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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by lumporr on Yesterday at 07:58:47 PM »
Here's something interesting - playing a race using microwaves, I disabled the sensors of another player race's ship. The ship using microwaves no longer showed up on any sensors, nor any contact list, nor could the ship be targeted in the Ship Combat tab. However, since the microwave-using ship was still assigned to the other ship as a target, the other ship was still able to fire upon and damage the microwave ship. Is this intended behaviour?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on Yesterday at 06:31:05 PM »
In the Environment tab, together with the Annual Terraform capacity, I would like to read the number of the Terraforming Istallations active on (or near) a body.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by ISN on Yesterday at 07:51:21 AM »
That's a cool design approach! But what about jump drives? Do you need one for each, of the appropriate category?
Do you regret not adding a few "sublight propellers" to the military section?

Yep, they both need their own jump drives. It's not a very efficient system! But the role-play is fun.
The military section does have its own engines, etc. It's fully self-sufficient besides the relatively short range. I just didn't want to try my chances against the giant Romulan fleet without backup -- although it turned out most of the ships were very old, so the fight ended up being a bit of a turkey shoot.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by vorpal+5 on Yesterday at 03:34:21 AM »
That's a cool design approach! But what about jump drives? Do you need one for each, of the appropriate category?
Do you regret not adding a few "sublight propellers" to the military section?
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by GodEmperor on Yesterday at 02:59:15 AM »
See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
How the hell did game run fine by now? Weird. Guess ill try to change it and see if its fixed now.

EDIT: well ill be damned it actually was , and i never noticed.. Somehow it changed from dot at some point O.o
Thx.
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by vorpal+5 on Yesterday at 12:21:25 AM »
From what I understand too, it's always player-centric. Perhaps a better comparison would be that it is akin to Starsector. i.e. even if you control an entire fleet or colonies, you are still a captain in a ship (or in a land team, exploring!)
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by Aloriel on May 06, 2024, 09:05:51 PM »
If I've understood the devlogs correctly, the answer is all of the above and everything in between.

You play a single individual, but what that individual can do is extremely wide and varied.
Your character can be an independent trader, a CEO of a small or large corporation, a rebel leader, a member of government with various political parties to choose from, a leader of government (again, many parties, but also many tiers from mayor to president), a ship captain, a soldier in some kind of army (rebel or loyalist), and probably more that either haven't been talked about or I am simply forgetting.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by ISN on May 06, 2024, 08:04:18 PM »
I've noticed that if an NPR fleet with jump-capable ships gets spooked and flees through a jump point, it will often not make a squadron transit even in cases where I'm pretty sure at least some of the ships could. I don't know if this is a bug or WAI -- I have no idea what factors the NPR code takes into account when deciding when and how to flee, whether to squadron transit, etc. -- but this particular behavior makes it really easy to exploit them (even if you're not trying to) and I feel like some better logic here would be a big improvement.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by kyonkundenwa on May 06, 2024, 07:24:58 PM »
See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by GodEmperor on May 06, 2024, 06:38:23 PM »
Did anyone ever encounter a bug with species Population Density and Growth/Research rate/factory modifiers ? For some reason when i loaded the save my Humans suddenly had 100.00 both density and growth.
Various tested runs ( both TN and conv civs ) also show that game suddenly adds two zeroes to those parameters.
See attached pic - ignore the grav/temp deviations, i was trying to see if it will change too but it doesnt apparently..

EDIT : seems to happen right from the start with all four parameters - density/growth/research rate/factory production modifiers at the race creation screen - i set them all to 5.00 and in game its suddenly 500.00, i leave them at default and in game they are 100.00.

2.5.1
Absolute clear install, not even so much as a additional picture or medal.

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