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Tutorials / Re: Part 1: Setting up a New Game
« Last post by sloanjh on June 13, 2018, 07:14:06 AM »
Quote from: Panopticon link=topic=1952. msg108671#msg108671 date=1528852532
The game has a single developer, who works on it for free, in his spare time, when he feels like it, to make this free game. 

He's currently working on a new version of the game entirely that will make this version even more out of date than it already is if you have questions about stuff just ask them in the appropriate forums.
Thanks for the heads-up.  It appears by review of previous posts that Erik Luken, if not a developer, is of great knowledgeable help.   You mention "appropriate forums", will you list a few for me here as it seems I can't locate enough game info to create an understandable beginning strategy.  Oh, and by the way, continue to have a great life.   :)

There's also a "where should I post" thread in the FAQ.  Generally speaking, you should stick to The Academy for the first few months, and use existing "official" threads for bugs and suggestions in the appropriate forums.

Tutorials / Re: Part 1: Setting up a New Game
« Last post by tobijon on June 13, 2018, 05:48:41 AM »
the new version is discussed in the C# aurora forum, while for questions about the game you can go to The academy, for game info you can use the wiki
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by ExChairman on June 13, 2018, 05:39:07 AM »
Not sure if its said before, I would like to have an order that works like this: "keep x km´s distance from enemy" So I can stay out of his weapons effective range.
Aurora Suggestions / Re: Simplifying turn calculations: orbital elements
« Last post by Steve Walmsley on June 13, 2018, 04:48:32 AM »
Out of interest, how long did a Colonial Wars construction increment as a whole typically take in VB6?

A while - can remember exactly but several minutes. I had asteroid orbital movement off and generally sensors off in Sol (unless there was potential for combat).
Aurora Suggestions / Re: Simplifying turn calculations: orbital elements
« Last post by Steve Walmsley on June 13, 2018, 04:47:26 AM »
I have had games where there are tightly orbiting planets, and the low granularity of orbital movement (it seemed to hit every construction cycle) could actually warp planets tactically significant distances and disrupt engagements between ships and oribtal defenses.  Is there any intention to alter this?

I could move orbital movement from construction phase to movement phase - depends if the game play gain is worth the performance hit. Although on current performance, it would probably be fine.
C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by Rabid_Cog on June 13, 2018, 04:24:31 AM »
The general complaint seems to be "Jump gates are too cheap and easy, while jump engines are expensive and fat".

Isn't the simplest solution just to address the  balance between those previous two issues?

Make jump gates more expensive (flat value, not micromanagement) and/or make jump engines cheaper/smaller perhaps?
Forum Issues / Re: Personal Avatar vs Forum generated?
« Last post by allennorde on June 12, 2018, 11:40:58 PM »
Quote from: Erik Luken link=topic=10105.   msg108680#msg108680 date=1528864403
Just change it in your profile.    Profiles without an avatar get the auto-generated one.   
Thanks for the heads-up, I didn't notice the option in my profile.     I'll take care to post in the appropriate channel.   :)
The Academy / Re: Cancelling Overahaul
« Last post by allennorde on June 12, 2018, 11:35:57 PM »
@minorMenace: Also return to Game Details to ensure that the "No Overhaul Needed" option is checked.   
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