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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by ISN on Yesterday at 08:34:50 PM »
Update on my Star Trek game: I've found a design that I really like for my exploration cruisers. I split the ship into two, a 40k ton commercial "saucer section" that tugs around a 26k ton secondary hull. In addition to the tug the saucer has hangars for survey craft and some fuel and maintenance reserves, while the secondary hull has military engines, a fairly short range, a long deployment time, and a battery of particle beamsphasers and photon torpedoes. During survey missions they normally stay attached, but if the ship gets into trouble the secondary hull can separate and fight at full speed.

This brings us to the story of the Horatio. USS Horatio, an Ambassador-class starship, was scouting Romulan space when it ran into some Romulan fuel harvesters with a light escort. The Federation and the Romulans are currently at war, so the Horatio attacked and destroyed all of them besides an escort cruiser that surrendered. The captured ship can't go anywhere under its own power -- in fact there aren't many undamaged components left -- but I wanted to try to recover it, so the Horatio's saucer tugged it to a safer system where a recovery vessel could pick it up. The secondary hull remained where it was while the ship's shuttles conducted survey operations. Meanwhile, though, a fleet of Romulan warships took up station at the jump point into the system, cutting off the Horatio's saucer from the rest of the ship! So now I'm assembling a fleet to retake the jump point so that I can reunite the Horatio's saucer and secondary hull.  8)
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General Discussion / Share Your Empire
« Last post by AlStar on Yesterday at 05:42:30 PM »
It came up in "Questions Not Worth Their Own Thread: C# Edition" that everyone has their own way of organizing their empires; and it can be interesting to see how that differs from your own playthrough.

I thought that it might be worthwhile to share databases, so that everyone can take a look around other player's Aurora empires.

Since I'm starting the topic, it would behoove me not to post my own:

Game/Database Version: 2.5.1
Game Name: The Age of Iron
Player Race: The Steel Federation
Game Year: 2087
General Overview: The Federation has spread out from Sol, and have discovered a total of 173 systems. Despite starting with two NPRs, the only aliens contacts that have presented themselves are solitary outposts of Rakhas and Precursors, the vile Raiders, and a single pre-TN race called the Arielb, who were first discovered in 2070, conquered shortly thereafter, and now make up 25% of the Federation's population. Due to a quirk of our starting scientists, which didn't include a Missiles / Kinetic Weapons specialist, and didn't produce one for many, many years, the Federation fleet follows a "lasers for everything!" high-speed close combat doctrine.

It probably goes without saying, but make sure that you either place the database in a brand new installation, or make a backup of your own database before downloading - don't want anyone losing their games!

I've also included an image pack for any graphics that my database uses that don't come with the regular installation, so that you won't get a bunch of error messages when you try to open it up.
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Development Discussions / Re: Autorefresh?
« Last post by Steve Walmsley on Yesterday at 02:37:55 PM »
Doesn't this already exist?

It exists for some windows but is not consistent across all of them.

I added the important windows, like Tactical Map, Fleets, Economics and Events, but didn't want to get into checking every conceivable window to see if any are open and adding the refresh code to each one. Partly because its a lot of work for situations that often won't matter anyway, and partly because refreshing all open windows slows the game down a lot between increments.
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Development Discussions / Re: Autorefresh?
« Last post by nuclearslurpee on Yesterday at 02:09:00 PM »
Doesn't this already exist?

It exists for some windows but is not consistent across all of them.
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C# Bug Reports / Re: EXO 'Dance'
« Last post by nuclearslurpee on Yesterday at 02:08:18 PM »
2. No assignment specifically for fighters. I did not know it was an option, but does it mean you chalk off the Fighter Combat skill for all games and intent? Seems extreme too.

As far as I know, there was never implemented any case in the auto-assignment code for fighter-specific skills. It is a rather significant omission, probably worth a suggestions thread post.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Yesterday at 09:06:46 AM »
Sorry, civilian ...
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Garfunkel on Yesterday at 07:04:20 AM »
You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.
Commercial carriers are a thing, for hauling replacement fighters to the frontlines. Or do you mean a civilian fleet?
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Development Discussions / Re: Autorefresh?
« Last post by Garfunkel on Yesterday at 06:56:24 AM »
Doesn't this already exist?

Ah actually, if you tick the box "keep all windows assigned to race", then everything refreshes automatically when you switch which race you're playing. I've been doing multi-faction games for so long that I forgot that in normal play, the windows do not automatically refresh if you keep them open.
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Development Discussions / Autorefresh?
« Last post by Jeltz on Yesterday at 05:12:08 AM »
It seems strange, but searching for a similar request yielded no results: would it be possible to implement an "autorefresh" function for open/background windows? I think it would benefit the QOL.

-J-
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Yesterday at 12:05:51 AM »
You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.
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