Aurora 4x

C# Aurora => General Discussion => Topic started by: DFNewb on April 12, 2020, 12:02:23 PM

Title: Quick Questions Thread
Post by: DFNewb on April 12, 2020, 12:02:23 PM
I'm gonna ask some basic questions about things I might of missed or forgotten about in the changes thread.

Lets start:

Does having more spaceports, shuttle stations, transfer stations, do anything?

What does GSP stand for?

Title: Re: Simple questions by me
Post by: Father Tim on April 12, 2020, 12:16:38 PM
I'm gonna ask some basic questions about things I might of missed or forgotten about in the changes thread.

Lets start:

Does having more spaceports, shuttle stations, transfer stations, do anything?

What does GSP stand for?


1.  Generally, yes, as most of those things have a tons/litres/points-per-hour rating, and some of them (the smaller ones) have a 'number of units (un)loaded simultaneously' number.

2.  Geological survey points or gravitational survey points or ground supply points (though more commonly that's just 'SP') depending on context.
Title: Re: Simple questions by me
Post by: Vivalas on April 12, 2020, 12:45:45 PM
Was the Racial Training Level mechanics and crew amount removed? I can't find anywhere that says how many crew I have and where I can set the racial training level.
Title: Re: Simple questions by me
Post by: Father Tim on April 12, 2020, 12:53:07 PM
Was the Racial Training Level mechanics and crew amount removed? I can't find anywhere that says how many crew I have and where I can set the racial training level.

Race Details Window
Title: Re: Simple questions by me
Post by: TCD on April 12, 2020, 12:59:45 PM
Another dumb question, but anyone know how I can change my date format to short so I can actually see the year in the various project windows?
Title: Re: Simple questions by me
Post by: Vivalas on April 12, 2020, 01:07:22 PM
Was the Racial Training Level mechanics and crew amount removed? I can't find anywhere that says how many crew I have and where I can set the racial training level.

Race Details Window

Ah, I see it now. The set training level button doesn't work and I can't change the number, is this a bug or am I still missing something?
Title: Re: Simple questions by me
Post by: Father Tim on April 12, 2020, 01:08:36 PM
Was the Racial Training Level mechanics and crew amount removed? I can't find anywhere that says how many crew I have and where I can set the racial training level.

Race Details Window

Ah, I see it now. The set training level button doesn't work and I can't change the number, is this a bug or am I still missing something?

No idea, sorry.  I saw it when setting up my empire, but didn't try to change it myself.
Title: Re: Simple questions by me
Post by: DFNewb on April 12, 2020, 01:09:11 PM
Another dumb question, but anyone know how I can change my date format to short so I can actually see the year in the various project windows?

Right click on the time, go to adjust date/time and then change the long date to something that does not include the day
Title: Re: Simple questions by me
Post by: Father Tim on April 12, 2020, 01:10:03 PM
Another dumb question, but anyone know how I can change my date format to short so I can actually see the year in the various project windows?

Not in Aurora, but Windows -->  Settings --> Time & Date -->  Time & Date Format (and possibly --> Advanced Settings)
Title: Re: Simple questions by me
Post by: DFNewb on April 12, 2020, 01:12:56 PM
I'm gonna ask some basic questions about things I might of missed or forgotten about in the changes thread.

Lets start:

Does having more spaceports, shuttle stations, transfer stations, do anything?

What does GSP stand for?



1.  Generally, yes, as most of those things have a tons/litres/points-per-hour rating, and some of them (the smaller ones) have a 'number of units (un)loaded simultaneously' number.

2.  Geological survey points or gravitational survey points or ground supply points (though more commonly that's just 'SP') depending on context.


Do you know what Ground supply points are for?



Also for question 1 is that also for the installation based ones? I know the ship ones make a difference but on the planet status screen some of them seem to just be a yes or no.
Title: Re: Simple questions by me
Post by: Father Tim on April 12, 2020, 01:22:40 PM
Do you know what Ground supply points are for?

http://aurora2.pentarch.org/index.php?topic=8495.msg109760;topicseen#msg109760 (http://aurora2.pentarch.org/index.php?topic=8495.msg109760;topicseen#msg109760)

Also for question 1 is that also for the installation based ones? I know the ship ones make a difference but on the planet status screen some of them seem to just be a yes or no.

http://aurora2.pentarch.org/index.php?topic=8495.msg105591;topicseen#msg105591 (http://aurora2.pentarch.org/index.php?topic=8495.msg105591;topicseen#msg105591)

For example, an Ordnance Supply Station (or a Spaceport, since it includes one OSS among other things) can tranfer ordnance, and it can do so at a rate determined by your empire's shuttle tech, multiplied by the number of shuttles available, limited by the number of bays on the recieving ship for said shuttles to land at.
Title: Re: Simple questions by me
Post by: Lightning on April 12, 2020, 01:31:14 PM
Was the Racial Training Level mechanics and crew amount removed? I can't find anywhere that says how many crew I have and where I can set the racial training level.

Race Details Window

Ah, I see it now. The set training level button doesn't work and I can't change the number, is this a bug or am I still missing something?

I was trying to change it too with no luck.
Title: Re: Simple questions by me
Post by: divolinon on April 12, 2020, 01:32:24 PM
Is the whole teams system like geo teams gone? Or is just moved somewhere?
Title: Re: Simple questions by me
Post by: Garfunkel on April 12, 2020, 01:36:28 PM
Is the whole teams system like geo teams gone? Or is just moved somewhere?
All teams are gone.

Diplomacy and Espionage are now done by ship modules. Ground-based geological surveys and xeno-archeology are done by ground units with the necessary components.
Title: Re: Simple questions by me
Post by: Ozyton on April 12, 2020, 01:37:19 PM
Perhaps I'm blind but I can't figure out how to give orders to ships/fleets? The closest I can find is the Naval Organization window but I don't see any tab to give orders, just reports and statuses and changing fleet speed. 
Title: Re: Simple questions by me
Post by: Garfunkel on April 12, 2020, 01:41:08 PM
(https://i.imgur.com/cSeJbry.png)

Use the correct tab and make sure you have the fleet selected, not sub-fleet or admin command.
Title: Re: Simple questions by me
Post by: ExChairman on April 12, 2020, 01:55:13 PM
Mmm, were to I find and add prebuilt ships ???
Title: Re: Simple questions by me
Post by: Pursche on April 12, 2020, 02:28:08 PM
Is there still a ruler function which lets me draw a line and get the distance?
Title: Re: Simple questions by me
Post by: Ozyton on April 12, 2020, 02:42:09 PM
Thanks, dunno how I missed it.

I think in VB6 there was a button on the tactical view that listed all of the stuff in your empire with a scheduled completion date including research, construction, etc.  Was that button removed?

Quote from: ExChairman link=topic=10649. msg121304#msg121304 date=1586717713
Mmm, were to I find and add prebuilt ships ???
There are no prebuilt ships AFAIK, but when you start a new game you get free 'instant build points' so when you design your ships you can go to the miscellaneous tab of the class design window and spawn the ships in without having to put your shipyards to use.
Title: Re: Simple questions by me
Post by: MichaelArch on April 12, 2020, 02:46:55 PM
Any basic tutorial for C# anytime soon? I've read through the changes and i am lost haha.  Thanks in advance to all.  Happy Easter.
Title: Re: Simple questions by me
Post by: Doren on April 12, 2020, 02:52:17 PM
Does anyone know how you can attach Ground Force HQs to each other to create chain of command? Game complains that you need better rating HQ to stack them but there's only one HQ component and didn't see a research for better one

Also has anyone been able to remove "Supporting formation X" from formations or perhaps this is a bug?
Title: Re: Simple questions by me
Post by: Father Tim on April 12, 2020, 02:55:03 PM
Does anyone know how you can attach Ground Force HQs to each other to create chain of command? Game complains that you need better rating HQ to stack them but there's only one HQ component and didn't see a research for better one

Also has anyone been able to remove "Supporting formation X" from formations or perhaps this is a bug?

The "1000" in the HQ component description is editable.  Change it to "2000" and your HQ also double its size.  Change it "12,000" or whatever.
Title: Re: Simple questions by me
Post by: AlStar on April 12, 2020, 03:19:14 PM
I'm certain that I'm missing something obvious - I cannot figure out how to colonize the Moon. I've created a colony, dumped infrastructure and some auto mines on it, but although my colony ships have the option to pick up colonists from Earth, there's no matching command to drop off the colonists when I select the colony fleet with my Luna colony.

I've even tried setting standing orders for the colony ships to "Unload Colonists" and "Unload Passengers" with no effect.

Edit: They were missing Cargo Shuttle Bays, for anyone who comes to this topic later.
Title: Re: Simple questions by me
Post by: ropedog on April 12, 2020, 03:23:12 PM
I hate to even ask this, but for the life of me I can't find the button to advance time!  I select 1 day increments and auto sub-pulse, but then what???
Thanks.
Title: Re: Simple questions by me
Post by: AlStar on April 12, 2020, 03:27:44 PM
I hate to even ask this, but for the life of me I can't find the button to advance time!  I select 1 day increments and auto sub-pulse, but then what???
Thanks.
Top right button on the main screen (the red button) makes it so that time will auto-advance until it hits a stop condition (it'll turn green when it's on).
To advance time, it's the top row of time increments (5 seconds - 30 days).
Title: Re: Simple questions by me
Post by: Elvin on April 12, 2020, 04:07:09 PM
Hopefully a simple question: How do I add/attach a parasite craft to a carrier?

I have a carrier with 4k hangar space, into which I'm trying to add 4 1k ships. This used to be done in the "Individual Ship Information" window on F6 (e.g. in this guide https://imgur.com/a/tDWDC (https://imgur.com/a/tDWDC)), but that page doesn't seem to exist anymore. I can't see any movement orders to do this. I've added the parasite ships as ordanance in the Ship Design window for the class (although I only did that after I built the first ones - is that a problem?)

Thanks for any help! :)
Title: Re: Simple questions by me
Post by: Deutschbag on April 12, 2020, 04:40:01 PM
What exactly does HQ capacity represent? Is it the number of units that an HQ can effectively command?
Title: Re: Simple questions by me
Post by: YABG on April 12, 2020, 04:44:39 PM
Quote from: Deutschbag link=topic=10649. msg121390#msg121390 date=1586727601
What exactly does HQ capacity represent? Is it the number of units that an HQ can effectively command?

Tonnage/size that a commander can command - I think you need to have sufficient "HQ tonnage" to allow an officer to provide bonuses to a ground unit, plus you need to have a bigger HQ size for units higher up the hierarchy if you want to structure your ground forces that way.  There's a wiki post which I found helpful on this: hxxp: aurorawiki. pentarch. org/index. php?title=C-Ground_Units#Formation_Element_Transfer

Now I've a question: does anyone what button I press to stop a ground unit supporting another? I dragged two of my 'Stryker Infantry Companies' together and now they've got this arrow indicating they're supporting each other and I can't figure out how to set them back to normal.
Title: Re: Simple questions by me
Post by: DEEPenergy on April 12, 2020, 04:46:26 PM
I'm certain that I'm missing something obvious - I cannot figure out how to colonize the Moon. I've created a colony, dumped infrastructure and some auto mines on it, but although my colony ships have the option to pick up colonists from Earth, there's no matching command to drop off the colonists when I select the colony fleet with my Luna colony.

I've even tried setting standing orders for the colony ships to "Unload Colonists" and "Unload Passengers" with no effect.

I think you need cargo shuttle bays on the ship.

Also has anyone found out how to sort by the various minerals on the mineral report window?
Title: Re: Simple questions by me
Post by: AlStar on April 12, 2020, 05:02:58 PM
I think you need cargo shuttle bays on the ship.
Yep - that was it.  :-[
Title: Re: Simple questions by me
Post by: Father Tim on April 12, 2020, 05:08:46 PM
I think you need cargo shuttle bays on the ship.
Yep - that was it.  :-[

Technically, shuttles on the ground works too.
Title: Re: Simple questions by me
Post by: Franss22 on April 12, 2020, 05:42:42 PM
BTW, what happened to the multiple resolutions? I remember beardian saying in the hype train that there would be some options for different resolutions.  Did that get scrapped?
Title: Re: Simple questions by me
Post by: Deutschbag on April 12, 2020, 05:44:17 PM
Quote from: Deutschbag link=topic=10649. msg121390#msg121390 date=1586727601
What exactly does HQ capacity represent? Is it the number of units that an HQ can effectively command?

Tonnage/size that a commander can command - I think you need to have sufficient "HQ tonnage" to allow an officer to provide bonuses to a ground unit, plus you need to have a bigger HQ size for units higher up the hierarchy if you want to structure your ground forces that way.  There's a wiki post which I found helpful on this: hxxp: aurorawiki. pentarch. org/index. php?title=C-Ground_Units#Formation_Element_Transfer

Are you certain this is correct? When I create a race using "Automatically design ground forces" it gives something like this:

(https://i.imgur.com/SNcDTUl.png)

Notably, the Infantry Regiment, with a given size of 13056, has an HQ rating of 7000.

Is that a bug in the generation of ground units, or something strange with regards to HQ sizing?

BTW, what happened to the multiple resolutions? I remember beardian saying in the hype train that there would be some options for different resolutions.  Did that get scrapped?

That's supposed to be coming later, per Steve.
Title: Re: Simple questions by me
Post by: Black on April 12, 2020, 06:28:14 PM
I am unsure how to use Standing Orders. I have my survey ships prepared but when I select: Survey Next Five System Bodies, they do nothing. I can give them manual command, for example Mercury: Geological Survey and that works fine. But I have no idea how to automate the survey of whole star system.
Title: Re: Simple questions by me
Post by: Demonius on April 12, 2020, 06:32:48 PM
I noticed the geo ships or grav ships sometimes "rest" for a bit before they perform the next order set.

