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C# Aurora / Re: Replacing PDCs
« Last post by TCD on Yesterday at 10:57:10 AM »
I like the look of it.  I'm glad there's a FC range bonus for STO units. Hopefully that will be enough to stave off people sitting 10,000km outside the STO range for however long it takes to kill the STO,
I'm not sure that holds true, as effective range is so technology and size dependent, although this will certainly help. I guess this will help protect your planet against attack from fighters, FACs, smaller warships etc and force you to bring in the battleships if you want to try and outfight planetary defenses. That seems a pretty good end result, imho.

The option for cheap planet wide CIWS is also very interesting, that could make glassing a heavily defended planet much more expensive. Especially <not so subtle hint> if Steve take up my suggestion for planet wide ECM and ECCM facilities!
C# Aurora / Re: Replacing PDCs
« Last post by Father Tim on Yesterday at 06:23:21 AM »
I belive the much-questioned "SF" is Surface Fortification - i.e. the maximum benefit the unit can gain from hiding in terrain.
The Academy / Re: Ruins and diplomacy
« Last post by Father Tim on Yesterday at 06:12:36 AM »
There's SM mode of course, but I belive it's limited to 'delete PDC from here, add new PDC there'.  You won't maintain any crew grade bonus, and I don't recall a way to SM add a prefab PDC rather than a completed one.
The Academy / Re: Tracking station and transponders
« Last post by Father Tim on Yesterday at 06:09:20 AM »

Transponders. What is their purpose really? Is keeping transponders ON for civilians ships reveal them to hostile sensors or should I not bother?

Their purpose is to broadcast the ships' locations.  All the time.  To everyone.  Including hostile sensors.

If you're referring to civilian economy shipping line ships, you have no control over them and they always have their transponders on.  If you mean government-owned ships, then both civilian and military ships have them, and you could turn them on or off as you wish.  I turn them on for all ships, all the time -- UNLESS they are headed out to 'uncontrolled space' for a mission -- for roleplaying and performance reasons (fewer 'contact lost'/'new contact' interruptions).
The Academy / Re: Extending shipnames list
« Last post by Father Tim on Yesterday at 05:56:56 AM »
Inside the 'Russian' or 'Chinese' theme text file are five or six delineated lists.  Male first names, female first names, last names*, rank names, colony names, ship class names. . . possibly I'm forgetting one.

I believe Aurora has a folder called 'Themes' where it keeps all these text files.  It's eaey enough to edit the appropriate text file to include more names, and as long as you follow the existing formatting everything will work out fine.

*Russian might actually be special and contain separate male and female LAST names as well.
The Academy / Re: Is there a basic or common build / research order?
« Last post by Father Tim on Yesterday at 05:48:22 AM »
I let my scientists determine where I concentrate, because I have played enough Aurora to make it a bit boring to do the sane thing every time.

Since Aurora tech basically doubles in cost each level, researching the next level costs the same as gaining a brand new tech line up to the current level (neglecting bonuses).  This means it's never "too late" to start a new tech line.

Personally, I concentrate on the civilian production techs until my empire discovers evidence of alien life, then I hastily start building up my military.  It means I generally have an amusing collection of oddball ships that are doomed to die, but provides lovely roleplaying justification for where to go next.  (i.e.  "Their ships are faster than ours, we need speed!"  "Their guns outrange ours, we need LR fire controls!"  "Their ships are tougher than ours, we need bigger guns!"  Etc.)

To succeed at Aurora you probably need engines, sensors, fire con, Const/Prod, one beam weapon, gound troops, and any tech that costs 1% or less of your next level of engines/guns/fire control.

And if all else fails, you can't go too far wrong by researching the cheapest/quickest to complete techs available.
The Academy / Re: Ruins and diplomacy
« Last post by Paul M on Yesterday at 05:27:34 AM »
There is a button in the individual ship list that lets you destroy the PDC and then you can use a salvage ship to salvage the wreck.   I generally refit them...even when the cost of doing so is higher than the cost of a new build.

So far as I know once you have assembled a prefab PDC it can't be returned to a prefab state.  I've had no reason to do so, so I can't say with 100% certainty there may not be a way to do that.
The Academy / Re: Tracking station and transponders
« Last post by vorpal+5 on Yesterday at 12:09:17 AM »
But by that you mean the ships of my civilian sector all the time. I don't see any other ships with transponder ON
The Academy / Re: Ruins and diplomacy
« Last post by vorpal+5 on November 20, 2017, 03:02:57 PM »
I was going to post that there was no update since January, but apparently the game is still live!

2 questions on PDCs,
how do you recycle old PDCs for some minerals?
You can't transport a PDC or put it back into crates, right?
Gallery / Re: Starfire Assistant map
« Last post by Lossmar on November 20, 2017, 09:39:25 AM »
Not precisely Aurora, but there isn't a gallery forum in the SA section. I got a new monitor today. *This* is how a galaxy map should look. :)

Coming soon in C# Aurora.
Cant frakking wait.
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