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C# Mechanics / Re: Ground Units Replacement
« Last post by Kelewan on Today at 04:28:24 AM »
Thank you Froggiest, what is still not cleat to me for the units to receive the replacements is if the formation must have logistics elements attached (or in the formations itself) or can they be without?

For example I currently have a unit made of:

10X STO 15cm C3 laser on the Earth.

This laser is in a series and the formation has a new template which is made of:

15X STO 15cm C3 laser and I have a unit of it already built set to use as replacement.

Will the first unit receive the 5 extra lasers?

I think part of the confusion is that you mixed the words for formation and unit.
"STO 15cm C3 laser" is a unit

an elemet are a number of one unit in your example 10x or 15x "STO 15cm C3 laser" units

A formation does contain one or more elements.

You have a formation of one element with 10 "STO 15cm C3 laser" units.

The GU replenishment was just an example used for normal "Ground Units"
STO units do not need any supply therefore no logistics units/element
 
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C# Mechanics / Re: Ground Units Replacement
« Last post by Kaiser on Today at 03:41:35 AM »
I will quickly highlight the faster and simpler way to deal with GU replenishment:

Create a Unit
Create a Series
Place the Unit under the series
Create a Replacement Formation*
Wait for the construction cycle to end
*You need to flag the formation for use as a replacement

If you follow the above steps, every formation with the unit designed that is in need of that specific unit will be replenished by the replacement formation until the formation is empty. Below, you can find some extra information that may not be necessary to achieve what you want.

The template simply tells the game which units are supposed to be part of the specific formation. Personally, I have never changed it since it is by default populated with the same formation. However, if you decide to change the composition of the specific formation and want to change the old ones to new, you may use it. Nevertheless, since the new copy and update feature, I find it even less important. It must be there, though, as it tells the game what to do.

The replacement formation does not need to be the same as the template. For example:

10th Infantry Division
2x Infantry Division HQ
1000x Infantry Soldier
100x Infantry Machine Gun
100x Infantry Bazooka
40x Supply Vehicle

Can be resupplied by:

11th Infantry (Soldier Reserve) marked for use as a replacement
2x Infantry Division HQ
1000x Infantry Soldier

12th Infantry (Machine Gun Reserve) marked for use as a replacement
100x Infantry Machine Gun

13th Infantry (Bazooka Reserve) marked for use as a replacement
100x Infantry Bazooka

14th Logistic Division (Reserve) marked for use as a replacement
400x Supply Vehicle

You may opt for the simpler version:

11th Infantry Division (Reserve) marked for use as a replacement
2x Infantry Division HQ
1000x Infantry Soldier
100x Infantry Machine Gun
100x Infantry Bazooka
40x Supply Vehicle

However, since you may have multiple formations sharing the same units, it could be easier to divide them into groups that can be shipped at the front depending on the assault force composition.

Finally, the most important part of dealing with replenishments is to fully understand the resupply, which requires a constant replenishment of Logistic modules. Ideally, if you use your construction cycle with 5 days, then you need to ensure your main formations can be resupplied for that long (I personally play with construction cycles of 1 day less 1 second).

The long story is available here https://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760 for resupply
and here https://aurora2.pentarch.org/index.php?topic=8495.msg109786#msg109786 for combat.

The short version is GSP per round and how many rounds it takes to complete a cycle. You can add a few extra for redundancy if you wish.

1 day: 3 rounds
5 days: 15 rounds


I am sure I may have missed many other important pieces of information that others will be able to debunk/clarify. All I can say is that the above has served its purpose in its current form and keeps things easier for me to manage. You are encouraged to conduct your own research and experimentation to determine what works best for you. This includes adjusting the relative numbers to accommodate any updated rules that I may have missed or that may be updated in the future after this post, as well as aligning with your playstyle. However, the concepts presented appear to be correct in the current state of GU management.