What I was wondering, I created a small Geosurvey troop of 15 medium 2x Geo sensor Rovers, (didn't add HQ or anything else, Maybe that wasn't so good), dropped them on Mars, and see them listed as standing on Mars which supposedly has a low chance of extra Survey, but no idea to monitor how the Survey Progresses or if it actually started.  (I know in VB6 there was no indication of Progress either but there dropping a Geo Team was just the way to go, and here everything is new :p)
Title: Re: Simple questions by me
Post by: Nori on April 12, 2020, 07:05:17 PM
I am unsure how to use Standing Orders. I have my survey ships prepared but when I select: Survey Next Five System Bodies, they do nothing. I can give them manual command, for example Mercury: Geological Survey and that works fine. But I have no idea how to automate the survey of whole star system.
So, I ran into this two. It seems you have to order them to do something first, then the standing orders kick in. I manually had them geo luna, mars and ceres and now they are happily zipping around.
Title: Re: Simple questions by me
Post by: ropedog on April 12, 2020, 07:21:02 PM
Quote from: AlStar link=topic=10649. msg121359#msg121359 date=1586723264
Quote from: ropedog link=topic=10649. msg121357#msg121357 date=1586722992
I hate to even ask this, but for the life of me I can't find the button to advance time!  I select 1 day increments and auto sub-pulse, but then what???
Thanks.
Top right button on the main screen (the red button) makes it so that time will auto-advance until it hits a stop condition (it'll turn green when it's on).
To advance time, it's the top row of time increments (5 seconds - 30 days).
I was trying that button before, but nothing happens.   Doesn't sound like anyone else is having this issue. . .   I'll try re-downloading/installing and see if that works. . .
Title: Re: Simple questions by me
Post by: AlStar on April 12, 2020, 07:26:24 PM
Anyone know how to get the detection ranges of Deep Space Tracking Stations on the map? "Passive vs Signature X" only seems to show ship sensors.
Title: Re: Simple questions by me
Post by: Black on April 12, 2020, 07:52:22 PM
I am unsure how to use Standing Orders. I have my survey ships prepared but when I select: Survey Next Five System Bodies, they do nothing. I can give them manual command, for example Mercury: Geological Survey and that works fine. But I have no idea how to automate the survey of whole star system.
So, I ran into this two. It seems you have to order them to do something first, then the standing orders kick in. I manually had them geo luna, mars and ceres and now they are happily zipping around.

I tried this, but unfortunately it did not help. My ships complete survey of the manually selected planets and then they sit in orbit. I tried to run the game for several days to see if they start moving, but unfortunately no change for me. Here is screen of Naval Organization Tab:
(https://i.ibb.co/hdgYr2S/Naval-Organization.png)
Title: Re: Simple questions by me
Post by: MrHuman on April 12, 2020, 07:57:14 PM
You used to be able to measure distances in the system map in VB6, but I can't figure out how to do it in C#.  Is that feature still in the game?
Title: Re: Simple questions by me
Post by: Harold65 on April 12, 2020, 08:29:53 PM
Quote from: AlStar link=topic=10649. msg121353#msg121353 date=1586722754
I'm certain that I'm missing something obvious - I cannot figure out how to colonize the Moon.  I've created a colony, dumped infrastructure and some auto mines on it, but although my colony ships have the option to pick up colonists from Earth, there's no matching command to drop off the colonists when I select the colony fleet with my Luna colony.

I've even tried setting standing orders for the colony ships to "Unload Colonists" and "Unload Passengers" with no effect.

How do you dump the installations/automines on the colony?  I can get my cargo ships to load them and travel to the colony (Mars) but there's no Unload All Installations option on the Move Orders
Title: Re: Simple questions by me
Post by: AlStar on April 12, 2020, 08:48:51 PM
First thing I'd check is the same thing that turned out to be the answer for my colony ships - do your transports have Cargo Shuttle Bays? Earth has the facilities to load ships missing such, but they'll be unable to do anything when they arrive at the barren rock you want to start a colony at.
Title: Re: Simple questions by me
Post by: Doren on April 12, 2020, 09:24:23 PM
Notably, the Infantry Regiment, with a given size of 13056, has an HQ rating of 7000.

Is that a bug in the generation of ground units, or something strange with regards to HQ sizing?

I wonder if all HQ units are added into pool of HQ power for the formation. How many HQ units does the formation contain?
Title: Re: Simple questions by me
Post by: Harold65 on April 12, 2020, 09:47:04 PM
Quote from: AlStar link=topic=10649. msg121475#msg121475 date=1586742531
First thing I'd check is the same thing that turned out to be the answer for my colony ships - do your transports have Cargo Shuttle Bays? Earth has the facilities to load ships missing such, but they'll be unable to do anything when they arrive at the barren rock you want to start a colony at.

Yup, that did it.   I added cargo shuttle bay to my cargo ship, and it became an option.  Thanks.
Title: Re: Simple questions by me
Post by: Ynglaur on April 12, 2020, 10:07:41 PM
Is there a way to change the starting population for the player race in a new game?  I'm trying to do a conventional start with a mostly-accurate population for Earth (i.e. several billion rather than 500 million).
Title: Re: Simple questions by me
Post by: vonlutt on April 12, 2020, 10:19:58 PM
So I have a survey ship that I didn't set conditions on and it ran out of fuel.   

I made a tanker, put a refueling system on it. . . can't find an option to move that fleet to it and refuel.  So I had the tanker join the fleet and move to its location.  In the old version you could equalize fuel. . . .  do not see an option to do this now.   

Is there any way to refuel ships that run out of fuel?  I have been pouring through every submenu but I'm coming up empty.   

Thank you

Naval organization window for reference:
https://i. imgur. com/c96RVgg. png
Title: Re: Simple questions by me
Post by: JacenHan on April 12, 2020, 10:30:03 PM
Is the tanker marked as a tanker in the class design screen?
Title: Re: Simple questions by me
Post by: vonlutt on April 12, 2020, 10:31:09 PM
Quote from: JacenHan link=topic=10649.  msg121491#msg121491 date=1586748603
Is the tanker marked as a tanker in the class design screen?

I believe so, yes:

https://i. imgur. com/ehuHEd6. png
Title: Re: Simple questions by me
Post by: JacenHan on April 12, 2020, 10:31:49 PM
There is checkbox on the right-hand side that says "Tanker", below "Collier" and "Supply Ship". Try ticking that and trying again.
Title: Re: Simple questions by me
Post by: AlStar on April 12, 2020, 10:42:39 PM
Also worth noting that, unless you have at least the base technology "Underway Replenishment X% Rate", you'll need to stop the fleet you're trying to refuel before refueling takes places (note: trying to go somewhere, even without fuel, counts as moving, so you need to cancel all outstanding orders for the refuel to take place.)
Title: Re: Simple questions by me
Post by: vonlutt on April 12, 2020, 10:48:02 PM
So I have the tanker acting like a tanker after checking the box in the design screen (thanks Jacen), I get it to come up with the sub-options to refuel.  .  .  .   But it still won't refuel.    ???

I stopped all orders and even conditions to stop it from thinking of moving, but for what ever reason I cannot get this thing to take on fuel.   I added the tanker to another fleet, tried the option to refuel from tankers, the fleet moved and went to the location.  .  .   didn't refuel.     

Ok, tried join and refuel target fleet.  .  .  it joins the fleet.  .  .   doesn't refuel the empty survey ship.     :-\


Edit: Maybe something influencing it, when i ticked the box to make it a tanker, it says "minimum fuel set to zero" in the bottom right that I'm not sure how to influence.   
Title: Re: Simple questions by me
Post by: thashepherd on April 12, 2020, 11:29:47 PM
I'm running into this issue as well, I even tried setting the refueling priority on the subject ship to be higher than the tanker's.
Title: Question about UI
Post by: Watermelon on April 12, 2020, 11:30:04 PM
What do these two icons in the main UI do? Hovering over them provides no tooltip.   
(http://hxxp: i. imgur. com/uNOM6Ti. png)
Title: Re: Question about UI
Post by: thashepherd on April 12, 2020, 11:33:18 PM
Quote from: Watermelon link=topic=10649.  msg121506#msg121506 date=1586752204
What do these two icons in the main UI do? Hovering over them provides no tooltip.     
(http://hxxp: hxxp: hxxp: i.   imgur.   com/uNOM6Ti.   png)

Lightbulb turns on SM mode, red button enables auto-turns. 
Title: Re: Simple questions by me
Post by: Black on April 13, 2020, 02:59:12 AM
So I was looking at Medal Management and there are following medal conditions: Habitable World Discovered and Three Habitable Worlds Discovered. What is considered as habitable world in this case? Cost 0 planet or maybe less than 2 cost planet?
Title: Re: Simple questions by me
Post by: DFNewb on April 13, 2020, 03:22:27 AM
I'm running into this issue as well, I even tried setting the refueling priority on the subject ship to be higher than the tanker's.

So I have the tanker acting like a tanker after checking the box in the design screen (thanks Jacen), I get it to come up with the sub-options to refuel.  .  .  .   But it still won't refuel.    ???

I stopped all orders and even conditions to stop it from thinking of moving, but for what ever reason I cannot get this thing to take on fuel.   I added the tanker to another fleet, tried the option to refuel from tankers, the fleet moved and went to the location.  .  .   didn't refuel.     

Ok, tried join and refuel target fleet.  .  .  it joins the fleet.  .  .   doesn't refuel the empty survey ship.     :-\


Edit: Maybe something influencing it, when i ticked the box to make it a tanker, it says "minimum fuel set to zero" in the bottom right that I'm not sure how to influence.   


You need to add a refueling piece onto your tanker, you should start the game with it researched.
Title: Re: Simple questions by me
Post by: Irishpolak on April 13, 2020, 03:35:29 AM
How do you remove components when designing a ship?  I can add them all day long, but unless I'm blind I simply can't see where to remove them.

Well, damn, as soon as I asked this I figured it out.  You have to double click the item while under "Class Components" https://i.imgur.com/yb7qCsn.png
Title: Re: Simple questions by me
Post by: Steve Walmsley on April 13, 2020, 03:37:13 AM
How do you remove components when designing a ship?  I can add them all day long, but unless I'm blind I simply can't see where to remove them.

Class Components radio button at the top of the window, or use Wide View.
Title: Re: Simple questions by me
Post by: Black on April 13, 2020, 03:44:07 AM
Is possible to set destination of Jump Point in Space Master? For example if I create Alpha Centaury can I link it to unexplored JP in Sol? It was possible in previous Aurora but I don't see the option now.
Title: Re: Simple questions by me
Post by: DoctorDanny on April 13, 2020, 04:31:16 AM
Guys, how do you get the events to show up in the main window?
I've selected 'events' in the display tab but no text on screen.

I now use the log, but it allways gets forced to the background when I advance time. 
Title: Re: Simple questions by me
Post by: Lastof on April 13, 2020, 04:35:23 AM
Quote from: DoctorDanny link=topic=10649. msg121564#msg121564 date=1586770276
how do you get the events to show up in the main window?

Its not implemented yet

Quote from: Steve Walmsley link=topic=10637. msg120877#msg120877
There are no events on the main window - only on the Events window.  Another sacrifice to faster delivery.
Title: Re: Simple questions by me
Post by: Father Tim on April 13, 2020, 04:46:00 AM
Is possible to set destination of Jump Point in Space Master? For example if I create Alpha Centaury can I link it to unexplored JP in Sol? It was possible in previous Aurora but I don't see the option now.

If it's not on the System View screen (in SpaceMaster) down in the bottom left corenr next to the jump points list, it's not implemented yet.
Title: Re: Simple questions by me
Post by: Father Tim on April 13, 2020, 04:52:28 AM
Is there a way to change the starting population for the player race in a new game?  I'm trying to do a conventional start with a mostly-accurate population for Earth (i.e. several billion rather than 500 million).

Turn on SpaceMaster (Crystal Ball, second from right end) and you can edit population (and installation) numbers on Colony window.

Of course, to more easily reset all your "stuff" to the 500 million level it's easier to delete the colony of Earth, then the Human race, then use System View (star with planets against black background button, in the middle) to select Earth and "Create Race" (bottom right) and walk through race creation all over again.
  --  Please note this will produce slightly different Humans, but personally I consider that a good thing.
Title: Re: Simple questions by me
Post by: Father Tim on April 13, 2020, 04:54:26 AM
Notably, the Infantry Regiment, with a given size of 13056, has an HQ rating of 7000.

Is that a bug in the generation of ground units, or something strange with regards to HQ sizing?

I wonder if all HQ units are added into pool of HQ power for the formation. How many HQ units does the formation contain?

The answer is supposed to be yes, but HQ components in the second (or third) slots are bugged in v1.00
Title: Re: Simple questions by me
Post by: Father Tim on April 13, 2020, 04:57:21 AM
You used to be able to measure distances in the system map in VB6, but I can't figure out how to do it in C#.  Is that feature still in the game?


Not yet.  A lot of cosmetic and/or shortcut stuff was left out of v1.00
Title: Re: Simple questions by me
Post by: DoctorDanny on April 13, 2020, 05:19:30 AM
Another quick question: How do you remove modules from a ship in the design window?
I can only find the option to add modules.
Title: Re: Simple questions by me
Post by: Resand on April 13, 2020, 05:26:55 AM
Quote from: DoctorDanny link=topic=10649. msg121584#msg121584 date=1586773170
Another quick question: How do you remove modules from a ship in the design window?
I can only find the option to add modules.

Either wide view or Class component radio button will show you the list of "installed" components
Title: Re: Simple questions by me
Post by: space dwarf on April 13, 2020, 06:28:56 AM
If we make a prototype component, is there any way to say "make a research project for this component" or do i have to design an identical component and then research that one and swap it out in my designs?
Title: Re: Simple questions by me
Post by: unkfester on April 13, 2020, 06:39:21 AM
Quote from: Irishpolak link=topic=10649. msg121550#msg121550 date=1586766929
How do you remove components when designing a ship?  I can add them all day long, but unless I'm blind I simply can't see where to remove them.

Well, damn, as soon as I asked this I figured it out.   You have to double click the item while under "Class Components" https://i. imgur. com/yb7qCsn. png

you can also push wide button on tab at bottom of screen
Title: Re: Simple questions by me
Post by: unkfester on April 13, 2020, 06:41:44 AM
i cant seem to load Auto mines to asteroids from my frigate.  What am i doing wrong?
Title: Re: Simple questions by me
Post by: King-Salomon on April 13, 2020, 06:45:11 AM
i cant seem to load Auto mines to asteroids from my frigate.  What am i doing wrong?

no Cargo Shuttles to unload?
Title: Re: Simple questions by me
Post by: Resand on April 13, 2020, 06:45:35 AM
If we make a prototype component, is there any way to say "make a research project for this component" or do i have to design an identical component and then research that one and swap it out in my designs?

Click the prototype component in the ship class window.
Down on the right there's a Research Proto buttton. It will then become a research project
Title: Re: Simple questions by me
Post by: Crimsonknight3 on April 13, 2020, 07:20:26 AM
I cant really see if this has been answered, but I have spent the last 40 mins looking and now im getting sore eyes lol

Has the entire "civilian leaders, planetary "overlords"" etc feature been removed, or just not implemented yet? I am referring to the system in VB where you can assign different civilians to run a colony with different bonuses etc. . . 
Title: Re: Simple questions by me
Post by: Demonius on April 13, 2020, 07:27:09 AM
Still there with all the other Leaders, check the "Commanders Window", the left hand tree has the civilian admins as well.
Title: Re: Simple questions by me
Post by: ChubbyPitbull on April 13, 2020, 07:44:50 AM
I cant really see if this has been answered, but I have spent the last 40 mins looking and now im getting sore eyes lol

Has the entire "civilian leaders, planetary "overlords"" etc feature been removed, or just not implemented yet? I am referring to the system in VB where you can assign different civilians to run a colony with different bonuses etc. . .

