After deleting the db and installing over Aurora 2.02 when starting up I received a popup "no image found for flag: flag0539.jpg". The highest file number I have in the flags directory is flag0441.jpg
For some reason Windows 10 thinks Aurora.exe is a virus and deletes it. I'm not using any external anti-virus software and have not encountered this kind of warning before.I don't have it in exclusions and my Windows 10 isn't complaining.
Edit: I added it to exclusions and it works just fine. Leaving this reply to see if anyone else gets this warning.
A minor display error: When there are more naval ranks than ground commander ranks and you employ someone at the highest position like a Fleet Admiral, the rank initials displayed will be of the ground commander, not the naval commander.Sounds like the 2.0-2.0.3 bug is still there. Steve, please also confer with the previous bug list for more details on this specific issue.
Documented:Off-Topic: show
//Edit: As an add to this, the wrong rank initials are also displayed in the fleet menu.
(https://abload.de/img/screenshot2022-08-16166eyj.jpg)
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.
...
Do you have a system name theme selected? That's typically what happens when the theme runs out of names. Some of them are relatively short, so if you've explored a lot, it's possible to use every name available.
Quote from: Kiero link=topic=13050. msg161464#msg161464 date=1660752806#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.
Do you have a system name theme selected? That's typically what happens when the theme runs out of names. Some of them are relatively short, so if you've explored a lot, it's possible to use every name available.
Quote from: rainyday link=topic=13050. msg161474#msg161474 date=1660765553Quote from: Kiero link=topic=13050. msg161464#msg161464 date=1660752806#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.
Do you have a system name theme selected? That's typically what happens when the theme runs out of names. Some of them are relatively short, so if you've explored a lot, it's possible to use every name available.
I have this bug as well. It happened in a prior game after a while (8 explored systems, ancient Egypt theme), but when I started a new game today, none of the systems I've explored after having an alien start had a name. I have tried switching to different system theme but they all come out as System ###.
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game.
I checked the database and found that a race had been generated, but they had no ships or fleets. So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world.
Afterwards started a test game, did the SM generation and it worked as intended.
I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0.
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.
Quote from: kalodsun link=topic=13050. msg161497#msg161497 date=1660813167I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game.
I checked the database and found that a race had been generated, but they had no ships or fleets. So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world.
Afterwards started a test game, did the SM generation and it worked as intended.
I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0.
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.
That's interesting, my experience would bear that out - I don't think I've encountered the spoiler at all in the C# version. And I've played conventional starts with slow tech pretty much exclusively, and like to turtle for a considerable period before I start generating systems.
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game.
I checked the database and found that a race had been generated, but they had no ships or fleets. So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world.
Afterwards started a test game, did the SM generation and it worked as intended.
I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0.
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.
@Vivalas
Even more, it seems that Kerbol is not at the focus of the ellipse.
Interestingly enough, I did start the 2.1 game with random stars and "terran federation system theme" and the 6 systems generated by now all had a number star designation. When I check the galaxy map, it reads "class name only" name theme for systems which is clearly not what I see under my race profile.
A separate bug relating to planets with eccentric orbits: civilian colony ships will drop colonists off based on current conditions, not maximum colony cost. I had just started a colony on Mars and its cost varied from 2.0 at perihelion to 2.5 at aphelion. Civilian colony ships delivered colonists based on the population supported by the summer 2.0 cost, then the colony exceeded capacity and went into negative growth as winter approached (until I was able to get another load of infrastructure delivered).
A separate bug relating to planets with eccentric orbits: civilian colony ships will drop colonists off based on current conditions, not maximum colony cost. I had just started a colony on Mars and its cost varied from 2.0 at perihelion to 2.5 at aphelion. Civilian colony ships delivered colonists based on the population supported by the summer 2.0 cost, then the colony exceeded capacity and went into negative growth as winter approached (until I was able to get another load of infrastructure delivered).
Working as intended.
Quote from: Kiero link=topic=13050. msg161524#msg161524 date=1660889594Quote from: bankshot link=topic=13050. msg161522#msg161522 date=1660880314A separate bug relating to planets with eccentric orbits: civilian colony ships will drop colonists off based on current conditions, not maximum colony cost. I had just started a colony on Mars and its cost varied from 2. 0 at perihelion to 2. 5 at aphelion. Civilian colony ships delivered colonists based on the population supported by the summer 2. 0 cost, then the colony exceeded capacity and went into negative growth as winter approached (until I was able to get another load of infrastructure delivered).
