Recent Posts

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C# Mechanics / Re: Terraforming mercury
« Last post by Garfunkel on Yesterday at 09:42:24 PM »
On this topic, I came across an issue where adding Frigusium now increases the temperature of Mercury.
I understand from Ultimoos's post that there is a limit on how much Frigusium is going to help. But why would it increase temperatures again if adding more?
And its not the eccentricity effect. I see the increase in both Minimum and Maximum temperature.

Because every gas increases the greenhouse effect (in reality and in Aurora). A 'greenhouse gas' is just one that does it a lot more effectively.

I somehow managed to forget that and was pulling my hair out wondering what's going on. Thanks for the reminder!
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Yesterday at 04:00:32 PM »
In the Class Design window, it would be useful to have a filter for the components list to show commercial components only. This would make designing commercial classes easier as (1) it is clear which components are eligible for a commercial designation and (2) it's easier to find them without all the other components in the list (e.g., sensors).
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Louella on Yesterday at 12:15:42 PM »
Possible bug.

Capturing enemy colony ships by boarding, or forcing them to surrender, the player can obtain alien colonists.

However, it is not possible to create a colony to use these colonists on, the species is not added to the list of options for creating a new colony.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on Yesterday at 09:19:13 AM »
I don't remember if already suggested (or solved): in the Minerals window, the longest names of the bodies are often larger of the column width, so the mark (C) of being a colony is hidden.
Is it possible to highlight the designated colonies with a different colour?
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Whats the matter with Galactic Map Window lagginess?
The left side menu flickers and feels like it reloads all the data for every object seen in the view when you pan around even the slightest amount.
Main Tactical view has small fraction of same behaviour.
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C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on October 25, 2024, 04:49:20 PM »
Scrap Components in Cargo Hold

Any fleet that contains a ship with a salvage module can scrap any ship components in the hold of any ship in the fleet.

After selecting a fleet and navigating to the Transported Items tab, there are two options.
  • Select a specific component type and scrap only that.
  • Scrap all components, except for those that can be disassembled and those that are researched, non-obsolete components.
The component list for the fleet also shows the same colours as for the population component list, covered in this post:
http://aurora2.pentarch.org/index.php?topic=13463.msg171610#msg171610

For example, here is the screen before and after using 'Scrap All'. The three components that remain are all researched and have not been marked as obsolete.



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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on October 25, 2024, 04:05:25 PM »
In the Galactic Map, is it possible to show also the locations of the bodies marked as colonies?
A coloured dot next a system can be enough.
Adding also the number of the colonies in each system would be perfect.

There is already a 'Populated Systems' option on the galactic map.

Thank you, Steve.
But I meant all the bodies marked as colony, not the populated ones only.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on October 25, 2024, 07:29:26 AM »
In the description text for sensor components, indicate the classification (commercial if 50t or less, military if over 50t).
This is primarily important in the Create Research Project window; new players often aren't aware of the 50t threshold.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AJS1956 on October 25, 2024, 06:34:56 AM »
Hi,

I don't know if this will be difficult to add than is worthwhile but I would like it if, in the Ground Forces Window, formations in the list at the left are shown in a different colour if the HQ in the formation has a capacity smaller than the units it commands. How about orange if the HQ capacity is too small and red if no HQ is present.

Thanks,

Andy
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Steve Walmsley on October 25, 2024, 06:21:54 AM »
The "X" icon at the extreme top-right of the "Create New Race" screen is non-functional, it does not close the screen as anticipated. The "Cancel" button functions properly to close the screen, so it's obviously not a huge issue.

Specifically, I observe this when SM mode is active and selecting the "Create Race" button from the "System Generation and Display" screen. The "Create New Race" screen that is opened is the one that has the non-functional "X".

That is working as intended, to ensure that cancelling is done cleanly. It is mentioned in the Known Issues post.
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