Crimson, what appears to be different in C# is where before you could just select Civilian Administrators generally and then see a list of both all available posts for a Civilian to be assigned, as well as a list of all Civilian Administrators. Now in C# you have to select a specific Civilian Administrator to see what posts there are, you can't just pick the Civilian Administrator category generally, or a Civilian Rank category.

Not sure if that's a bug, seems to make it a bit harder to figure out who needs to be assigned where.
Title: Re: Simple questions by me
Post by: Resand on April 13, 2020, 08:21:05 AM
Anyone know what the "Senior C.O" check box in Class Design window does?
Title: Re: Simple questions by me
Post by: Black on April 13, 2020, 08:39:07 AM
It sets ship commander as highest available rank in your hierarchy.
Title: Re: Simple questions by me
Post by: Resand on April 13, 2020, 08:42:44 AM
It sets ship commander as highest available rank in your hierarchy.

Highest?

Wouldn't that mean that it can't get bonuses from any admin command, as the admin command needs a higher level leader.
Whats the point of that?   ???
Title: Re: Simple questions by me
Post by: Garfunkel on April 13, 2020, 08:48:33 AM
No, it's not the highest, it's one higher than what the ship would normally require. It's only useful if you rely on Auto-Assignments for officers ANd you want a ship class that is sort of flagship with your senior officers commanding them.
Title: Re: Simple questions by me
Post by: Resand on April 13, 2020, 09:00:27 AM
No, it's not the highest, it's one higher than what the ship would normally require. It's only useful if you rely on Auto-Assignments for officers ANd you want a ship class that is sort of flagship with your senior officers commanding them.

Ahh, that makes more sense.
Title: Re: Simple questions by me
Post by: Doren on April 13, 2020, 10:45:03 AM
Does anyone know what Orbital habitat colony needs to function? Shuttle station? Spaceport?

I parked some Habs over a planet but they do not seem to register to the colony though ones that aren't yet towed register at the homeworld as additional capacity.

Title: Re: Simple questions by me
Post by: vonlutt on April 13, 2020, 12:07:46 PM
Quote from: DFNewb link=topic=10649. msg121543#msg121543 date=1586766147
Quote from: thashepherd link=topic=10649. msg121505#msg121505 date=1586752187
I'm running into this issue as well, I even tried setting the refueling priority on the subject ship to be higher than the tanker's.

Quote from: vonlutt link=topic=10649. msg121498#msg121498 date=1586749682
So I have the tanker acting like a tanker after checking the box in the design screen (thanks Jacen), I get it to come up with the sub-options to refuel.   .   .   .    But it still won't refuel.     ???

I stopped all orders and even conditions to stop it from thinking of moving, but for what ever reason I cannot get this thing to take on fuel.    I added the tanker to another fleet, tried the option to refuel from tankers, the fleet moved and went to the location.   .   .    didn't refuel.     

Ok, tried join and refuel target fleet.   .   .   it joins the fleet.   .   .    doesn't refuel the empty survey ship.      :-\


Edit: Maybe something influencing it, when i ticked the box to make it a tanker, it says "minimum fuel set to zero" in the bottom right that I'm not sure how to influence.   


You need to add a refueling piece onto your tanker, you should start the game with it researched.

As shown in a previous screenshot, I have 1x Refuelling system: 50,000 LPH.   Is there a secondary one that I don't know about?
Title: Re: Simple questions by me
Post by: Kristover on April 13, 2020, 12:14:06 PM
I'm sure I'm missing something obvious but thought I would ask - how do you pull up the sensor ring on the Tactical Display for Deep Space Tracking Stations. I see the rings for designed spacecraft but not for the DSTS.
Title: Re: Simple questions by me
Post by: DFNewb on April 13, 2020, 01:34:32 PM
Quote from: DFNewb link=topic=10649. msg121543#msg121543 date=1586766147
Quote from: thashepherd link=topic=10649. msg121505#msg121505 date=1586752187
I'm running into this issue as well, I even tried setting the refueling priority on the subject ship to be higher than the tanker's.

Quote from: vonlutt link=topic=10649. msg121498#msg121498 date=1586749682
So I have the tanker acting like a tanker after checking the box in the design screen (thanks Jacen), I get it to come up with the sub-options to refuel.   .   .   .    But it still won't refuel.     ???

I stopped all orders and even conditions to stop it from thinking of moving, but for what ever reason I cannot get this thing to take on fuel.    I added the tanker to another fleet, tried the option to refuel from tankers, the fleet moved and went to the location.   .   .    didn't refuel.     

Ok, tried join and refuel target fleet.   .   .   it joins the fleet.   .   .    doesn't refuel the empty survey ship.      :-\


Edit: Maybe something influencing it, when i ticked the box to make it a tanker, it says "minimum fuel set to zero" in the bottom right that I'm not sure how to influence.   


You need to add a refueling piece onto your tanker, you should start the game with it researched.

As shown in a previous screenshot, I have 1x Refuelling system: 50,000 LPH.   Is there a secondary one that I don't know about?

in the fleet thing either when you click on the fleet or on the individual ships (I forgot which one) there should be a drop down box that says no autorefuel, change it.
Title: Re: Simple questions by me
Post by: DoctorDanny on April 13, 2020, 03:56:47 PM
I'm probably overlooking something, but I can't figure out how to use my starting instant build points to create ground units.
Title: Re: Simple questions by me
Post by: scoopdjm on April 13, 2020, 03:57:44 PM
I'm probably overlooking something, but I can't figure out how to use my starting instant build points to create ground units.

I haven't tried it for ground units yet, but I would guess it's in the ground unit/formation design area--that's where the autobuild for ships is anyways?
Title: Re: Simple questions by me
Post by: Black on April 13, 2020, 04:28:05 PM
I'm probably overlooking something, but I can't figure out how to use my starting instant build points to create ground units.

When you are in SM mode, go to Economics - GU Training. Now select unit you want to create and click on Instant Build. CUnit cost will be deducted from Instant Build Points. You can see how many Instant Build Points you have on the left of the Instant Build button.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 13, 2020, 04:56:38 PM
Hi guys, another easy question: I'm quite a rookie player, and I just tried #c aurora after playing a bit with aurora 4x.  I'm struggling a bit starting the game.  I can't figure out how to build ground units, maybe I'm missing something to build them? In the economic menu, GU Training, everything seems empty.  Thanks a lot
Title: Re: Simple questions by me
Post by: DoctorDanny on April 13, 2020, 05:01:46 PM
You need to design the ground units first, then research them, then put them into formations.
The formations are the 'units'  you actually build.
Title: Re: Simple questions by me
Post by: Garfunkel on April 13, 2020, 05:02:50 PM
Hi guys, another easy question: I'm quite a rookie player, and I just tried #c aurora after playing a bit with aurora 4x.  I'm struggling a bit starting the game.  I can't figure out how to build ground units, maybe I'm missing something to build them? In the economic menu, GU Training, everything seems empty.  Thanks a lot
In the Tutorials sub-forum, there's a short and dirty guide by me:
http://aurora2.pentarch.org/index.php?topic=10645.0 (http://aurora2.pentarch.org/index.php?topic=10645.0)
Title: Re: Simple questions by me
Post by: Mark Yanning on April 13, 2020, 05:16:08 PM
Thanks a lot!  ;) ;)
Title: Re: Simple questions by me
Post by: Mark Yanning on April 13, 2020, 05:49:39 PM
Guys, I don't see any event logs, both in the main window, neither in the event windows.  Any news about that? Thank in advance
Title: Re: Simple questions by me
Post by: DFNewb on April 13, 2020, 05:51:45 PM
Guys, I don't see any event logs, both in the main window, neither in the event windows.  Any news about that? Thank in advance

Not in the game for the main window yet.

Change the setting at the top right of the event window.
Title: Re: Simple questions by me
Post by: Black on April 13, 2020, 06:04:25 PM
Guys, I don't see any event logs, both in the main window, neither in the event windows.  Any news about that? Thank in advance

To clarify on DFNewb - In Events window in upper part you can edit numbers in Event Days and Max Events - you have most likely 0 in those fields, so change that to for example Event Days 60 and Max Events 300.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 13, 2020, 06:56:06 PM
Alright, got it.    You must edit numbers, not only checking the flag.    Got another question: How it works at the moment the "ancient ruin", "ruined outpost" research?  I see there is no more option to create a "Ground Geologicial Survey Team".    Thanks in advance.   I'm amazed about how passionate you are.   I must get in :)
Title: Re: Simple questions by me
Post by: Garfunkel on April 13, 2020, 07:13:09 PM
You have to research Geological Survey Equipment under Ground Combat, then design & research a unit that uses that component, then design formation that includes at least 1 of those units, then construct that formation at your Ground Unit Construction Complex, after which you can use a Troop Transporter to move it to a body you want to survey.

Exactly same procedure for Xenoarcheology.
Title: Re: Simple questions by me
Post by: Ri0Rdian on April 13, 2020, 07:54:06 PM
Quote from: Ynglaur link=topic=10649.    msg121488#msg121488 date=1586747261
Is there a way to change the starting population for the player race in a new game?  I'm trying to do a conventional start with a mostly-accurate population for Earth (i.    e.     several billion rather than 500 million).   

I always did this previously, before I have up on Earth and did random systems.    Easiest is to just change it at game creation.    You can easily edit the number now, but previously I had to set the Industry and Wealth % much lower (basically at same ratio than default 500-1000m), otherwise you had really powerful industry and everything and could strip systems of resources superfast, industry is still here but I see no wealth so not sure about that.     I would advise to play like this for now, I do the same, the patches will break our games anyway most likely so we will have to start again.   


Edit:
If you like to go for realism I also like to add more name themes for commanders and edit their values.   Like US, English, French, German, Italian, Russian, Spanish, Turkish, Arabic, Persian, Indian, Indonesian, Chinese and Portugese.   I try to add those which have sufficiently high pop and political clout to be used as commanders, with their % chance roughly equal to pop size to importance ratio.  It is a small cosmetic thing but over time it leads to nice varied name list.
Title: Re: Simple questions by me
Post by: Ozyton on April 13, 2020, 10:04:09 PM
Do geosensor missiles work? I designed a missile with 2. 888 MSP geo sensors (3. 36 geo points per day) and no engines, then put that as stage 2 of a delivery missile. Then I added a waypoint to the body I wanted to survey and launched the missile. Once it reaches the body the buoy deploys but it doesn't do any geosurvey at the body even though it's following it when it orbits.

E: Perhaps multi-stage missiles were bugged? I just went into missile designer and both drop-downs to select missile or sub-missiles will select itself in the other drop-down. I'm using 1.  2 so maybe this was fixed in 1.  3? Not usre if it would relate to the geosurvey missile not doing anything.
Title: Re: Simple questions by me
Post by: vorpal+5 on April 13, 2020, 10:15:37 PM
Is it possible to play with another theme color than blue and yellow? Just asking, it seems to wear on my eyes.

Do we still need to switch to the dot for decimal separator? I have the comma on my system
Title: Re: Simple questions by me
Post by: Desdinova on April 13, 2020, 10:28:33 PM
Is there a way to scrap fighters?
Title: Re: Simple questions by me
Post by: DFNewb on April 14, 2020, 12:10:16 AM
Is there a way to scrap fighters?

Using shipyards
Title: Re: Simple questions by me
Post by: GodEmperor on April 14, 2020, 01:22:33 AM
Now that there is planet maximum population capacity, is it possible to extend it using habitats, stations, sm mode, some other artificial constructions?
I kinda miss the games.where i had 30bn people on Earth..
Title: Re: Simple questions by me
Post by: DFNewb on April 14, 2020, 01:28:39 AM
Now that there is planet maximum population capacity, is it possible to extend it using habitats, stations, sm mode, some other artificial constructions?
I kinda miss the games.where i had 30bn people on Earth..

I think habitats can do it
Title: Re: Simple questions by me
Post by: Kamilo on April 14, 2020, 01:45:34 AM
Is there a way to display the events, apart from opening the events screen? Tickling the events in the display doesn't seem to work?
Title: Re: Simple questions by me
Post by: major_t on April 14, 2020, 01:52:16 AM
Quote from: Garfunkel link=topic=10649. msg122143#msg122143 date=1586823189
You have to research Geological Survey Equipment under Ground Combat, then design & research a unit that uses that component, then design formation that includes at least 1 of those units, then construct that formation at your Ground Unit Construction Complex, after which you can use a Troop Transporter to move it to a body you want to survey.

Exactly same procedure for Xenoarcheology.

Ive been having a problem with this.  I've designed the GU and its stationed on my homeworld, I've built a Troop Transport, but when I try to load troops into the ship, I get no message, other than in events where it states the Task Group has completed its orders.  I check the fleet screen, and no troops have been loaded.  Has anyone else been experiencing this?

Thanks in advance
Title: Re: Simple questions by me
Post by: DoctorDanny on April 14, 2020, 02:17:04 AM
I asked the same question yesterday.  The tickbox in the display tab isn't working yet.
We're going to have to use the events window for the time being.
Title: Re: Simple questions by me
Post by: Zincat on April 14, 2020, 04:25:19 AM
Is it possible to play with another theme color than blue and yellow? Just asking, it seems to wear on my eyes.

Do we still need to switch to the dot for decimal separator? I have the comma on my system

Steve answered me in another thread and said that for now, that's the case. He also said that after release he may take a look at trying to make it so the game does not care about your decimal separator and uses the one of your OS
Title: Re: Simple questions by me
Post by: Doren on April 14, 2020, 05:38:25 AM
Is it possible to play with another theme color than blue and yellow? Just asking, it seems to wear on my eyes.

Do we still need to switch to the dot for decimal separator? I have the comma on my system

Steve answered me in another thread and said that for now, that's the case. He also said that after release he may take a look at trying to make it so the game does not care about your decimal separator and uses the one of your OS
Game is actually using OS separator
Title: Re: Simple questions by me
Post by: muzzlehead on April 14, 2020, 06:18:02 AM
Are there (or are they planned) any keyboard shortcuts to manually advance turns?
Title: Re: Simple questions by me
Post by: smoelf on April 14, 2020, 06:34:12 AM
Are there (or are they planned) any keyboard shortcuts to manually advance turns?