Working as intended.
Per Steve post here, I don't think it is. Civilians are supposed to account for the maximum colony cost to avoid wasting population and shipping time. Unless Steve at some point made a stealth change to make life harder on players of course.
2. 0. 3 Function # 1500: constraint failed
UNIQUE constraint failed:
FCT_ShipDesignComponents. SDComponentID
Minor SM Mode bug:
When using the "Random Ruin" button in the system view to add ruins to a planet, the planet list is refreshed. However, when that button is used to remove those ruins instead, the list is NOT refreshed.
Minor SM Mode bug:
When using the "Random Ruin" button in the system view to add ruins to a planet, the planet list is refreshed. However, when that button is used to remove those ruins instead, the list is NOT refreshed.
I'm pretty sure the refresh happened in 1.13 so this may be a new bug, perhaps related to the new system generation code?
I think I have found a bug.
I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).
https://prnt.sc/5bgPGFIZkksb
There is some time, like a day or two, between these error messages and the troops appearing on luna.
Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?
TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game
I think I have found a bug.
I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).
https://prnt.sc/5bgPGFIZkksb
There is some time, like a day or two, between these error messages and the troops appearing on luna.
Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?
TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game
For some reason Windows 10 thinks Aurora.exe is a virus and deletes it. I'm not using any external anti-virus software and have not encountered this kind of warning before.
Edit: I added it to exclusions and it works just fine. Leaving this reply to see if anyone else gets this warning.
In the missile design screen, the missile engine overboost fuel consumption modifier (for setting higher boosts than your ordinary tech level allows) is displayed incorrectly in the dropdown box. It always multiplies the consumption by five, instead of using the actual linearly increase in consumption modifiers.
...
See how the modifier just jumps from 4.05 to 21.73 between 175% and 180%? This is with a max boost tech of 175%.
v. 2.1.0.That's always been the cost of an individual item. It doesn't get multiplied by the number of items.
The Item Cost for the production of one or of several ones of the same item doesn't change in the Economics window, Industry tab: see the last two rows in the image.
v. 2.1.0.That's always been the cost of an individual item. It doesn't get multiplied by the number of items.
The Item Cost for the production of one or of several ones of the same item doesn't change in the Economics window, Industry tab: see the last two rows in the image.
Need to make sure jump points don't form a closed loop cluster of stars.
I think I have found a bug.
I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).
https://prnt.sc/5bgPGFIZkksb
There is some time, like a day or two, between these error messages and the troops appearing on luna.
Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?
TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game
The exact same thing happened to me as well. Only difference is that I'm 13 years into game, and enemy ground forces are smaller.
Same error message, then couple days later enemy appears out of thin air on Luna.
I think I have found a bug.
I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).
https://prnt.sc/5bgPGFIZkksb
There is some time, like a day or two, between these error messages and the troops appearing on luna.
Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?
TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game
The exact same thing happened to me as well. Only difference is that I'm 13 years into game, and enemy ground forces are smaller.
Same error message, then couple days later enemy appears out of thin air on Luna.
Replying here as a reminder to myself for when I get home in about 10 days :)
I checked the error when this was first reported and it was in the Aether Gate Transit function. I am now wondering if the raider troop transport had orders of transit into sol and then unload on Luna (for example), but failed the first order. If the code doesn't make the right checks, the transport might go to the coordinates that match Luna in its home system and then unload, with Luna still as the target. I'll check this theory when I return.
1. Enable Spacemaster Mode
2. Show Event Window
3. Enable "Show All Races" from Event Window
4. Press Ctrl-F2 to bring up Event Window
5. Increment time
6. Unexpected behavior: Events for all other NPRs can be seen, and other NPRs can be selected from the main window dropdown.
Potential Description Error:
--- I thought these were reduced to 50 tons of capacity apiece?
(https://cdn.discordapp.com/attachments/837880336536698893/1012914017213366312/unknown.png)
Not sure if this qualifies as a bug but it seems not the expected outcome so worth mentioning.
