the longer they stay, the worse they will think of you. I believe Wiki has the formula if you want to crunch some numbers. As long as they cannot spot you, all is good. I don't actually know whether an espionage team, when caught, causes much of relations hit. I've never tried it.

The Academy / Re: Random questions
« on: October 30, 2017, 07:37:23 PM »
Yes, that is correct. It used to be that bad teams found nothing unless they got really lucky and then better teams found loads of stuff. Steve changed it so that time taken depends on skill and body size but the amount found is random, not based on team skill.

C# Aurora / Re: Per class (or group of class) naming
« on: October 26, 2017, 12:44:03 AM »
Oh I see! Well, that problem doesn't really exist because enemy ships don't show up with their "real" names in your contacts, unless you use SM to make it so. So NPR "Germany" might use Bismarck as the name of a tug but you will never find out. Instead it'll show up what ever random name the Tac computer assigns to it when you first scan it.

C# Aurora / Re: Per class (or group of class) naming
« on: October 26, 2017, 12:32:37 AM »
Distant Worlds and Stellaris can do that because they do not go into as much detail as Aurora does when it comes to ship designing. With the amount of granularity that Aurora offers, having simplistic automatic rules like that would only backfire.

You can create non-theme classes and then rename the class to what you want, plus assign a specific theme for the individual ships that is automatically used as they are constructed. The class theme names is just a list.

And remember that you can rename practically anything except shipping lines.

The Academy / Re: friendly aliens
« on: October 26, 2017, 12:26:46 AM »
Non-TN aliens will never progress to TN level regardless of what you do and depending on whether they cannot detect your ships or sensors, they will not get stressed out.

At equal technology levels, spinals can give you a range advantage.

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