It's on the list of planned features: http://aurora2.pentarch.org/index.php?topic=10637.0
Title: Re: Simple questions by me
Post by: GodEmperor on April 14, 2020, 07:13:42 AM
Are there plans for enchancing population limit by building underground infrastructure on top of orbital habitats?
Or some sort of building that emulates Hive Cities from 40k?
Title: Re: Simple questions by me
Post by: Nori on April 14, 2020, 11:17:20 AM
Too simple of a question to ask in a full thread... I put a science bay in my survey ships, but I can't put a science officer on it. I'm assuming there is another module or something that needs adding. Anyone know?
Title: Re: Simple questions by me
Post by: Ri0Rdian on April 14, 2020, 11:27:30 AM
Quote from: Kamilo link=topic=10649. msg122270#msg122270 date=1586846734
Is there a way to display the events, apart from opening the events screen? Tickling the events in the display doesn't seem to work?

Quote from: DoctorDanny link=topic=10649. msg122274#msg122274 date=1586848624
I asked the same question yesterday.   The tickbox in the display tab isn't working yet. 
We're going to have to use the events window for the time being.

Steve mentioned that due to faster release he left that out.  So if you want events on the main window you will have to wait.
Title: Re: Simple questions by me
Post by: Kamilo on April 14, 2020, 11:39:46 AM
I'm missing the "Transfer Fuel to Colony" option.  The ship is marked as tanker and the colony has several spaceports, 10 to be precise.  Am I missing something?
Title: Re: Simple questions by me
Post by: Bughunter on April 14, 2020, 11:56:20 AM
I'm missing the "Transfer Fuel to Colony" option.  The ship is marked as tanker and the colony has several spaceports, 10 to be precise.  Am I missing something?

A refuelling station maybe? May be needed for transfer in any direction.
Title: Re: Simple questions by me
Post by: Father Tim on April 14, 2020, 12:32:07 PM
Too simple of a question to ask in a full thread... I put a science bay in my survey ships, but I can't put a science officer on it. I'm assuming there is another module or something that needs adding. Anyone know?

Bridge.
Title: Re: Simple questions by me
Post by: firsal on April 14, 2020, 12:35:18 PM
Small question on STO mechanics - would it be better to used turreted weapons for point defense (say, a triple Gauss Cannon turret) rather than the Gauss Cannon itself as the STO's weapon?
Title: Re: Simple questions by me
Post by: Resand on April 14, 2020, 12:35:27 PM
Too simple of a question to ask in a full thread... I put a science bay in my survey ships, but I can't put a science officer on it. I'm assuming there is another module or something that needs adding. Anyone know?

I got auto on, so haven't tried, but auto works and I can find the option for it Commander window.
Select correct level (probably lowest level) naval officer, Science officer as job and list of positions are shown
Title: Re: Simple questions by me
Post by: smoelf on April 14, 2020, 12:37:09 PM
Too simple of a question to ask in a full thread... I put a science bay in my survey ships, but I can't put a science officer on it. I'm assuming there is another module or something that needs adding. Anyone know?

Have you selected the correct officer type? So far, clicking on a random officer of the correct type seems necessary in order to even see available assignments. The problem with science departments is that only the lowest ranking naval officer seems capable of that task, so if you select a higher-ranking officer, the assignment won't even show up.
Title: Re: Simple questions by me
Post by: Kamilo on April 14, 2020, 01:01:29 PM
Quote from: Bughunter link=topic=10649. msg122578#msg122578 date=1586883380
Quote from: Kamilo link=topic=10649. msg122563#msg122563 date=1586882386
I'm missing the "Transfer Fuel to Colony" option.   The ship is marked as tanker and the colony has several spaceports, 10 to be precise.   Am I missing something?

A refuelling station maybe? May be needed for transfer in any direction.

But then I would need a massive fuel station around each colony, since I cant transfer it.
Title: Re: Simple questions by me
Post by: Resand on April 14, 2020, 01:24:14 PM
Quote from: Bughunter link=topic=10649. msg122578#msg122578 date=1586883380
Quote from: Kamilo link=topic=10649. msg122563#msg122563 date=1586882386
I'm missing the "Transfer Fuel to Colony" option.   The ship is marked as tanker and the colony has several spaceports, 10 to be precise.   Am I missing something?

A refuelling station maybe? May be needed for transfer in any direction.

But then I would need a massive fuel station around each colony, since I cant transfer it.

There should be a refueling system that you can add for a single ship. Makes it cable of transferring fuel out.
If you want it to refill at the colony, the colony probably needs something similar
Title: Re: Simple questions by me
Post by: smoelf on April 14, 2020, 04:23:38 PM
I thought I read somewhere that since there are no more PDC's that you can use surface-to-orbit weapons for PPV. But I can't find it again, and my formations seemingly does not add any PPV to the colony. Did I misremember or is there a mistake in the design?

Code: [Select]
CDF Laser STO
Transport Size (tons) 252     Cost 17,08     Armour 12     Hit Points 18
Annual Maintenance Cost 2,1     Resupply Cost 0

10cm C1 Infrared Laser
Range 30.000 km      Tracking 1.250 km/s      Damage 3 / 1     Shots 1     Rate of Fire 15
Maximum Fire Control Range 100.000km      Chance to Hit at Max Range 70%
Maximum Sensor Range 1.381.974km      Min Range vs Missile 150.497 km

Duranium  0,3    Boronide  3,9    Vendarite  0,48    Uridium  3    Corundium  1   
Development Cost  170
Title: Re: Simple questions by me
Post by: Father Tim on April 14, 2020, 04:32:45 PM
I thought I read somewhere that since there are no more PDC's that you can use surface-to-orbit weapons for PPV. But I can't find it again, and my formations seemingly does not add any PPV to the colony. Did I misremember or is there a mistake in the design?

Code: [Select]
CDF Laser STO
Transport Size (tons) 252     Cost 17,08     Armour 12     Hit Points 18
Annual Maintenance Cost 2,1     Resupply Cost 0

10cm C1 Infrared Laser
Range 30.000 km      Tracking 1.250 km/s      Damage 3 / 1     Shots 1     Rate of Fire 15
Maximum Fire Control Range 100.000km      Chance to Hit at Max Range 70%
Maximum Sensor Range 1.381.974km      Min Range vs Missile 150.497 km

Duranium  0,3    Boronide  3,9    Vendarite  0,48    Uridium  3    Corundium  1   
Development Cost  170

That was the plan, but if no PPV is showing up on the Formation tab, then it's probably not in yet.
Title: Re: Simple questions by me
Post by: Vasious on April 15, 2020, 05:32:48 AM
Quick and dumb questions I haven't gotten far enough to test myself

1) With orbital habitats can I colonise Gas Giants, having all the population on in Habitats?

2) Can I use STOs to fire Geo Survey Probes, I liked to RP pre ship exploration that way using PDCs and redesign Nukes for Pre-TN starts

3) What are static units with regards to ground forces? Can they still be deployed? What are they in RP terms
Title: Re: Simple questions by me
Post by: Garfunkel on April 15, 2020, 07:02:51 AM
1. No - orbital habitats require a colony to work with, they do not work on their own. You can make a space station that orbits a gas giant if you want to RP it.

2. STOs are beam only. You can make a survey missile and launch it form an orbital weapons platform that is fighter-sized to avoid having to use shipyards to build it.

3. Static units are just as transportable as any other ground unit. They depict towed weapons as well as rapid-assembly structures - so a Static HQ with Medium Armor, for example, could be a bunch of armored shipping containers dropped from a space ship to a planet whereas a Static Heavy Anti Aircraft could be long-range surface-to-air missiles on flatbed trucks that need to be set-up and connected to generators and radars and command modules before firing. Your imagination is the limit here. The big thing is that static can be entrenched with time and construction units like infantry can, whereas vehicles are more limited in that aspect. Depending on planetary terrain, that fortification bonus can be better than even the heaviest armor. On the other hand, Static and Infantry elements in a formation reduce the chances for that formation to succeed in a breakthrough attack.
Title: Re: Simple questions by me
Post by: Father Tim on April 15, 2020, 07:10:26 AM
Quick and dumb questions I haven't gotten far enough to test myself

1) With orbital habitats can I colonise Gas Giants, having all the population on in Habitats?

2) Can I use STOs to fire Geo Survey Probes, I liked to RP pre ship exploration that way using PDCs and redesign Nukes for Pre-TN starts

3) What are static units with regards to ground forces? Can they still be deployed? What are they in RP terms

1)  Probabaly yes, since at the moment gas giants and super-jovians can have colonies added to them.  This may be a bug; it may also stay in as an unintended feature.

These colonies have a zero max population, but that is eaxctly the situation Orbital Habitats are supposed to solve, so they should end up with a max pop of 0+250k, for example.

2)  No.  STO ground units are beam-weapon-only systems -- no missiles.  You can build a Space Station with one or more missile launchers, and launch your probes that way and roleplay it as a ground based system. . .  or even build it (or a fighter) that contains only a single missile launcher with no magazine (thus only one round) and after the geo-surv missiles runs out of endurance, scrap & salvage the SS or small craft.

3) Mechanics-wise, they have different armour & fortification levels compared to vehicles (more like infantry numbers) and can hold different (bigger) components than infantry.

Flavour-wise. . .  technically whatever you choose to roleplay them as.  If you're using a WWII aesthetic, they are towed weapons or fixed emplacements.  If you're RPing Starship Troopers they are giant plasma-blasting bugs.  With a medieval setting, they are trebuchets and catapults.
Title: Re: Simple questions by me
Post by: Wieseltrupp on April 15, 2020, 09:14:46 AM
Does anyone know what Orbital habitat colony needs to function? Shuttle station? Spaceport?

I parked some Habs over a planet but they do not seem to register to the colony though ones that aren't yet towed register at the homeworld as additional capacity.

I am running into the same problem where i pushed a couple of Orbital Habitats into Pluto Orbit. Providing a Cargo Shuttle Station on Pluto does not solve the issue that the Habitat is not shown in the Colony screen

Code: [Select]
Outreach class Orbital Habitat      2 504 437 tons       160 Crew       1 158.1 BP       TCS 50 089    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 131      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 0    Max Repair 200 MSP
Habitation Capacity 1 000 000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   


This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

EDIT
Adding a Spaceport via SM doesn not change this situation
Title: Re: Simple questions by me
Post by: Black on April 15, 2020, 09:17:50 AM
So I finally realized that I can move units between formations, but I am not sure if it is possible to only move certain number of units?

Lets say that my Artillery battery lost 6 howitzers. I have replacement unit with 20 howitzers. Can I move only 6 from those 20 or do I have to make replacement unit with exactly 6 howitzers?
Title: Re: Simple questions by me
Post by: Father Tim on April 15, 2020, 10:04:56 AM
So I finally realized that I can move units between formations, but I am not sure if it is possible to only move certain number of units?

Lets say that my Artillery battery lost 6 howitzers. I have replacement unit with 20 howitzers. Can I move only 6 from those 20 or do I have to make replacement unit with exactly 6 howitzers?

You can move any amount (including negative numbers, which merely moves them the other way) of ground units from one formation to another.  The easiest way to do this to open two copies of the Ground Unit screen and drag-and-drop from one to the other.
Title: Re: Simple questions by me
Post by: Faber81 on April 15, 2020, 10:17:01 AM
Quote from: Wieseltrupp link=topic=10649. msg123182#msg123182 date=1586960086
Quote from: Doren link=topic=10649. msg121767#msg121767 date=1586792703
Does anyone know what Orbital habitat colony needs to function? Shuttle station? Spaceport?

I parked some Habs over a planet but they do not seem to register to the colony though ones that aren't yet towed register at the homeworld as additional capacity.

I am running into the same problem where i pushed a couple of Orbital Habitats into Pluto Orbit.  Providing a Cargo Shuttle Station on Pluto does not solve the issue that the Habitat is not shown in the Colony screen

Code: [Select]
Outreach class Orbital Habitat      2 504 437 tons       160 Crew       1 158.1 BP       TCS 50 089    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 131      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 0    Max Repair 200 MSP
Habitation Capacity 1 000 000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   


This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

EDIT
Adding a Spaceport via SM doesn not change this situation
How do you add infrastructures via SM? I just can't find the way to edit them. . .
Title: Re: Simple questions by me
Post by: Wieseltrupp on April 15, 2020, 10:20:26 AM
Enable SM, open the Economics screen and switch to civilian economy, the leftmost list shows the structures in the colony and the dropdown above it lets you choose the item that you add with the "SM Add" button
Title: Re: Simple questions by me
Post by: Faber81 on April 15, 2020, 10:30:59 AM
I see, thanks. It used to be on the summary screen in old Aurora. I really need to re-learn a lot of things with the changed UI
Title: Re: Simple questions by me
Post by: SevenOfCarina on April 15, 2020, 11:20:56 AM
In VB6, you used to be able to edit the radiation and dust levels of a colony using the SM Mods tab on the economy window. Is that still possible in C# Aurora?
Title: Re: Simple questions by me
Post by: Garfunkel on April 15, 2020, 12:08:03 PM
In VB6, you used to be able to edit the radiation and dust levels of a colony using the SM Mods tab on the economy window. Is that still possible in C# Aurora?
Nope, cannot be done currently.
Title: Re: Simple questions by me
Post by: Resand on April 15, 2020, 12:20:00 PM
During medal design, the "Allow multiple awards" checkbox.

Does it mean that it can be given to multiple people, or that a person might get it multiple times or both?

I assume the first..?
Title: Re: Simple questions by me
Post by: Father Tim on April 15, 2020, 12:34:10 PM
During medal design, the "Allow multiple awards" checkbox.

Does it mean that it can be given to multiple people, or that a person might get it multiple times or both?

I assume the first..?


Only the second.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 15, 2020, 01:19:34 PM
Hello guys, looking in the forum, didn't see anywhere.  I had cargo ships with installations loaded from earth.  It seems I can load installation without any problem, but I don't have the order to unload on the new colony I just set on Mars.  I'm doing something wrong? What I miss? Thanks
Title: Re: Simple questions by me
Post by: Doren on April 15, 2020, 01:22:28 PM
Did you add Cargo Shuttle Bays?
Title: Re: Simple questions by me
Post by: Mark Yanning on April 15, 2020, 01:31:39 PM
Thanks, forgot about it.  Trying to get involved again to Aurora.  I was playing 4x Aurora, but still, after hours and hours of game, I'm far away from my first battle :)
Title: Re: Simple questions by me
Post by: Nori on April 15, 2020, 01:47:32 PM
Thanks, forgot about it.  Trying to get involved again to Aurora.  I was playing 4x Aurora, but still, after hours and hours of game, I'm far away from my first battle :)
Thats what you think...  :P
Title: Re: Simple questions by me
Post by: Doren on April 15, 2020, 01:53:25 PM
Does anyone how to set a fleet to fleet training or is that not a thing yet/anymore
Title: Re: Simple questions by me
Post by: Erik L on April 15, 2020, 01:59:25 PM
Is it me or do all of the company names seem to be French?