If you set an order for a tug to release tractored ships to a fleet which is in orbit, the releasing ship is not in orbit after completing the order.
Screens show the orders given and the result one construction period after completion, where the ship in question is left behind by the movement of the planet.
Not sure if this qualifies as a bug but it seems not the expected outcome so worth mentioning.
If you set an order for a tug to release tractored ships to a fleet which is in orbit, the releasing ship is not in orbit after completing the order.
Screens show the orders given and the result one construction period after completion, where the ship in question is left behind by the movement of the planet.
I believe this happens for other (possibly all) orders that target a fleet in orbit of a body.
I also believe it only happens when a construction cycle completes during the same subpulse that the ship completes the order.
Spoiler race starting tech points do not seem to conform to rule
I wanted to start a new game with the unmodded DB and mostly default settings to test some things, with three NPRs, and I was annoyed by how few points my player race was getting, so I gave it 2 million points for a quick start. Then I used the bug to check non-player races, and saw that the NPRs, including spoilers, have *not* increased their starting RP points according to the rule in http://aurora2.pentarch.org/index.php?topic=12523.msg154574#msg154574 . It's very easy to check by starting a new game giving a lot of RPs to the player race, using the bug to see NPRs and looking at their starting ship designs. I don't think this is WAI, since giving enough RPs on start to the player race, its designs can easily outtech even the Invaders if they don't change accordingly.
I created a couple other test games, varying research speed, starting player race population and/or starting RP points, and I haven't yet noticed any change in the starting NPR/spoiler races tech levels. I've even used a SQL query to count the RPs used by the starting techs for all races, and they don't seem to change significantly between games:
-- Calculate how many research points a race has spent in tech already
Select FCT_RaceTech.GameID, RaceName, FCT_RaceTech.RaceID, SUM(DevelopCost)
from FCT_RaceTech, FCT_TechSystem, FCT_Race
where FCT_RaceTech.TechID = FCT_TechSystem.TechSystemID
and FCT_RaceTech.RaceID = FCT_Race.RaceID
GROUP BY FCT_RaceTech.RaceID;
It's possible I haven't triggered yet whatever it is that changes the starting RPs for the NPRs. It's also very strange how few points the player race is getting at start, which doesn't seem to change with research speed, only with starting population.
[EDIT] The maximum RPs a player race is getting is the same as in the previous version. And the starting RP points of the NPR/spoiler races (upon start) also don't seem to scale with the starting RP points of the player race in v.1.13. I don't know if later the rule is being followed, when finally meeting the spoiler races or creating new NPRs by stumbling upon them, in the new version.
NPRs do not follow the same RP rules as player races, because they do not research individual systems like a player race does. Rather once they have accumulated enough RPs they will develop a tech level and a set of components at that tech level. Because of this, you can't really see the NPR RPs in the DB as they are used instantly on race generation to set the initial tech level. As such, NPR and player race RPs do not directly relate with each other. The same is true for BPs, incidentally, NPRs start with fleets very much in excess of what a player can build on default settings, this is also by design to make the NPRs competitive as they frankly are abhorrent at tactics and need the weight of numbers to pose any threat at all.
There should however be a change in place so that NPRs with over 1.25b starting population will be able to start with more than 50 labs, which directly affects the future RP generation.
Basically if you want a balanced game, don't give the player race 2m RPs unless you are prepared to develop a workaround (e.g., run the game for a few decades with a hands-off player race to let the NPRs grow).
I understand that, but then the rule as stated is confusing, because it doesn't refer to RP progress during game, but to starting RPs. The Precursor/Invader/Raider designs are created upon start, regardless of the player race's population, number of labs or RPs, or the game's research speed. I don't know when/if they're updated during game. Maybe they are, but then why does the rule mention their starting RPs and any proportion to player races' RPs? Swarm and Rakhas seem to be spawned during game, just as any newly created NPRs, so maybe the rule does apply to them.
I think I have found a bug.
I got a handful of these error messages below before 251,000 tons of enemy ground forces just appear on luna, no troop transports or anything in system (enemy being the new spoiler).
https://prnt.sc/5bgPGFIZkksb
There is some time, like a day or two, between these error messages and the troops appearing on luna.