Thank you Froggiest, what is still not cleat to me for the units to receive the replacements is if the formation must have logistics elements attached (or in the formations itself) or can they be without?

For example I currently have a unit made of:

10X STO 15cm C3 laser on the Earth.

This laser is in a series and the formation has a new template which is made of:

15X STO 15cm C3 laser and I have a unit of it already built set to use as replacement.

Will the first unit receive the 5 extra lasers?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by vorpal+5 on Today at 02:18:39 AM »
That's exactly what I thought! We need 1 ton and 0.1 ton misc components! I actually prefer using them to achieve a rounded weight instead of having a fuel capacity of 213,000 liters ;D

New suggestion:
Do not clear current orders when adding a new Template order batch. This would allow for "modular building" of orders. Say Template 1 is to load 1000 of each mineral on Earth, while Template 2 is to unload all on Ceres, then Mars. Template 1 could then be used for different locations afterward.

And ideally, it would be nice if most orders could include an option to "perform task at current location". Instead of "Load minerals on Earth", it would be "Load minerals at current location", and voilà, Template orders would be significantly more versatile.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Today at 02:14:31 AM »
I now understand the issue. It's simple actually! The events when displayed on the tactical screen never use the defined Text Colour, only the default one.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on Yesterday at 09:44:32 AM »
It sounds like you are using EM, and Thermal passives, these will never give any information other than the Thermal/EM signature of the population and ships present. Many spopilers will have no planatery EM or Thermal signature or only one of around 10. IF you have a large EM/Thermal singature in the thousands or more you have a real NPR population. To get passive intelligence gathering you need ELINT Modules with a long enough detection range against the EM Signature.
With active sensors you can get the tonnage of ships and ground forces (the ground forces tends to be an understimate if they are dug in) however it is almost certain your long range active sensors are useless. You need to be able to detect very small targets, long range sensors with high resolutions do not detect resolution 1 contacts except at point blank range. You probably do not have a Res 1 sensor with a 100 million km range if you do , please tell me how big it is and what techs you have for active sensors as I want to be impressed!
So to get the ground forces signature you have to be close.  A missile with an active sensor could spot them but I doubt it would get close enough without being shot down.
Once  you have the ground forces on Actives you will not be able to identify the amount of STO weapons until they open fire.
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C# Mechanics / Re: Planatery Invasions
« Last post by Zap0 on Yesterday at 08:53:12 AM »
My newest drop transports have 20 layers of armor. One of my player races is quite mad

STO is just OP unfortunately, not much to be done about that. There was a reason it wasn't a thing in VB6
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C# Mechanics / Re: Planatery Invasions
« Last post by Andrew on Yesterday at 03:48:15 AM »
All of my troop transports are drop capable and have at least 5 layers of armour. The problem being that only a single salvo of the heavy STO's can kill one or more of them at close range. Unfortunately speed just minimises the number of attacks they take, usually one is enough. Even the light STO are going to be a problem on multiple drops which are needed to land a multi-million ton ground force. Fitting shields would help but that makes the transports military ships and 100,000 ton military shipyards are rare
Bombardment with beam ships is what I do to eliminate the STO. Missile bombardment gives radiation and dust , which is even worse also its expensive as the STO's will shoot down some of the missiles. My warships stand off at a range where their shields can handle the damage from the STO's and I pull them back if they start to take armour damage so its only the transports at risk
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C# Mechanics / Re: Planatery Invasions
« Last post by vorpal+5 on Yesterday at 01:44:59 AM »
Dust are generated by bombardments but what if you attack with fast armored beam ships?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on March 27, 2024, 11:52:43 PM »
You should be getting updates in less than 12 months. But as Nuclearslurpee said, spoilers might not give you anything and even a normal NPR with a really high xenophobia will not reveal much. So wait a little longer if you're not in a hurry, otherwise invade.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by undercovergeek on March 27, 2024, 11:45:19 PM »
Ah that may explain it

Close my eyes and invade?
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