Not sure if the data is there for this, but it'd be nice if it followed one of the naming guides for the race.
Title: Re: Simple questions by me
Post by: AlitarSemiramis on April 15, 2020, 02:06:19 PM
Are Mass Driver packages not visible any more on the map? I have dropped some automated mines and one mass driver in mars, pointed the mass driver towards earth, but I don't think I'm getting any minerals back on earth. Am I missing something?
Title: Re: Simple questions by me
Post by: Resand on April 15, 2020, 02:08:08 PM
Does anyone how to set a fleet to fleet training or is that not a thing yet/anymore

Put it under a training fleet command and it will train while doing other stuff to.
Locking the fleet into only training isn't a thing anymore
Title: Re: Simple questions by me
Post by: 01010100 on April 15, 2020, 02:17:27 PM
Does anyone know what the conversion of light-years to jumps is for setting up how far NPR's generate? I can set values in lightyears but I'm not sure how many jumps that translates to.
Title: Re: Simple questions by me
Post by: Doren on April 15, 2020, 02:19:04 PM
Does anyone know what the conversion of light-years to jumps is for setting up how far NPR's generate? I can set values in lightyears but I'm not sure how many jumps that translates to.
There's no conversion. Jumps will travel as many light years as they need to to reach the system. Only that matters is how far the target system is (in real life) from Sol
Title: Re: Simple questions by me
Post by: 01010100 on April 15, 2020, 02:39:28 PM
Does anyone know what the conversion of light-years to jumps is for setting up how far NPR's generate? I can set values in lightyears but I'm not sure how many jumps that translates to.
There's no conversion. Jumps will travel as many light years as they need to to reach the system. Only that matters is how far the target system is (in real life) from Sol

Does that mean it doesn't work without Known Star Systems selected?
Title: Re: Simple questions by me
Post by: Father Tim on April 15, 2020, 02:49:01 PM
Does anyone know what the conversion of light-years to jumps is for setting up how far NPR's generate? I can set values in lightyears but I'm not sure how many jumps that translates to.
There's no conversion. Jumps will travel as many light years as they need to to reach the system. Only that matters is how far the target system is (in real life) from Sol

Does that mean it doesn't work without Known Star Systems selected?


At the moment, yes.
Title: Re: Simple questions by me
Post by: Garfunkel on April 15, 2020, 03:10:03 PM
Are Mass Driver packages not visible any more on the map? I have dropped some automated mines and one mass driver in mars, pointed the mass driver towards earth, but I don't think I'm getting any minerals back on earth. Am I missing something?
They are off by default. Click them on in the Display tab on the Tactical Window.
Title: Re: Simple questions by me
Post by: Frank Jager on April 15, 2020, 03:54:59 PM
Has anyone got a list of exactly what ground forces special warfare capabilities are linked to which dominant terrains?

I get that Barren, Ice Fields, and others are more often than not mainly effected by Gravity, Pressure and Temperature and so (not having any atmosphere...) have their own ways of interacting with the to hit chance and fortifications.

I just want to know exactly what my 'Special Forces' will be special at doing?

For example;
Desert Warfare affects Cold Desert and Desert, but does it touch on any of the others? Steppe, Taiga, or Tundra for example as those biomes are similar.

Jungle Warfare affects Jungle, Jungle Mountains and Jungle Rift Valleys, but does it have any effect in a Forested environment or Savannas? Trees are trees afterall. (I mean I get that its not just terrain but environmental factors also, Jungles are not fun places to fight in, indigenous 'hungry' species, space diseases)

Mountain Warfare affects Mountains, Jungle Mountains, Forested Mountains, and Subtropical Mountains, but what about Archipelagos or Prairies?
Title: Re: Simple questions by me
Post by: AlitarSemiramis on April 15, 2020, 04:46:14 PM
Are Mass Driver packages not visible any more on the map? I have dropped some automated mines and one mass driver in mars, pointed the mass driver towards earth, but I don't think I'm getting any minerals back on earth. Am I missing something?
They are off by default. Click them on in the Display tab on the Tactical Window.

Thank you so much!
Title: Re: Simple questions by me
Post by: Demonius on April 15, 2020, 06:20:08 PM
I tried deploying a bunch of mine buoys, but they don't show up at all, even though the minelayer went from 100% ordinance to 0% ordinance. Wasn't there a "active ordinance" screen in VB6? Am I too blind to find that in C#?
Title: Re: Simple questions by me
Post by: DFNewb on April 15, 2020, 07:42:26 PM
Does anyone know if you can lower the atmosphere of a planet?
Title: Re: Simple questions by me
Post by: Garfunkel on April 15, 2020, 07:45:35 PM
Does anyone know if you can lower the atmosphere of a planet?
You can. Do not tick the "add atmosphere" box and use your terraformers to suck out each gas at a time.
Title: Re: Simple questions by me
Post by: Ardis on April 15, 2020, 07:53:01 PM
Made a small game.  After exploring 13 systems out of 100, I've found no more jump points, my little corner of the galaxy seems isolated from the rest of the universe.  Is this possible per game mechanics, or did I hit a bug?
Title: Re: Simple questions by me
Post by: Garfunkel on April 15, 2020, 08:46:39 PM
It is possible, not a bug.
Title: Re: Simple questions by me
Post by: Froggiest1982 on April 15, 2020, 10:11:44 PM
Made a small game.  After exploring 13 systems out of 100, I've found no more jump points, my little corner of the galaxy seems isolated from the rest of the universe.  Is this possible per game mechanics, or did I hit a bug?

always start with min jump point set to 6 (I am sure it's in the wiki guide as well) to avoid this to happen. I usually keep 4 only and so far I was lucky only once I ended up in a corner.

I did fix it with SM though :-)
Title: Re: Simple questions by me
Post by: Kandros on April 15, 2020, 10:35:24 PM
You know, I just spent the last hour frustrated as to why I couldn't build Ground Units.  At first, I thought it was because I was missing a building.  After searching the forums and wiki on top of making a test game, I finally found it, the tab was there the whole time.  I don't know if its the lack of sleep or what but GU training just never clicked that it was what I was looking for until I clicked on it.  I think I need a break.  The mix of blue and white is killing my eyes.
Title: Re: Simple questions by me
Post by: FourXer on April 16, 2020, 06:23:35 AM
Two short questions:

Is it Possible to Edit the Installations of a pop with the SM? i cant find the option anywhere ;-)

And is there a way to show all open jobs in the Commander screen? Its a while since i have played  VB6 Aurora but i think there was an option for that
Title: Re: Simple questions by me
Post by: Ardis on April 16, 2020, 06:27:25 AM
Quote from: froggiest1982 link=topic=10649. msg123679#msg123679 date=1587006704
always start with min jump point set to 6 (I am sure it's in the wiki guide as well) to avoid this to happen.  I usually keep 4 only and so far I was lucky only once I ended up in a corner. 

I did fix it with SM though :-)
It's been so long since I set up my first VB6 game and read all the wiki and tutorials that I forgot there are things I should remember.  :D Thanks for the advice! And yeah, I corrected my mistake with SM too.
Title: Re: Simple questions by me
Post by: Kamilo on April 16, 2020, 06:29:31 AM
I'm having problems with refueling an empty ship. My tanker has enough fuel and a refueling system. I'm using the 'join & refuel target fleet' option but my tanker won't refuel the empty ship.
Title: Re: Simple questions by me
Post by: Black on April 16, 2020, 06:33:29 AM
Two short questions:

Is it Possible to Edit the Installations of a pop with the SM? i cant find the option anywhere ;-)


Yes, but it is in different window than in VB6. You can find it in Economics - Civilian Economy, under the first column, there are three buttons in SM mode: SM Add, SM Edit and SM Delete.
Title: Re: Simple questions by me
Post by: FourXer on April 16, 2020, 06:38:04 AM
Quote
Yes, but it is in different window than in VB6.  You can find it in Economics - Civilian Economy, under the first column, there are three buttons in SM mode: SM Add, SM Edit and SM Delete.

Thanks a lot ;-)
Title: Re: Simple questions by me
Post by: Garfunkel on April 16, 2020, 06:49:57 AM
I'm having problems with refueling an empty ship. My tanker has enough fuel and a refueling system. I'm using the 'join & refuel target fleet' option but my tanker won't refuel the empty ship.
Both fleets need to be stationary. If the target fleet is still trying to move somewhere, even though lack of fuel prevents it, the game sees it as "mobile" and that requires different tech before it can be done.
Title: Re: Simple questions by me
Post by: Pedroig on April 16, 2020, 06:53:23 AM
I'm sure this has been answered before, but does anyone IF we can design a basic hull and then have several different classes for that hull in C# like in VB?  If so, what are the parameters?  Used to be able to copy design, rename, reID, and then swap out components.   I've tried this several times, but, when I retool for either the base class or the derived class, I do not find the option to make the other ship class.   I haven't gotten it "dead on" but well within the 20% refit guideline (like 32,865 v 32,320 for tonnage between Cargo and Colony classes using copy design)  Thanks in advance.
Title: Re: Simple questions by me
Post by: Black on April 16, 2020, 07:20:57 AM
It is definitely possible, I am building my colony and cargo ships in same shipyard. Unfortunately I do not know exact requirements to do that, but I waguely remember that it was changed from VB6.
Title: Re: Simple questions by me
Post by: space dwarf on April 16, 2020, 07:44:55 AM
How do tankers work?

I have a 1million fuel tanker sitting in the same fleet as the empty survey vessel, set to "refuel own fleet", they have no movement orders and are just sitting there refusing to refuel the ship.
Title: Re: Simple questions by me
Post by: DFNewb on April 16, 2020, 07:45:45 AM
How do tankers work?

I have a 1million fuel tanker sitting in the same fleet as the empty survey vessel, set to "refuel own fleet", they have no movement orders and are just sitting there refusing to refuel the ship.

Works for me, did you pass a day to see if anything changes?
Title: Re: Simple questions by me
Post by: space dwarf on April 16, 2020, 07:47:34 AM
How do tankers work?

I have a 1million fuel tanker sitting in the same fleet as the empty survey vessel, set to "refuel own fleet", they have no movement orders and are just sitting there refusing to refuel the ship.

Works for me, did you pass a day to see if anything changes?

2 days later, still at 0% fuel on the survery ship
Title: Re: Simple questions by me
Post by: Doren on April 16, 2020, 08:00:37 AM
Are tankers marked as "Tanker" in the designer? Do the tankers have a "Refueling system" installed?
Title: Re: Simple questions by me
Post by: space dwarf on April 16, 2020, 08:05:18 AM
Are tankers marked as "Tanker" in the designer? Do the tankers have a "Refueling system" installed?

(http://puu.sh/Fyi6G/09ca44d9dc.png)

Yeah
Title: Re: Simple questions by me
Post by: Punt on April 16, 2020, 08:10:25 AM
The one thing that I've been struggling to find. . . is it possible to actually get your event message color settings to save between save/loads? I noticed the initial starting scenario has them already set, and work when its loaded.  I can't seem to find an option to keep my selections saved, though. 
Title: Re: Simple questions by me
Post by: Doren on April 16, 2020, 08:11:46 AM
What are your refueling priorities set to?

Also what are you targeting with "Refuel from own Tankers" order?
Title: Re: Simple questions by me
Post by: DFNewb on April 16, 2020, 08:15:52 AM
Are tankers marked as "Tanker" in the designer? Do the tankers have a "Refueling system" installed?

(http://puu.sh/Fyi6G/09ca44d9dc.png)

Yeah

Make sure its set to refuel own fleet on each ship not on the fleet level.

Fleet level doesn't work, report it if you want I haven't yet.

(https://i.imgur.com/rY7Zhdp.png)
Title: Re: Simple questions by me
Post by: Ardis on April 16, 2020, 08:20:41 AM
Do NPRs use instant research/build pools (like those the PR gets on game creation)?
Title: Re: Simple questions by me
Post by: space dwarf on April 16, 2020, 08:22:04 AM
Okay so after some fiddling it turns out that it was just refusing to actually start the refuel unless I forced them to carry out a meaningless "go to random place" order together, which is very unintuitive.
Title: Re: Simple questions by me
Post by: Pedroig on April 16, 2020, 08:23:51 AM
Quote from: Black link=topic=10649. msg123831#msg123831 date=1587039657
It is definitely possible, I am building my colony and cargo ships in same shipyard.  Unfortunately I do not know exact requirements to do that, but I waguely remember that it was changed from VB6.

Would you mind sharing the two ship classes along with the process you used to create?  (Did you use copy design or do a new class or something else?)
Title: Re: Simple questions by me
Post by: Resand on April 16, 2020, 09:02:01 AM
Quote from: Black link=topic=10649. msg123831#msg123831 date=1587039657
It is definitely possible, I am building my colony and cargo ships in same shipyard.  Unfortunately I do not know exact requirements to do that, but I waguely remember that it was changed from VB6.

Would you mind sharing the two ship classes along with the process you used to create?  (Did you use copy design or do a new class or something else?)

It's basically the same as VB6, except size difference modify the cost instead of adding it's own cost.
And there's a size difference cap of +-20%
Title: Re: Simple questions by me
Post by: Garfunkel on April 16, 2020, 09:16:18 AM
Do NPRs use instant research/build pools (like those the PR gets on game creation)?
Yes both NPRs created at game creation as well as NPRs created at system creation. How many points they get depends on your difficulty percentage, your size, and a random dice roll.
Title: Re: Simple questions by me
Post by: Black on April 16, 2020, 11:16:13 AM
Quote from: Black link=topic=10649. msg123831#msg123831 date=1587039657
It is definitely possible, I am building my colony and cargo ships in same shipyard.  Unfortunately I do not know exact requirements to do that, but I waguely remember that it was changed from VB6.

Would you mind sharing the two ship classes along with the process you used to create?  (Did you use copy design or do a new class or something else?)

Very basic designs, shipyard is tooled for colony ship:

Code: [Select]
xAKL class Cargo Ship      38,999 tons       155 Crew       526 BP       TCS 780    TH 800    EM 0
1025 km/s      Armour 1-102       Shields 0-0       HTK 43      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 8    Max Repair 50 MSP
Cargo 25,000    Cargo Shuttle Multiplier 4   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

General Motors Commercial Nuclear Pulse Engine  EP200.0 (4)    Power 800    Fuel Use 6.32%    Signature 200    Explosion 5%
Fuel Capacity 820,000 Litres    Range 59.8 billion km (675 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Code: [Select]
xAKL-t class Colony Ship      38,999 tons       280 Crew       1,505.6 BP       TCS 780    TH 800    EM 0
1025 km/s      Armour 1-102       Shields 0-0       HTK 65      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 24    Max Repair 100 MSP
Cryogenic Berths 90,000    Cargo Shuttle Multiplier 8   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

General Motors Commercial Nuclear Pulse Engine  EP200.0 (4)    Power 800    Fuel Use 6.32%    Signature 200    Explosion 5%
Fuel Capacity 1,140,000 Litres    Range 83.1 billion km (938 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Simple questions by me
Post by: Pedroig on April 16, 2020, 12:42:40 PM
Ok, so one MUST tool for the Colony ship to make the freighter work.   It does not work if one tools for the Freighter first (the Colony ship will not appear).   I'll go forward a bit and see if I can figure out the order on harvesters, terraformers, orbital miners, etc.