Have I missed something or am I right in thinking the errors are somehow linked to the enemy transports not showing up?
Is there something I can do in SM to get rid of them?
TN start
39 years into game
one off error
Have a back up of the database from around a day before this if needed
v2.10 game
The exact same thing happened to me as well. Only difference is that I'm 13 years into game, and enemy ground forces are smaller.
Same error message, then couple days later enemy appears out of thin air on Luna.
Replying here as a reminder to myself for when I get home in about 10 days :)
I checked the error when this was first reported and it was in the Aether Gate Transit function. I am now wondering if the raider troop transport had orders of transit into sol and then unload on Luna (for example), but failed the first order. If the code doesn't make the right checks, the transport might go to the coordinates that match Luna in its home system and then unload, with Luna still as the target. I'll check this theory when I return.
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.
I'm playing on 2.0.3, but I assume this happens in 2.1, too.The bit about harvesters not being able to harvest at DSPs is fine, but the one about fleets not staying at gas giant DSPs during orbital movement is still a bug.
Ships stationed at a gas giant DSP get left behind in space as the gas giant moves along its orbit. They aren't sticking to the DSP/planet.
Also, a fuel harvester that is stationed at a gas giant DSP doesn't seem to harvest fuel, only when the harvester is stationed specifically at the planet itself (even though the DSP and the planet are on exactly the same spot).
SJW: The DSP and the gas giant are two separate locations, so you need to harvest at the planet, not the population. Harvesters have never been able to harvest at populations.
Irregular date to terminate a construction: the foreseen ending date is before the actual date.
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)
1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)
1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones
This would explain my confusion regarding my construction brigades. I think this has been a bug in the game for a while even before 2.X.
I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)
1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones
I let them fortify to max (3), but still nothing happens. I also tried changing their field position, but nothing again.I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)
1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones
Were all ground units at the population at maximum fortification level?
I let them fortify to max (3), but still nothing happens. I also tried changing their field position, but nothing again.I just saw someone talk about how their construction vehicles aren't building installations and then did some testing (in 2.1) to see if they work or not.
As far as I can tell, units with construction equipment can only contribute their BP to just a SINGLE construction cycle and then never again.
(Maybe it has to do with their fortification value?)
1: Scrap all your construction factories
2: Instabuild some construction vehicle unit formations
3: Tell the colony to build some installation
4: Skip forward by one construction cycle, the construction vehicles will have built a portion of the installation
5: Skip forward another construction cycle, nothing happens. The installation is at the same construction percentage as on the previous cycle.
6: You can instabuild some more formations and again see that they will build the installation on the next cycle, but then again not on the following ones
Were all ground units at the population at maximum fortification level?
I think I noticed something interesting:
If you instabuild them at a colony that has no minerals stockpiled and then afterwards send minerals to it, they won't build at all, not even for 1 construction cycle. If you instabuild them at a colony that already has minerals, then they will build for 1 cycle.
When designing a beam fire control, if I check the "Show Next Tech" box, I get an error stating "2.0.2 Function #2635: Object reference not set to an instance of an object", and then the drop down boxes for range, speed, and size all go blank. Also happens for some of the other components (Active sensor, gauss cannon, jump drive, etc. I didn't go through every component type in the list). Can't discern a pattern, since I'm currently researching techs related to beam fire control and active sensors but not gauss cannons or jump drives
Not sure if this has been solved since 2.0.2.
SJW: This fix is in the changes list for v2.0.3
Raiders are broken.
Experienced 400k of raider tonnage with ECM10 on year 17 of the game. (normal TS start, research rate at 100%). This is about 7 years after they got triggered. They went from sending in 20k tonnes in ships to 400k in a single attack.
They also have ECM10. Even if I went 100% in on ECM I'd only get to ECCM3 (and my engine tech would be 0)
I looked at DB, and they have a lot of ships (400k t+), but they don't have a lot of killed ships.
