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The Academy / Re: Gauss cannon recommendations
« Last post by Jovus on Today at 09:56:56 AM »
I just checked the spreadsheet, and found a mistake.   Average number of hits is based on full size gauss cannons for all sizes in multiple sections.   Correcting this shows no significant difference between the sizes for average hits.  Good thinking to check though.

This is true. I've finally gone back and fixed it.

Anyhow, this changes the recommendations somewhat.

Because of slight rounding differences, the best gauss cannons to use are the 5HS and the 1HS versions. They edge out a slightly greater average number of hits than the others; it's on the order of a tenth of a missile or so, depending on ROF.

Of course, this all assumes that the numbers from Aurora are accurate, rather than rounded or treated differently under the hood.
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If I were trying to add an anti-kiting mechanic to Aurora, I'd probably just make it so that ships couldn't fire on targets located behind them (with behind being based on a cone away from the direction they moved in the previous increment).

Combat speed is realistic, but not necessarily something that I think the game's model would handle that well.
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Gonna shamelessly plug the suggestion of a slow-steaming mechanic here, so people have an incentive to only move at combat speed when they are actually in combat.
I really like this idea, personally. If you could set a specified "cruising" and "combat" speed for each ship design, you could potentially have two buttons in the fleet screen that change a group's speed to the fleet's slowest cruising speed or the highest combat speed, limiting the micromanagement increase to only two extra button presses.
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C# Aurora / Re: Suggestion for officer changes
« Last post by TheRowan on Yesterday at 02:36:21 PM »
I love the idea of having automatic officer promotions based on the number of jobs available at each rank. The existing ratios would have to change in C# Aurora anyway as there will be more requirement for junior officers now without increasing the senior officer billets, so unless the ratios can be altered per rank then basing it on available billets makes more sense.

Another thing I would suggest would be allowing officers not assigned to a ship to only advance their political influence... That way if you have a lot of unemployed officers, your senior ranks will get dominated by the right sort of chap with the right school tie, at least until a bit of frontier arithmetic weeds out the more useless...
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the future or railguns is IMO highly uncertain.   ISTR that the tracking time bonus is supposed to be implemented in C#, and that represents such a huge boost to railguns in many common circumstances that the entire tree is probably going to need a top-to-bottom review.
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The Academy / Re: How to follow contacts
« Last post by Michael Sandy on Yesterday at 10:50:13 AM »
Changing targets for weapons is a lot easier than changing course.  So just make sure that you destroy the contact you are following last.

One of the issues for PvP in Aurora is that if a player realizes WHICH ship their opponent is following, they can use that ship to draw the enemy into a range bracket they are not intending.  It isn't really set up to allow ships to automatically try to keep a minimum range from all contacts either.
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by Steve Walmsley on Yesterday at 09:33:44 AM »
I'm not advocating that particular use of POWs, but I would like to see them have some added effect or utility in the game. I run across planets that have survivors and POWs on them, but I can't really do anything with them, as far as I can tell.

That is a bug in VB6. The random POWs you find are from old games. They aren't being deleted correctly.
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In terms of kiting, I might look at some form of engine modification that allows temporary higher output but with a high risk of engine failure (using up spares) and a small risk of explosion. This is because the Orcs in Battlefleet Gothic Armada can be really annoying with their engine boosts :)  This would be intended as an emergency rather than standard tactic.
Gonna shamelessly plug the suggestion of a slow-steaming mechanic here, so people have an incentive to only move at combat speed when they are actually in combat.
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Installation / Re: Error 339 Crashes with Portable and Normal versions
« Last post by AvaManning471DT on April 20, 2018, 11:12:26 PM »
Perform The sfc /scannow command will scan all protected system files, and replace corrupted files with a cached copy that is located in a compressed folder at %WinDir%\System32\dllcache.
what for 10 mins
then restart after which try to run the software
If the issue still persists, check for Errors in Event Viewer
See solutions given in this thread:
https://www. errorsolutions. tech/error/runtime-error-339/
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Installation / Re: Error 339 Crashes with Portable and Normal versions
« Last post by Ava manning on April 20, 2018, 09:50:05 PM »
When you first encounter a runtime error 339, it’s always a good idea to check and make sure that you have all the appropriate programs on your system, such as Java and Flash to run the program that is giving you the error.
If it does require at least one of these applications (such as those listed below), then you should download it immediately.

DirectX
Java
Flash
Shockwave Player
Bink Player
If the issue still persists, check for Errors in Event Viewer
See solutions given in this thread:
https://www. errorsolutions. tech/error/runtime-error-339/
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