Thanks for the help. . .
Title: Re: Simple questions by me
Post by: RougeNPS on April 16, 2020, 01:09:48 PM
Does anyone know how to change the class design window back to the original size? The button is off screen for me and i dont know how to fix it.
Title: Re: Simple questions by me
Post by: DFNewb on April 16, 2020, 01:14:44 PM
Does anyone know how to change the class design window back to the original size? The button is off screen for me and i dont know how to fix it.

save game and restart
Title: Re: Simple questions by me
Post by: Ri0Rdian on April 16, 2020, 01:20:00 PM
Quote from: Punt link=topic=10649. msg123865#msg123865 date=1587042625
The one thing that I've been struggling to find.  .  .  is it possible to actually get your event message color settings to save between save/loads? I noticed the initial starting scenario has them already set, and work when its loaded.   I can't seem to find an option to keep my selections saved, though. 

This is bugging me too.  While I did not play (nor will) the default game one of the first things I always do is when a new event pops up to get it its own color (and groups similar ones together).  It not saving is horrible, since it takes quite a bit of time and some events arent that common + the fact one has to have another window open on top of other stuff.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 16, 2020, 01:49:05 PM
Hello guys, another simple question: how I assign fighters to PDC hangar base? How I make them land on it? Thanks in advance :)
Title: Re: Simple questions by me
Post by: DFNewb on April 16, 2020, 02:02:17 PM
Hello guys, another simple question: how I assign fighters to PDC hangar base? How I make them land on it? Thanks in advance :)

There are no PDC's and you don't need hangers for fighters unless you transporting
Title: Re: Simple questions by me
Post by: Mark Yanning on April 16, 2020, 02:04:57 PM
 ::) ::) So, i built a base with hangar deck, so is there no way to assign small fighters to this planet base with hangar? Where and how can I make land fighters?
Title: Re: Simple questions by me
Post by: DFNewb on April 16, 2020, 02:09:03 PM
::) ::) So, i built a base with hangar deck, so is there no way to assign small fighters to this planet base with hangar? Where and how can I make land fighters?

Well that base you built is not a PDC.

Fighters only need to land on something to move farther than they can or to reload box launchers.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 16, 2020, 02:19:50 PM
Ok, then how can assign them to a mothership?
Title: Re: Simple questions by me
Post by: DFNewb on April 16, 2020, 02:32:49 PM
Ok, then how can assign them to a mothership?

Put them in a separate fleet and order them to land on the fleet with the mothership.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 16, 2020, 02:41:15 PM
Alright, it seems ok. But still, can't find how to assign fighters to motherships. Thanks for your help
Title: Re: Simple questions by me
Post by: Jackson MacKenzie on April 16, 2020, 02:49:19 PM
Possibly dumb question: how do y'all get those nice round tonnage numbers? Do you just. . .  fiddle with tiny amounts of consumable storage until you reach something with a couple zeroes on the end, or is there a trick to it?
Title: Re: Simple questions by me
Post by: unkfester on April 16, 2020, 03:01:01 PM
Quote from: DFNewb link=topic=10649. msg123844#msg123844 date=1587041145
Quote from: space dwarf link=topic=10649. msg123843#msg123843 date=1587041095
How do tankers work?

I have a 1million fuel tanker sitting in the same fleet as the empty survey vessel, set to "refuel own fleet", they have no movement orders and are just sitting there refusing to refuel the ship.

Works for me, did you pass a day to see if anything changes?

I built a fuel harvester.  In VB6  they automatically had 10% fuel.  So off I sent harvester to harvest fuel.  next thing no fuel alert.  Dam. .   so built another harvester ( no tanker designed yet) Fuelled it at colony sent it to join previous harvester, which by now is other side of Sol.  now I have two harvesters in fleet one 0% one 100% fuel, both not moving, no way to equalise or share fuel.  (If someone knows please tell) Next designed and built a tanker, with tanker checked, with refuelling system that was default.  think its 50000gph and refuelling moving researched .  off tanker went to harvesters with orders to join and refuel fleet.  Nothing waited a few days, still nothing.  tried joining fleet, tried absorb fleet.  tried refuel fleet, tried refuel sub fleet, tried refuel own fleet,  tried shouting at dog, tried shouting at wife and kids, now trying bottle of red
Title: Re: Simple questions by me
Post by: YABG on April 16, 2020, 04:02:17 PM
Possibly dumb question: how do y'all get those nice round tonnage numbers? Do you just. . .  fiddle with tiny amounts of consumable storage until you reach something with a couple zeroes on the end, or is there a trick to it?

I use tiny and fighter sized fuel storage on larger ships and, for fighters, I fiddle around with deployment first.

You can also learn to live with it :p There can be something comfortingly natural about ships with slightly odd sizes and speeds.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 16, 2020, 04:07:21 PM
Hei guys, another dumb question. What's the rule that choose a commander for a fleet. I thought it was training skills, but it seems not. It depends on official rank i guess. Also, I'm really struggling to make land fighters on space station, how can I assign them to mothership? Thanks again. I'm just amazed how deep is this great game, but also a bit complicate  ;D ;D
Title: Re: Simple questions by me
Post by: Roblakov on April 16, 2020, 04:21:03 PM
Civilian question here.  I keep getting my game stopped every couple of days due to:

"*insert civilian freighter here* was unable to load infrastructure from Earth as nothing was available for pickup"

How do I get this to stop? I don't have any sort of demand/supply orders initiated. 
Title: Re: Simple questions by me
Post by: MrHuman on April 16, 2020, 06:23:38 PM
How can I tell if my ships are actually firing at missiles? I have my fleet set up for Area Point Defence, but it looks like they don't fire at the missiles until just before they hit.  They are in range for 2-3 5 second ticks.
Title: Re: Simple questions by me
Post by: Garfunkel on April 16, 2020, 07:07:25 PM
Tell the FC to open fire. Only Final Fire is shot if your Fleet wasn't told to open fire.

Title: Re: Simple questions by me
Post by: rainyday on April 16, 2020, 07:18:10 PM
I may be loosing my mind but I can't find the list of classes that can be built in the same shipyard in C#.

If I'm reading the changes post correctly the refit cost must be within 20% and the size must be within 20% to be eligible. 

Is there anywhere to see this in the UI or do we need to guesstimate? 
Title: Re: Simple questions by me
Post by: DFNewb on April 16, 2020, 08:38:21 PM
How can I tell if my ships are actually firing at missiles? I have my fleet set up for Area Point Defence, but it looks like they don't fire at the missiles until just before they hit.  They are in range for 2-3 5 second ticks.

I don't think area defense works.
Title: Re: Simple questions by me
Post by: Hastermain on April 17, 2020, 02:12:27 AM
Hey everyone,

How to use SM mode to check what NPR races are doing/delete ships? I'm getting infinite "object reference not set to an instance of an object" errors, as well as a white Events screen, and I want to try and remove the cause by myself but can't figure out where to look at those objects/see systems, even with SM mode (lightbulb) on.
Title: Re: Simple questions by me
Post by: MarcAFK on April 17, 2020, 02:43:22 AM
SM mode doesn't let you see what the NPRs are doing.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 17, 2020, 03:09:05 AM
A question about Lagrange Points: I have on in my system LP1 (jupiter). I guess it leads to jupiter, but in the order fleet movement, it seems I can't use it. If I click on it, I don't see any destinations, and I got the message "please select the target of the order". Any clue? Thanks, I'm quite new but I'm really enjoying this masterpiece :)
Title: Re: Simple questions by me
Post by: Hastermain on April 17, 2020, 03:18:28 AM
SM mode doesn't let you see what the NPRs are doing.

Thanks for the reply! Is there anyway to figure out what's causing the 5 second increments and/or the events white screen?
Title: Re: Simple questions by me
Post by: smoelf on April 17, 2020, 03:21:56 AM
A question about Lagrange Points: I have on in my system LP1 (jupiter). I guess it leads to jupiter, but in the order fleet movement, it seems I can't use it. If I click on it, I don't see any destinations, and I got the message "please select the target of the order". Any clue? Thanks, I'm quite new but I'm really enjoying this masterpiece :)

Lagrange Points allow you to travel between them in the same system. The reason for the error is likely that there is only one LP in Sol at the start, but you can use construction ships to generate more, if the conditions are right for it.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 17, 2020, 03:29:25 AM
Thanks a lot for the quick answer, I'll try to do it then. I have a quick question about fighters: considering in this game you can just do everything, I was thinking: is it possible to train grade of fighters making fight them each other, a way to test them in battles and train pilots (taking the risk to lose them of course). I was just wondering if this is somehow possible.  ;)
Title: Re: Simple questions by me
Post by: smoelf on April 17, 2020, 03:40:46 AM
Thanks a lot for the quick answer, I'll try to do it then. I have a quick question about fighters: considering in this game you can just do everything, I was thinking: is it possible to train grade of fighters making fight them each other, a way to test them in battles and train pilots (taking the risk to lose them of course). I was just wondering if this is somehow possible.  ;)

You can't really make mock battles between yourself, although it would be cool :) This is kind of simulated by placing a fleet under a training admin command, which improves the ship in the fleet. If you want to practice battles, you would have to create a new game with several human player races and fight yourself. This can be quite fun.
Title: Re: Simple questions by me
Post by: YABG on April 17, 2020, 03:44:54 AM
Thanks a lot for the quick answer, I'll try to do it then. I have a quick question about fighters: considering in this game you can just do everything, I was thinking: is it possible to train grade of fighters making fight them each other, a way to test them in battles and train pilots (taking the risk to lose them of course). I was just wondering if this is somehow possible.  ;)

Using SM, you could make another player race, just with no population: call it 'RedFor' or whatever you like. Then transfer the fighters (or any other ships you want to "wargame") over to RedFor's control. I believe there is an option to include a ship's officers with it when it is transferred, if not you'll need to transfer the officers you want to use too.

Set them and your empire to hostile to each other and voila! Now you're ready to do an orbital version of 'Fleet Problems'. You'll have control over both sides and you can fight it out. You may need to get creative when it comes to resupplying RedFor if it's a multi-day exercise. You could transfer full tankers, colliers, and supply ships to their command to do this.

To keep the leathality down, you could consider making training missiles that only do a single point of damage and ruling that any ship hit by one is "dead" and get's transferred to a neutral side. I think 0 damage missiles might work as well but I can see that being the kind of thing that'll throw an error (anyone know?). Bare in mind that damage to the internals usually causes casualties so whether your race does live fire training exercises probably depends on the society your roleplaying.

Edit: I personally wouldn't do this unless I had a in-universe canon reason to do it, since it's a lot of effort for not a lot of payoff. For example, I believe one of Steve's multifaction AARs had the Europeans and Americans do a joint exercise to simulate an invasion of Jupiter and its moons in response to perceived Russian or Chinese aggression.

Edit 2: I was playing around and couldn't see a SM function to transfer ship so this won't work in the current version of C# (1.51) unless I'm being blind.
Title: Re: Simple questions by me
Post by: smoelf on April 17, 2020, 03:53:21 AM
To keep the leathality down, you could consider making training missiles that only do a single point of damage and ruling that any ship hit by one is "dead" and get's transferred to a neutral side. I think 0 damage missiles might work as well but I can see that being the kind of thing that'll throw an error (anyone know?).

I think that could actually work. In VB6 I had a missile that carried three smaller missiles to be released at close range. The main missile itself dealt no damage (it was only an engine), and I expected it to be destroyed by AMM's, but occasionally it would still hit if they were out of AMM's.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 17, 2020, 04:19:22 AM
Thanks, I'm gonna try. But It seems I can't find a way to transfer ships with Space Master mode  :o. Can you suggest me how to make it? Thanks

Thanks a lot for the quick answer, I'll try to do it then. I have a quick question about fighters: considering in this game you can just do everything, I was thinking: is it possible to train grade of fighters making fight them each other, a way to test them in battles and train pilots (taking the risk to lose them of course). I was just wondering if this is somehow possible.  ;)

Using SM, you could make another player race, just with no population: call it 'RedFor' or whatever you like. Then transfer the fighters (or any other ships you want to "wargame") over to RedFor's control. I believe there is an option to include a ship's officers with it when it is transferred, if not you'll need to transfer the officers you want to use too.

Set them and your empire to hostile to each other and voila! Now you're ready to do an orbital version of 'Fleet Problems'. You'll have control over both sides and you can fight it out. You may need to get creative when it comes to resupplying RedFor if it's a multi-day exercise. You could transfer full tankers, colliers, and supply ships to their command to do this.

To keep the leathality down, you could consider making training missiles that only do a single point of damage and ruling that any ship hit by one is "dead" and get's transferred to a neutral side. I think 0 damage missiles might work as well but I can see that being the kind of thing that'll throw an error (anyone know?). Bare in mind that damage to the internals usually causes casualties so whether your race does live fire training exercises probably depends on the society your roleplaying.

Edit: I personally wouldn't do this unless I had a in-universe canon reason to do it, since it's a lot of effort for not a lot of payoff. For example, I believe one of Steve's multifaction AARs had the Europeans and Americans do a joint exercise to simulate an invasion of Jupiter and its moons in response to perceived Russian or Chinese aggression.
Title: Re: Simple questions by me
Post by: YABG on April 17, 2020, 04:34:32 AM
Thanks, I'm gonna try. But It seems I can't find a way to transfer ships with Space Master mode  :o. Can you suggest me how to make it? Thanks


I went to test the 0 damage missile idea and couldn't find it either :p - don't know if it's coded yet so the idea might not work with the current Aurora version.
Title: Re: Simple questions by me
Post by: Mark Yanning on April 17, 2020, 04:48:58 AM
Ok guys, this is the day of dumb questions  :D. Any way you manage to create task forces? Has C# Aurora a different system for crew grade, training experience? It seem from fleet menu, I can't creat task force to assign to a command for training bonus. Thanks again  ;)
Title: Re: Simple questions by me
Post by: Garfunkel on April 17, 2020, 07:21:19 AM
TF and TG are both gone. There are only Admin Commands and Fleets now.