Edit: Reddit thread on same issue. Seems at least a couple more people hit sudden huge ways of raiders at 15-20 years
When designing a beam fire control, if I check the "Show Next Tech" box, I get an error stating "2.0.2 Function #2635: Object reference not set to an instance of an object", and then the drop down boxes for range, speed, and size all go blank. Also happens for some of the other components (Active sensor, gauss cannon, jump drive, etc. I didn't go through every component type in the list). Can't discern a pattern, since I'm currently researching techs related to beam fire control and active sensors but not gauss cannons or jump drives
Not sure if this has been solved since 2.0.2.
SJW: This fix is in the changes list for v2.0.3
Not sure if related, but I get the same error when attempting to generate a jump engine. The jump engine size box goes blank, but I can click it and the values show up.
Quote from: shadowpho link=topic=13050. msg161897#msg161897 date=1662242838Raiders are broken.
Experienced 400k of raider tonnage with ECM10 on year 17 of the game. (normal TS start, research rate at 100%). This is about 7 years after they got triggered. They went from sending in 20k tonnes in ships to 400k in a single attack.
They also have ECM10. Even if I went 100% in on ECM I'd only get to ECCM3 (and my engine tech would be 0)
I looked at DB, and they have a lot of ships (400k t+), but they don't have a lot of killed ships.
Edit: Reddit thread on same issue. Seems at least a couple more people hit sudden huge ways of raiders at 15-20 years
ECM 10 is the first level of ECM, giving a 10% penalty to chance-to-hit. Was that 400K including non-warships, such as troop transports or salvage ships? Also, the raiders continue to build ships from game start. The system trigger is when they first attack.
I've encountered a nasty fatal db error on startup. When I go to open my game, I get:
I get: #1170: Object cannot be cast from DBNull to other types.
And then infinitely:
Function #3040: Object reference not set to an instance of an object.
Until I end task. Db is attached.
I've encountered a nasty fatal db error on startup. When I go to open my game, I get:
I get: #1170: Object cannot be cast from DBNull to other types.
And then infinitely:
Function #3040: Object reference not set to an instance of an object.
Until I end task. Db is attached.
Exact same issue. DB is attached as well. For reference, I had some sort of error of just before this. I had some military ships with a jump tender, all 9000 tons. Tried to standard transit with orders to detach tankers (the tender) after jumping. Failed transit on arrival, I looked at the designs and thought "weird, that should work", hit 1 day and they jumped, but a few errors popped up (of which I don't remember the numbers). On closing in on the target Rahkas, I got the errors above, at first could close/continue, but now the infinitely go on until I end task.
Quote from: shadowpho link=topic=13050. msg161897#msg161897 date=1662242838Raiders are broken.
Experienced 400k of raider tonnage with ECM10 on year 17 of the game. (normal TS start, research rate at 100%). This is about 7 years after they got triggered. They went from sending in 20k tonnes in ships to 400k in a single attack.
They also have ECM10. Even if I went 100% in on ECM I'd only get to ECCM3 (and my engine tech would be 0)
I looked at DB, and they have a lot of ships (400k t+), but they don't have a lot of killed ships.
Edit: Reddit thread on same issue. Seems at least a couple more people hit sudden huge ways of raiders at 15-20 years
ECM 10 is the first level of ECM, giving a 10% penalty to chance-to-hit. Was that 400K including non-warships, such as troop transports or salvage ships? Also, the raiders continue to build ships from game start. The system trigger is when they first attack.
OK dove into DB some more. By year 17 of the game they have 32 ships * 10k tonnage + 16 * 10k + 20k * 4 = 560k military tonnage. This military costs (assuming build cost =BP cost) 128k BP. They also have commercial ships but I am not counting any of them (5 slave ships, 3 salvager, 2 troop transport).
Quote from: shadowpho link=topic=13050. msg161926#msg161926 date=1662335511OK dove into DB some more. By year 17 of the game they have 32 ships * 10k tonnage + 16 * 10k + 20k * 4 = 560k military tonnage. This military costs (assuming build cost =BP cost) 128k BP. They also have commercial ships but I am not counting any of them (5 slave ships, 3 salvager, 2 troop transport).
Frankly this is less than most NPRs start with so I don't think the amount is a problem, but it does sound like a bit more of a ramping-up would help the Raider play pattern make more sense to players?
SJW: Fixed for v2.1.1. The problem was no damage from secondary explosions resulting from maintenance failures.