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Topic Summary

Posted by: fixfret
« on: February 06, 2024, 05:24:45 AM »

Hello all, please remove if not appropriate, I am new around here,

I have a Linux desktop, and was able to get Quasar to launch.  I am new to the game in general, could I use the VB6 tutorials on here?

Thanks for making a Linux compatible game kyle!
Posted by: nuclearslurpee
« on: December 15, 2023, 01:49:46 PM »

@Kyle

Is the project dead? Or have you been working on it in secret.
Loved what you were doing!

Kind regards.

Kyle can correct me if I'm wrong but I think "finished" may be more accurate than dead. The goal of quasar was to re-implement the latest planned version of VB6 aurora in C#/C++, which I think has been achieved at this point.

I think there were a few loose ends aside from bug fixes, notably I think the Invaders were not yet implemented IIRC.

I also know Kyle talked about doing some work to add automation features going beyond the original game, however this was a big enough project as it was and I don't blame him for calling it finished. We have a nice, performant version of VB6 for those who like that sort of thing and what more can we really ask for?  :)
Posted by: Droll
« on: December 15, 2023, 12:21:25 PM »

@Kyle

Is the project dead? Or have you been working on it in secret.
Loved what you were doing!

Kind regards.

Kyle can correct me if I'm wrong but I think "finished" may be more accurate than dead. The goal of quasar was to re-implement the latest planned version of VB6 aurora in C#/C++, which I think has been achieved at this point.
Posted by: MinuteMan
« on: December 15, 2023, 09:57:24 AM »

@Kyle

Is the project dead? Or have you been working on it in secret.
Loved what you were doing!

Kind regards.
Posted by: nuclearslurpee
« on: June 08, 2022, 09:05:32 AM »

After selecting a game, from the floating main menu widget, in Quasar 4x --> Settings there is an option "Shrink to fit small displays" which can help with this. It is not perfect but it is playable this way.
Posted by: Agraelgrimm
« on: June 08, 2022, 01:25:13 AM »

I have a question here. I've tried to run Quasar 4x and im having a problem with the windows. They are all too big, i can resize them so i end up not having the bottom of the windows and things like that. And i cant scroll down or up either, so the game is largely unplayable.
Is there anyway to solve that?
Posted by: TMaekler
« on: June 01, 2022, 05:01:34 PM »

Ever thought about integrating some of the functions of AuroraMarvin and/or AuroraElectrons? I like some of the statistical overviews for example. Or the note system. Really helps with larger games... .
Posted by: Stormtrooper
« on: March 28, 2022, 07:07:43 PM »

So I built a fuel harvester, parked it to harvest stuff at a gas giant and it does harvest stuff. But then I made a fleet of tankers and gave them a conditional orders to refuel from harvesters and then come back to unload the fuel. They travelled towards the harvester fleet, but ever since reaching the destination they just sit there, not refuelling, not comnig back. Is this a bug or am I doing something wrong?
Posted by: Froggiest1982
« on: February 20, 2022, 12:36:22 AM »

Allow overhaul to be in the loop orders as now done to C# 2.0 will be really a welcoming addition.

http://aurora2.pentarch.org/index.php?topic=12523.msg151756#msg151756
Posted by: Stormtrooper
« on: February 06, 2022, 06:57:31 AM »

Another thing is that the conditional orders seem to lack "deployment time exceeded" condition. Best I can do is 20% MSP left. I already lost a ship, because by the time MSP gets to 20% the ship is in so bad condition it has a realistic chance of exploding along the way home. I don't feel like babysitting all my ships constantly.
Posted by: The_Seeker
« on: February 06, 2022, 06:54:29 AM »

a long term experimental branch just for me where I finally allow myself to significantly deviate from Aurora VB6's UI layout in order to add more ways to automate things and whatever else comes to mind.  If I come up with anything good I will post it.
If you are open to taking suggestions, one of the things I've always wanted to see in Aurora is a fully scriptable order system (similar to the game Screeps).  As it currently stands, you can view task force orders as sort of very basic, handicapped visual scripting system, whereby you can queue orders, loop them once, and have additional loops for preset conditional and standing orders.  It would be really neat to have a fully-scriptable system where you could write orders of arbitrary complexity, with as many conditions, loops, checks as the player wishes.  In this way, you could write not just orders or repeatable orders, but full-fledged autopilots that can access any variable in the database that the player has access to.  It'd allow you to remove a lot of the tedious tasks from the game, you could - for example - script scouting ships to fly search patterns and automatically shadow neutral/hostile ships, or script freighters to automatically move resources from systems with resources to systems who have resources below the reserve limit.  Or, you could script AI for your combat battlegroups so that they can sortie and fight without player intervention.
Posted by: Stormtrooper
« on: January 27, 2022, 05:28:04 PM »

Ooops... Well... Technically in C# you also can't split units... Didn't really expected a small infantry unit to be something more than battalion though. Maybe because one troop transport - one battalion and it doesn't list tonnage capacity so I just assumed it simply equals to one unit and that's it.
Posted by: nuclearslurpee
« on: January 27, 2022, 04:45:06 PM »

For Quasar you'll need to refer to the old VB6 pages on the wiki, etc. such as the Ground Forces page here. Ground forces in particular are one of the biggest changes from VB6 --> C# so you will basically need to forget everything you know from C# in this area.

The low-tech divisions you start with in a conventional start are size 50, while a TN battalion is size 5 (the sizes are abstract and don't correspond exactly to a tonnage as in C#), so you would need a transport with 10+ battalion capacity to move a single low-tech division - you can't split it between multiple transports.

Usually it is a better decision in terms of game mechanics to convert the low-tech divisions into cadres and use those to train your first TN-tech battalions at a reduced cost, but if you want to keep the flavor of low-tech units for roleplay reasons you'll need bigger transports.
Posted by: Stormtrooper
« on: January 27, 2022, 04:30:19 PM »

How am I supposed to load ground units? I have 3 ships with 6 troop transport bays each, fleet screen says I can load 18 batallions (whatever that means), tried to load some units, turns out I can't load even a single low tech infantry because of "insufficient capacity". There is no research for bigger transport bays or increased capacity whatsoever.
Posted by: Stormtrooper
« on: January 19, 2022, 04:39:21 PM »

Thanks, will check it out next time I have to edit buildings as I already ended up doing it via db editing.