Task Forces = Admin Commands

Task Groups = Fleets

So for training, create a new Admin Command under your main AdCo and select the Training type. Assign a proper commander with a high crew training rating. Now drag-and-drop the ships you want to train under it and keep them there. Their maintenance clocks will run faster than normal to simulate wear and tear of constant training exercises.
Title: Re: Simple questions by me
Post by: L0ckAndL0ad on April 17, 2020, 12:11:29 PM
I'm yet to playtest the new ground forces, but I was curious. Do ground units provide planetary protection value?

IIRC you can no longer make armed space stations, and with PDCs gone, there has to be some way of providing permanent PPV. So can ground units do that?
Title: Re: Simple questions by me
Post by: YABG on April 17, 2020, 12:24:11 PM
Doesn't look STOs do it. You can however build military stations in shipyard (ships with no engines) and use them as orbital defense platforms for PPV.

Perhaps the idea is no 'free' PPV without paying maintenance. Might be worth further testing if STOs don't add PPV and then asking Steve if that's WAI in the bug thread?
Title: Re: Simple questions by me
Post by: Desdinova on April 17, 2020, 12:38:20 PM
I'm yet to playtest the new ground forces, but I was curious. Do ground units provide planetary protection value?

IIRC you can no longer make armed space stations, and with PDCs gone, there has to be some way of providing permanent PPV. So can ground units do that?

They don't provide PPV per se but they do reduce unrest as in VB6.
Title: Re: Simple questions by me
Post by: DFNewb on April 17, 2020, 12:43:27 PM
I'm yet to playtest the new ground forces, but I was curious. Do ground units provide planetary protection value?

IIRC you can no longer make armed space stations, and with PDCs gone, there has to be some way of providing permanent PPV. So can ground units do that?

They don't provide PPV per se but they do reduce unrest as in VB6.

Although it doesn't say how they do it. In VB there was the police strength factor which could unrest on most planets / pops at 0 with just a few ground units.
Now I notice that the policing strength of the units don't seem to be as much as they were in VB compared to their production costs.
Title: Re: Simple questions by me
Post by: DFNewb on April 17, 2020, 12:45:18 PM
I'm yet to playtest the new ground forces, but I was curious. Do ground units provide planetary protection value?

IIRC you can no longer make armed space stations, and with PDCs gone, there has to be some way of providing permanent PPV. So can ground units do that?

You can still make space stations but they are limited in size now.

I personally have 100+ missile "satellites" on Earth which are 1km/s under 500ton ships I pump out of fighter factories and they provide the PPV for the other colonies on Sol.
Title: Re: Simple questions by me
Post by: Kamilo on April 18, 2020, 04:54:37 AM
How can I create a sector?
Title: Re: Simple questions by me
Post by: Pedroig on April 18, 2020, 07:04:08 AM
Quote from: Kamilo link=topic=10649. msg125077#msg125077 date=1587203677
How can I create a sector?

Oh I just learned this yesterday.

1.   Research Improved Command and Control in (Logistics?)
2.   Build a Sector Command on a colony (or in my case starting planet)
3.   Assign a Sector Governor
4.   Open the Sector Management window, select a Sector, and then on the lower right hand pane, there will be a list of available systems.   Select the system.   The upper right hand pane shows how many systems that sector can add and how many jumps away from the sector command they can be.
5.   Close all the windows, select a colony in the system you put in the sector, open the summary/economics window.   At the top it should give the Colony Governor information and underneath that the Sector Governor information.
Title: Re: Simple questions by me
Post by: Kamilo on April 18, 2020, 09:48:05 AM
Quote from: Kamilo link=topic=10649. msg125077#msg125077 date=1587203677
How can I create a sector?

Oh I just learned this yesterday.

1.   Research Improved Command and Control in (Logistics?)
2.   Build a Sector Command on a colony (or in my case starting planet)
3.   Assign a Sector Governor
4.   Open the Sector Management window, select a Sector, and then on the lower right hand pane, there will be a list of available systems.   Select the system.   The upper right hand pane shows how many systems that sector can add and how many jumps away from the sector command they can be.
5.   Close all the windows, select a colony in the system you put in the sector, open the summary/economics window.   At the top it should give the Colony Governor information and underneath that the Sector Governor information.

Thank you very much! I didn‘t have the option to build a sector command yet because the tech was still in the queue.
Title: Re: Simple questions by me
Post by: hopeless4xnoob on April 18, 2020, 12:20:41 PM
In ship design, what does "Use Components" mean? Faster build for higher price?
Title: Re: Simple questions by me
Post by: smoelf on April 18, 2020, 12:22:23 PM
In ship design, what does "Use Components" mean? Faster build for higher price?

In a way, yes. Under industry you can use construction factories to pre-build ship components and then use those in ship construction. The ship itself will not be more expensive (I think), but the build time could be vastly reduced at the expense of using contruction for that instead of other things.
Title: Re: Simple questions by me
Post by: Father Tim on April 18, 2020, 12:51:16 PM
In ship design, what does "Use Components" mean? Faster build for higher price?

In a way, yes. Under industry you can use construction factories to pre-build ship components and then use those in ship construction. The ship itself will not be more expensive (I think), but the build time could be vastly reduced at the expense of using contruction for that instead of other things.

Quoted to emphasize you need to build the components first.  The ship will check once at the instant of beginning construction, and never again.  You can't build the engines simultaneously with the hull and then stuff them in when they're ready.
Title: Re: Simple questions by me
Post by: hopeless4xnoob on April 18, 2020, 02:58:18 PM
In ship design, what does "Use Components" mean? Faster build for higher price?

In a way, yes. Under industry you can use construction factories to pre-build ship components and then use those in ship construction. The ship itself will not be more expensive (I think), but the build time could be vastly reduced at the expense of using contruction for that instead of other things.

Quoted to emphasize you need to build the components first.  The ship will check once at the instant of beginning construction, and never again.  You can't build the engines simultaneously with the hull and then stuff them in when they're ready.

Thank you both for the answer. I see the "Components' drop down now. The depth of this game is amazing.
Title: Re: Simple questions by me
Post by: s20dan on April 18, 2020, 06:42:35 PM
Does anyone know how to change your capital in C#?

Cheers.
Title: Re: Simple questions by me
Post by: Vasious on April 18, 2020, 11:18:45 PM
Quick Question re Medals

Are Auto Medal Conditions

AND or OR

So if it was
Destroy 1000 tons Hostile Warships
Destroy  1000 tons Hostile Grounds forces

Would it trigger if the Commander Destroyed 1000 tons Hostile Warships or Destroyed 1000 tons Hostile Grounds forces

Look like it is OR in the Change log thread
Title: Re: Simple questions by me
Post by: GodEmperor on April 19, 2020, 09:50:42 AM
How can i add my own theme to the game?
I remember this being an option in VB6 but so far i have been forced to rename ranks one by one and its not fun :/
Title: Re: Simple questions by me
Post by: Father Tim on April 19, 2020, 10:13:41 AM
How can i add my own theme to the game?
I remember this being an option in VB6 but so far i have been forced to rename ranks one by one and its not fun :/

Tactical map --> Miscellaneous tab --> Add Theme button
Title: Re: Simple questions by me
Post by: DFNewb on April 19, 2020, 10:44:07 AM
Does anyone know how to change your capital in C#?

Cheers.

I looked around a lot and either it's not possible or it just plain doesn't exist anymore (capitals don't exist)
Title: Re: Simple questions by me
Post by: Black on April 19, 2020, 12:25:06 PM
Is it possible to remove Tidal Lock in SM? I was looking into it but I was unable to remove it.
Title: Re: Simple questions by me
Post by: Pedroig on April 19, 2020, 12:25:17 PM
Well you have Sector Commands, and you can move that installation around, so technically you can move sector capitals...
Title: Re: Simple questions by me
Post by: Ri0Rdian on April 19, 2020, 08:52:42 PM
I am gonna post it here, because it sort of is a question.

So I am still on v1.51, because I wanted to get farther than 5yr into a game finally. That is why I do not even dare to post in bugs for now. I finally got to designing a new gen of Imp. NPE, with up to date subtechs for engines. Naturally, that means a class refit for me too. Since this is early game I was gonna change my Geosurvey ships a bit. And I did, though NOT AS PLANNED.

Updated the design how I wanted it to be, with my fears being whether I will need to retool SY. Turns out the ships updated too. They now fly faster and I can see in the design window they are the new design. I originally planned to keep the old and obsolete it by making a copy of the old one and modifying that one, but I did that, pushed update armour and noticed weight went down (despite no new armor tech) so I deleted the copy design, went back to original to investigate and forgot to make a copy again. I got the Unlock design prompt but if my memory serves me right VB did not allow you to modify a design of ship that was in service. Here I did just that and the ships are updated instantly without needing refit.

So sorry for being lazy, maybe this was fixed, if yes ignore it, though if not Steve should probably learn of this. I put in bold what I believe is/was a bug.
Title: Re: Simple questions by me
Post by: Erik L on April 19, 2020, 09:10:19 PM
I am gonna post it here, because it sort of is a question.

So I am still on v1.51, because I wanted to get farther than 5yr into a game finally. That is why I do not even dare to post in bugs for now. I finally got to designing a new gen of Imp. NPE, with up to date subtechs for engines. Naturally, that means a class refit for me too. Since this is early game I was gonna change my Geosurvey ships a bit. And I did, though NOT AS PLANNED.

Updated the design how I wanted it to be, with my fears being whether I will need to retool SY. Turns out the ships updated too. They now fly faster and I can see in the design window they are the new design. I originally planned to keep the old and obsolete it by making a copy of the old one and modifying that one, but I did that, pushed update armour and noticed weight went down (despite no new armor tech) so I deleted the copy design, went back to original to investigate and forgot to make a copy again. I got the Unlock design prompt but if my memory serves me right VB did not allow you to modify a design of ship that was in service. Here I did just that and the ships are updated instantly without needing refit.

So sorry for being lazy, maybe this was fixed, if yes ignore it, though if not Steve should probably learn of this. I put in bold what I believe is/was a bug.

That is how it worked in VB Aurora. Mainly used to fix mistakes like no fuel tanks, no magazines, etc.
Title: Re: Simple questions by me
Post by: Ri0Rdian on April 19, 2020, 09:12:18 PM
So while it is gamey, that is the intention, to fix possible mistakes made by players? I assume there was no way to hide it under SM then?
Title: Re: Simple questions by me
Post by: AlStar on April 19, 2020, 10:02:20 PM
So while it is gamey, that is the intention, to fix possible mistakes made by players? I assume there was no way to hide it under SM then?
Steve moved unlocking to an SM option fairly recently; because it was being reported as a bug.
Title: Re: Simple questions by me
Post by: Resand on April 20, 2020, 02:44:20 PM
In the Award medal screen found in the Commanders screen, there's a list of all ranks on the right hand side.
With the top rank check marked. Anyone know what that does?

Title: Re: Simple questions by me
Post by: Erik L on April 20, 2020, 02:56:50 PM
In the Award medal screen found in the Commanders screen, there's a list of all ranks on the right hand side.
With the top rank check marked. Anyone know what that does?

I would guess that is what types of people are eligible for the various medals.
Title: Re: Simple questions by me
Post by: Resand on April 20, 2020, 03:06:54 PM
In the Award medal screen found in the Commanders screen, there's a list of all ranks on the right hand side.
With the top rank check marked. Anyone know what that does?

I would guess that is what types of people are eligible for the various medals.

was my first thought to, but it's the top level one that's selected. Which doesn't fit
Title: Re: Simple questions by me
Post by: Coleslaw on April 20, 2020, 03:11:21 PM
I know you're able to click-drag most stuff now, but is there a way to mass select a certain number of, say, box launchers? I have a ship with 100 box launchers, but I want that ship to be able to launch as many launchers per volley as I choose, say 20. Is there a way to select 20 box launchers and then click drag them onto the fire control, or would I have to click drag 20 individual box launchers onto the fire control?
Title: Re: Simple questions by me
Post by: Sara on April 23, 2020, 03:44:07 AM
I'm currently on v1. 8

1) My survey craft

Quote
Survey  class Survey Craft      4. 616 tons       140 Crew       1. 394,4 BP       TCS 92    TH 400    EM 0
4332 km/s    JR 3-50      Armour 1-24       Shields 0-0       HTK 31      Sensors 0/0/6/6      DCR 5      PPV 0
Maint Life 6,77 Years     MSP 944    AFR 34%    IFR 0,5%    1YR 36    5YR 536    Max Repair 200 MSP
Commander    Control Rating 2   BRG   SCI   
Intended Deployment Time: 48 months    Morale Check Required   

J6000(3-50) Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3

Internal Fusion Drive  EP400,00 (1)    Power 400    Fuel Use 17,68%    Signature 400    Explosion 10%
Fuel Capacity 500. 000 Litres    Range 110,3 billion km (294 days at full power)

Active Search Sensor AS113-R100 (1)     GPS 10500     Range 113,8m km    Resolution 100
Advanced Geological Sensors (2)   6 Survey Points Per Hour
Advanced Gravitational Sensors (2)   6 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Question: I set one in standing orders "survey nearest survey location" . . . .  and a 2nd one to Survey nearest Body . . .  it doesnt do anything.  Manually surveying works fine though.  Ideas?

2)

My transporter

Quote
EA Transporter 50k class Transport      57. 230 tons       88 Crew       466 BP       TCS 1. 145    TH 1. 000    EM 0
873 km/s      Armour 0-128       Shields 0-0       HTK 32      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 5    Max Repair 62,5 MSP
Cargo 50. 000    Cargo Shuttle Multiplier 6   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Commercial Internal Fusion Drive  EP250,0 (4)    Power 1000    Fuel Use 2,80%    Signature 250    Explosion 5%
Fuel Capacity 1. 000. 000 Litres    Range 112,4 billion km (1490 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

If i select the ship in fleet view, I get an "Function #2801: tried to devide by 0 (zero)" . . .  and the ship description under "ship design display" shows only "error" instead of whats in the ship.  Ideas what this is? (the survey ship up above is fine and doesn't have that error)


Sincerely
Title: Re: Simple questions by me
Post by: Black on April 23, 2020, 03:50:23 AM
Well your cargo ship has armor 0-128. The minimum is 1. So that's what causes the problem.

As for the survey ship, I had similar problems in earlier versions, usually what solved it was to give them few survey command s manually and then they worked fine on automated commands as well.
Title: Re: Simple questions by me
Post by: Sara on April 23, 2020, 04:26:29 AM
Ah, i see . . .  so 0 armour to save on tonnage on civilian ships is a no-no :(
It's weird that space stations can do it without a problem though.

