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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by Detros on Yesterday at 02:09:50 PM »
  • queued techs stay queued even after they are found in ruins
    EDIT: ...and once the previous research is completed work on this tech starts without anyone noticing it is already listed in Completed techs
Scientist keep on researching also techs obtained from friendly NPRs:
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The Academy / Re: Mineral reserve levels and Freighters
« Last post by vorpal+5 on Yesterday at 12:40:54 AM »
Resurrecting this thread because I really don't get why using 'reserve level' generates these DB errors or just do nothing when I try reshuffling some minerals between Earth and Luna. Is there a catch somewhere?

I have set Earth to 1000 in all minerals. Luna level is 100. My stockpiles on Earth are around 1000 to 5000 per mineral. Freighter capacity is 100k.
I set an order to load/unload to reserve level on Earth.
Same on Luna
Then unload all minerals on Earth.
The aim is to have 100 of each on Luna and put back the remainder on Earth.

Now when I process that, I get DB error, and then after a while Earth is equalized, but not Luna. It should be plain and simple stupid and yet something is not working.
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C# Aurora / Re: Replacing PDCs
« Last post by 83athom on October 22, 2017, 07:37:56 PM »
Maybe the discussion about nukes should also go elsewhere? It's not really pertinent to the ground forces revamp.
On the contrary. The effectiveness of ground forces would actually have a great deal of connections to how good space-borne 'nuclear' weaponry can deal with them.
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The Academy / Re: automate fuel transport from civilian harvesters
« Last post by Detros on October 22, 2017, 02:43:14 PM »
Does it have any consequences confiscating ships like that?
Shipping line can have so few money (when their ships keep going poof) that they won't have enough for new ships. Of any kind. And limiting civilian trading capability is not a good idea unless your computer needs it to run in some decent speed. So if you can afford it, pay them few thousands in subsides for each confiscated ship so they can build few more, possibly of other than harvester kind.
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by Detros on October 22, 2017, 02:37:55 PM »
Task groups: if you save or delete a template while you have System map screen the focus behaves weirdly

It seems to me for saving it aways changes focus to System map and for deleting it either does so or at least changes the order the windows are stacked one on another (System map under Event log under Galactic map under Task groups, all of them partially over those under them lead to System map moving up just under Task groups after I said Yes, I am sure).

It should always change focus from the popup Are you sure? window back to Task groups screen without affecting other windows.
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The Academy / Re: automate fuel transport from civilian harvesters
« Last post by Seolferwulf on October 22, 2017, 02:11:12 PM »
I didn't know you could absorb civilian ships into your own task groups.
Now I can just select one task group filled with civilian harvesters and it won't matter if some of them disappear over time :D
I'll still have to add the new ones from time to time, though.

This is much better than previously, thanks :)
It seems like I can even order them around.
Does it have any consequences confiscating ships like that?
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by Detros on October 22, 2017, 12:33:47 PM »
Money gained from CMCs selling mined resources to civilian market could add to Annual Wealth Creation of given colony so that wealth bonuses from governors could then affect the amount of money one gets from those CMCs.
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C# Aurora / Re: Replacing PDCs
« Last post by chrislocke2000 on October 22, 2017, 04:49:01 AM »
Maybe the mechanics of orbital bombardment v ground support should just be split with orbital bombardment targeting infrastructure and population whilst troop support is done through non wmd options. After all the real benefit of orbital based weapons on mass distraction is that you can ignore ground forces and just force a government to surrender and in turn stand down their armies without even firing a shot of the diplomacy mechanics allow for it.
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C# Aurora / Re: Replacing PDCs
« Last post by alex_brunius on October 22, 2017, 04:37:25 AM »
Just because the explosion doesn't kill or destroy the physical unit, it can still disrupt the unit to the point that it can no longer fight or move effectively.

Nukes are very good at suppressing battalions of infantry at a time.

Sure, but that's not what was claimed or being discussed though. The post I was replying to was if nukes could easily annihilate ground forces ( and the feasibility of doing so ):

"... whatever formation existed there does so no longer."


I also think the main role of orbital weapons or nukes should be in support of ground offensives, not as weapons that can effortlessly annihilate all ground forces.
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by Detros on October 22, 2017, 04:11:48 AM »
(Small) Jump Gate Construction Module allows jumping through JP without JG.
Maybe only for the construction ship and/or where there is a JG in construction on the starting side.

Or from the other point of view:
Jump gates under construction can be already used.

Situation:
I have just realized I don't need to send mobile jump gate with Gatebuilders. One of them just got through JP while his buddy started working on the JP from my side. And Gatebuilder are not jump capable (unless that's an undocumented feature of JG construction module).
Code: [Select]
Gatebuilder class Construction Ship    45,000 tons     146 Crew     1439.5 BP      TCS 900  TH 840  EM 0
1866 km/s     Armour 2-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 5    Max Repair 54 MSP
Intended Deployment Time: 115 months    Spare Berths 0   
Jump Gate Construction Ship: 360 days

Sinclair International 240 EP Commercial Magneto-plasma Drive (7)    Power 240    Fuel Use 1.73%    Signature 120    Exp 3%
Fuel Capacity 500,000 Litres    Range 115.6 billion km   (716 days at full power)

Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
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