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Posted by: Nathan_
« on: November 06, 2013, 12:41:05 AM »

Military and commercial tonnage totals on the F6 display, truly awesome.
Posted by: TallTroll
« on: October 19, 2013, 09:56:37 AM »

>> 1) the possibility for the alien to invade other body by using ground forces exactly like the human players have to do.

I think that would require a fairly substantial AI upgrade. Currently, the AI is a bit basic in all areas, and isn't terribly good at the kind of planning that would be required to use ground forces properly

>> 2) Some very very simple graphic symbols for ships, and missles at least. It would improve the attractiveness of the game enourmusly!

I suspect it might make things look a bit messy, quite quickly

A Harpoon-style formation editor would be extremely useful though, especially if it allowed the "zoned" deployments as Harpoon does. It might be a bit trickier to implement though, since Harpoon has the advantage of working with relatively stable techs, and simply has to specify an anti-air and ASW ring. The number of possible fleet compositions / strategies in Aurora far exceeds even the largest and most complex Harpoon scenarios
Posted by: Kaiser
« on: October 18, 2013, 11:50:40 AM »

Hi, I have totally fell in love with aurora, despite I'm still a newbish..

What I would like to see implemented on, is:
1) the possibility for the alien to invade other body by using ground forces exactly like the human players have to do.
2) Some very very simple graphic symbols for ships, and missles at least. It would improve the attractiveness of the game enourmusly!
Posted by: Aloriel
« on: August 23, 2013, 01:25:11 PM »

Coctyte, I have a relatively simple way of dealing with that. I use the titles system to designate what each officer is assigned to (and I don't use the automated assignment system). So, if I have someone commanding the CV Venerable, I put that as their title. If the ships are of a type that doesn't have a name (like a fighter), I will just put the type for the title, e.g. FTR. For staff officers, this might be COps SOLCOM - Chief of operations, Sol Command, or CiC SOLCOM - Commander in Chief, Sol Command.

This becomes less practical as you get more and more academies, since you get a larger influx of officers. But still, it's fairly useful for a very long time.

It also helps me keep track of what positions need to be filled. If an officer dies, I can see by their title what they were assigned to. Not every message reporting an officer leaving a position (dead, retired, etc) actually says what position they had.

Anyway, the end result is that since I have these titles, I can see who's in what ship without a lot of flipping back and forth. As such, I can award a medal to every member of a fleet because I can see all of that data.

Your suggestion, however, is sound. I am just giving you a potential temporary work around. :)
Posted by: Cocyte
« on: August 23, 2013, 11:55:44 AM »

Steve, would it be possible implement a simple, optional automation for medal reward, to be used in awarding "Long Service Award" type of medals.

Or an "Award medal to all officer in current fleet" option... I'm using a lot of ribbons awarded whenever an officer was part of a given military operation, but it's quite unwieldy (It requires to switch from fleet view to ship details to know the name of the officer, then switch to the officer rooster window to award the ribbon)
Posted by: Marski
« on: August 22, 2013, 09:17:27 AM »

Steve, would it be possible implement a simple, optional automation for medal reward, to be used in awarding "Long Service Award" type of medals.
Posted by: SteelChicken
« on: August 15, 2013, 01:35:32 PM »

Besides, I don't think Aurora is slow due to a CPU bottleneck. I think it's slow since it treats everything as a database and is constantly reading/writing. That's why I got a Solid State Drive :)

For a cheaper alternative, a RAMDisk might work.

I did some experiments with a RAMDISK and it made zero difference.
Posted by: Nathan_
« on: August 15, 2013, 12:40:16 PM »

There are some cpu bottlenecks like the sensor model(which can be turned off), but optimizing means doing a great deal of bug testing as well, the system as it is is stable if not particularly fast.
Posted by: Bremen
« on: August 14, 2013, 03:58:16 PM »

Besides, I don't think Aurora is slow due to a CPU bottleneck. I think it's slow since it treats everything as a database and is constantly reading/writing. That's why I got a Solid State Drive :)

For a cheaper alternative, a RAMDisk might work.
Posted by: sloanjh
« on: August 14, 2013, 07:51:26 AM »

Since it is still in VB6, I seriously doubt it uses more than one core.

I think "will ever use one core" is a safe statement :)

It could conceivably happen in Aurora II, but that seems to have fallen victim to the innovator's dilemma (it's not cost-effective to do a complete rewrite compared to incremental improvements to the existing game).

John
Posted by: Erik L
« on: August 13, 2013, 11:26:59 AM »

Has Steve said anything about game optimization? Will the upcoming patch finally make the game use more than one core?
The gradually increase of time it takes turns to flip has killed my motivation to play this game.

Since it is still in VB6, I seriously doubt it uses more than one core.
Posted by: Marski
« on: August 13, 2013, 11:18:14 AM »

Has Steve said anything about game optimization? Will the upcoming patch finally make the game use more than one core?
The gradually increase of time it takes turns to flip has killed my motivation to play this game.
Posted by: sloanjh
« on: August 11, 2013, 09:08:25 AM »

Another problem I recently found was that if you modify colonists on Earth, you can't get them to relocate until they hit 25 Mil with civilian colony ships. Also there are circumstances where you might want to evacuate a colony, leaving no one behind.

Don't forget that you can use government-owned transports to move population around.  So this option is available for evacuating colonies.  (Plus, I think part of Steve's motivation here is that just because the government wants everyone to evacuate a colony doesn't mean they will....)

John
Posted by: alex_brunius
« on: August 11, 2013, 06:18:59 AM »

it certainly makes the game quicker and gives you an edge over the NPRs. You could hit endgame TL pretty quick with a fitting scientists.
Or it will end up the other way around...

To get the bonus you can't keep all labs easily protected in one place anymore but are forced to spread out your population and labs to a much larger degree, meaning they are alot more vulnerable to NPR attacks actually making the game more of a challenge.
Posted by: Whitecold
« on: August 11, 2013, 03:46:31 AM »

Would you consider changing it to something like 50 mil / colony cost. So that say Mars & Luna could be stable at 25 mil. where as somewhere like Titan could be stable at about 7 mil. I'm sure places like Titan aren't the most attractive destination for immigrants & it would allow for smaller manned outposts as well as full blown colonies.

Another problem I recently found was that if you modify colonists on Earth, you can't get them to relocate until they hit 25 Mil with civilian colony ships. Also there are circumstances where you might want to evacuate a colony, leaving no one behind.
Maybe allow setting stable/immigration/emmigration for each population and introduce a number of willing colonists to go for a certain planet, if you have no more, no colonization will happen, so you can't direct it by closing down all other colonies. The number should probably be depended on colony cost of origin/destination and total populations.