As for the survey ship . . .  i tried that suggestion (one had qued up jupiter + all its moons) . . .  now it's sitting there doing nothing  :'(
And thank you Black :)

Sincerely
Title: Re: Simple questions by me
Post by: Black on April 23, 2020, 04:34:31 AM
Yo can try to switch to Survey Next Five System Bodies or Survey Next Three System Locations command, maybe that helps. Or set Command for GRAV survey to Primary and GEO to secondary. Or let them sit for a bit, in my case i think it took several weeks before they started the survey.
Title: Re: Simple questions by me
Post by: Sara on April 23, 2020, 08:37:41 AM
I let them sit for a bit. 

The grav one scouted exactly 1 grav point (survey nearest survey location).   The survey one went for ~20 asteroids and 4 comets (is on Survey next five system bodies)
At the moment both do a pause of .  .  .   4 days now ~.  ~'
I am quite confused what is going on there tbh. 

Not sure it is relevant, but their commanders are now .  .   green in colour?!?

At this point i suspect a bug?


<edit: after putting it to a 1 day tick and the game lagging out for 30 seconds they started moving again>
Title: Re: Simple questions by me
Post by: Thrake on April 23, 2020, 09:02:27 AM
On the survey ship, did you make sure that there are survey targets on range? With Sol with planet X (Minerva) for exemple, scouts will refuse to scout Minerva automatically as they think it is too far away (this will be mentionned in the event windows if it's the issue).

I had no issues with survey next five system bodies as primary order and move to system requiring geosurvey as secondary order as I'm concerned, besides having to manually order a handful of geo surveys because of the distance issue.

Another thing that seem to bug out orders is to manually order moving through two unknown jump points in the same system with two different ships, 1st one to go through the jump point will do it fine but it will cancel the manual order of the 2nd ship.
Title: Re: Simple questions by me
Post by: Black on April 23, 2020, 09:03:25 AM
There is some problem most likely, but hard to say what exactly causing it. You can of course post it into bug thread with your database, maybe Steve will be able to find the reason for this behavior.
Title: Re: Simple questions by me
Post by: Sara on April 23, 2020, 09:19:15 AM
I think i found the problem.

Select increment legnth and sub-pulse to 1h each . . .  and the ships refuse to move.
set increment length to 3h (and keep sub to 1h) and they do the orders as if everything is okey.

. . .  how do i do this bug report?


Sincerely
Title: Re: Simple questions by me
Post by: Black on April 23, 2020, 09:23:02 AM
There is bug report thread: http://aurora2.pentarch.org/index.php?topic=10990.0;topicseen in first post is some info from Steve how to properly report bugs.
Title: Re: Simple questions by me
Post by: Father Tim on April 23, 2020, 04:05:27 PM
Ah, i see . . .  so 0 armour to save on tonnage on civilian ships is a no-no :(
It's weird that space stations can do it without a problem though.

Space Stations don't move.
Title: Re: Simple questions by me
Post by: Father Tim on April 23, 2020, 04:08:57 PM
Select increment legnth and sub-pulse to 1h each . . .  and the ships refuse to move.
set increment length to 3h (and keep sub to 1h) and they do the orders as if everything is okey.

If your chosen settings would result in more than 100 sub-pulses, Aurora will ignore them (though it should still advance time).  If you do not select a sub-pulse length, Aurora will use its defualts.
Title: Re: Simple questions by me
Post by: Sara on April 24, 2020, 03:36:48 AM
Quote from: Father Tim link=topic=10649.   msg127420#msg127420 date=1587676137
If your chosen settings would result in more than 100 sub-pulses, Aurora will ignore them (though it should still advance time).     If you do not select a sub-pulse length, Aurora will use its defualts.   

Your statement does make 0 sense.   
Pulse 1h, sub 1h -> ship doesnt use auto commands
Pulse 3h, sub 1h -> ship does auto commands

The sub-pulse didnt change at all.   

And the argument of "space stations dont move so they dont need armour, but moving ships do" is bad as well. 
Not only from a mechanical standpoint/logic inconsitencies in the game, but also because you can tractor beam them, effectivly moving them. 

Sincerely
Title: Re: Simple questions by me
Post by: vorpal+5 on April 24, 2020, 03:03:33 PM
How can I set up bunkers for my troops with PDC gone?
How to have surface based missiles bases?
Title: Re: Simple questions by me
Post by: Black on April 24, 2020, 03:13:55 PM
There are no bunkers, but troops can be fortified, if they have construction equipment.

There are no surface missile launchers, all STO weapons are beams.
Title: Re: Simple questions by me
Post by: DoctorDanny on April 24, 2020, 03:15:34 PM
On 1.8.

Trying to design a ground unit that has both genetic enhancements and boarding capability.
I recall this being possible in previous  games, but now I can select just one option in the 'improvements panel'.

What am I missing here?
Title: Re: Simple questions by me
Post by: Father Tim on April 24, 2020, 03:48:09 PM
Quote from: Father Tim link=topic=10649.   msg127420#msg127420 date=1587676137
If your chosen settings would result in more than 100 sub-pulses, Aurora will ignore them (though it should still advance time).     If you do not select a sub-pulse length, Aurora will use its defualts.   

Your statement does make 0 sense.   
Pulse 1h, sub 1h -> ship doesnt use auto commands
Pulse 3h, sub 1h -> ship does auto commands

The sub-pulse didnt change at all.   

And the argument of "space stations dont move so they dont need armour, but moving ships do" is bad as well. 
Not only from a mechanical standpoint/logic inconsitencies in the game, but also because you can tractor beam them, effectivly moving them. 

Sincerely

If your increment length was one hour and your sub-pulse length was one hour, then no sub-pulses were run.  The code wasn't even called.  This is an important clue to the  bug.

- - - - -

It's not an argument; it's game mechanics.  Structural Shells can not have armour, can not have engines, and can be built with planetary industry (if there is also a Spaceport at the colony).

Ships must have armour, may have engines, and can not be built by planetary industry (though some of their components may be, for later installation via shipyard).
Title: Re: Simple questions by me
Post by: Father Tim on April 24, 2020, 03:51:02 PM
How can I set up bunkers for my troops with PDC gone?

Advance time.  Your troops will build their own bunkers to the best of their ability, or double that if supported by ground units with construction equipment.

How to have surface based missiles bases?

You can't.  They were deliberately removed form Aurora for the C# rewrite.
Title: Re: Simple questions by me
Post by: Father Tim on April 24, 2020, 03:53:41 PM
On 1.8.

Trying to design a ground unit that has both genetic enhancements and boarding capability.
I recall this being possible in previous  games, but now I can select just one option in the 'improvements panel'.

What am I missing here?

I don't know, I haven't tried it myself, but have you tried shift-clicking, ctrl-clicking or drag-and-dropping, or drawing a box around the (multiple) desired options?  Have you tried accepting just one option, then going all through the process again to add the second one?
Title: Re: Simple questions by me
Post by: vorpal+5 on April 24, 2020, 11:59:33 PM
How can I set up bunkers for my troops with PDC gone?

Advance time.  Your troops will build their own bunkers to the best of their ability, or double that if supported by ground units with construction equipment.

How to have surface based missiles bases?


You can't.  They were deliberately removed form Aurora for the C# rewrite.

So less choices in strategy, not sure I like that. I wonder why this was removed, ground based missiles base, protected by layers of concrete and steel were a nice touch.
Title: Re: Simple questions by me
Post by: SpikeTheHobbitMage on April 25, 2020, 12:32:38 AM
How can I set up bunkers for my troops with PDC gone?

Advance time.  Your troops will build their own bunkers to the best of their ability, or double that if supported by ground units with construction equipment.

How to have surface based missiles bases?


You can't.  They were deliberately removed form Aurora for the C# rewrite.

So less choices in strategy, not sure I like that. I wonder why this was removed, ground based missiles base, protected by layers of concrete and steel were a nice touch.
PDCs were removed because their required code was a pain to maintain.  The new ground forces system is the replacement, but it doesn't do everything the old system did.
Title: Re: Simple questions by me
Post by: DoctorDanny on April 25, 2020, 03:52:23 AM
On 1.8.

Trying to design a ground unit that has both genetic enhancements and boarding capability.
I recall this being possible in previous  games, but now I can select just one option in the 'improvements panel'.

What am I missing here?

I don't know, I haven't tried it myself, but have you tried shift-clicking, ctrl-clicking or drag-and-dropping, or drawing a box around the (multiple) desired options?  Have you tried accepting just one option, then going all through the process again to add the second one?

CTRL-click does the trick. Thanks.
Title: Re: Simple questions by me
Post by: Father Tim on April 25, 2020, 10:50:24 AM
You're welcome.
Title: Re: Simple questions by me
Post by: Resand on April 25, 2020, 01:05:03 PM
I think the answer is no, but still...

Can a Tug pull a  Space Station through JP that has not been stabilized? Assuming there's a Jump Tender with the correct sized Jump Drive at the JP.
If yes, what is the correct sized Jump Drive? Tug + Space Station tonnage or just each one by them self?
Title: Re: Simple questions by me
Post by: Droll on April 25, 2020, 01:07:42 PM
I think the answer is no, but still...

Can a Tug pull a  Space Station through JP that has not been stabilized? Assuming there's a Jump Tender with the correct sized Jump Drive at the JP.
If yes, what is the correct sized Jump Drive? Tug + Space Station tonnage or just each one by them self?

If the space station is 400k tons and the tug is 20k tons with commercial engine - so long as the tugs jump engine is rated 400k tons commercial and has a squadron size of at least 2 you should be able to do a squadron jump - i think. Standard transit will fail.

If the tug is military engined then the jump engine would have to be military as well.
Title: Re: Simple questions by me
Post by: Resand on April 25, 2020, 01:13:27 PM
I think the answer is no, but still...

Can a Tug pull a  Space Station through JP that has not been stabilized? Assuming there's a Jump Tender with the correct sized Jump Drive at the JP.
If yes, what is the correct sized Jump Drive? Tug + Space Station tonnage or just each one by them self?

If the space station is 400k tons and the tug is 20k tons with commercial engine - so long as the tugs jump engine is rated 400k tons commercial and has a squadron size of at least 2 you should be able to do a squadron jump - i think. Standard transit will fail.

If the tug is military engined then the jump engine would have to be military as well.

Perfect!

Except for the "I think" part  :D
But enough for me to at least give it a go. Thanks
Title: Re: Simple questions by me
Post by: Father Tim on April 25, 2020, 01:23:47 PM
The tug and its load count as two separate ships and are treated exactly the same as two otherwise-unrelated ships in the same fleet.
Title: Re: Simple questions by me
Post by: Resand on April 25, 2020, 01:41:49 PM
The tug and its load count as two separate ships and are treated exactly the same as two otherwise-unrelated ships in the same fleet.

Yes, but the load doesn't have any engines. So wasn't sure it could jump even then pulled by a tug
Title: Re: Simple questions by me
Post by: DoctorDanny on April 25, 2020, 02:57:36 PM
So... I've run into hostile aliens.

The brave men and women of my space fleet stand ready to avenge the unprovoked deaths of their friends of Geo Survey Craft #4.
Problem is though, that they have me as supreme admiral and that I'm completely clueless when it comes to combat.

I've managed to assign weapons and missile types to firecontrols and set pd assignments.
My ships don't use AMMs or PD to destroy enemy missiles though (they aint even trying).
I think I'm missing something regarding targetting and firing.

Can anyone point me towards a C# combat tutorial?
Title: Re: Simple questions by me
Post by: JuergenSchT on April 25, 2020, 07:19:44 PM
Quote from: Sara link=topic=10649. msg127283#msg127283 date=1587651555
Select increment legnth and sub-pulse to 1h each .  .  .   and the ships refuse to move. 
set increment length to 3h (and keep sub to 1h) and they do the orders as if everything is okey. 
Quote from: Sara link=topic=10649. msg127517#msg127517 date=1587717408
Pulse 1h, sub 1h -> ship doesnt use auto commands
Pulse 3h, sub 1h -> ship does auto commands
Interesting.  This reminds of some testing I did during VB6.
If any increment had a length of 3600 seconds or less, then any ships using standing orders (like survey vessels or the shipping lines)(aka "auto commands"), and without any queued orders, would not have their standing orders calculated (i. e.  they would stand still without doing anything, irregardless of sub-pulse length.
But if the total increment was longer than 3600 seconds, then standing orders would be calculated as normal[1], but not executed during that increment (the ships would not move, even if the calculated orders took place in the same place, system body or else).
Those orders would be processed regularly in the next increment.
If the queued orders for ships using standing orders would be finished in a single increment longer than 3600 seconds, then new orders would be calculated and saved at the end of the increment (but again, they would only be executed in the next increment).
If queued orders were finished in an increment 1h long or less, then new standing orders would not be calculated.
These were observations I compiled back in the VB6 days, but I chose to copy them verbatim here because after some testing, I got the same results in C# 1. 80.

Now, I feel that this was acceptable for VB6 because calculating standing orders on shorter increments (or doing it multiple times in an increment) because performance would have suffered a hit otherwise, but I feel C# could afford some leeway because of the increased performance.
Title: Re: Simple questions by me
Post by: Conscript Gary on April 25, 2020, 11:59:57 PM
The tug and its load count as two separate ships and are treated exactly the same as two otherwise-unrelated ships in the same fleet.

Yes, but the load doesn't have any engines. So wasn't sure it could jump even then pulled by a tug

It can, and standard transit will also work fine. I've towed over a dozen engineless sensor stations through jump points that had commercial jump drive tenders stationed there, standard transit, no problems.
Title: Re: Simple questions by me
Post by: Silverkeeper on April 26, 2020, 06:01:48 AM
What`s up with my orbital miners. They show as mines but wont do anything.
(https://i.postimg.cc/j2wjyJ0W/Psyche.jpg)

Here is the design.

Midas class Mining Platform      78 123 tons       764 Crew       2 229.8 BP       TCS 1 562    TH 800    EM 0
512 km/s      Armour 1-162       Shields 0-0       HTK 137      Sensors 0/8/0/0      DCR 1      PPV 0
MSP 17    Max Repair 120 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Orbital Miner: 13 modules producing 156 tons per mineral per annum

Aerostar Commercial Nuclear Pulse Engine (5)    Power 800    Fuel Use 6.19%    Signature 160    Explosion 5%
Fuel Capacity 800 000 Litres    Range 29.8 billion km (673 days at full power)

AES Standard Active Search Sensor (1)     GPS 1600     Range 29.6m km    Resolution 100
AES Standard Electromagnetic Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Simple questions by me
Post by: Eretzu on April 26, 2020, 06:07:07 AM
How can sub-fleets be used? (Or what uses are there for sub-fleets)

It seems that they need to be at the same location, so for example I have multiple survey fleets instead of them being in sub-fleets.

Am I doing something wrong? Or how should sub-fleets be used?
Title: Re: Simple questions by me
Post by: Kamilo on April 26, 2020, 06:11:07 AM
What`s up with my orbital miners. They show as mines but wont do anything.
(https://i.postimg.cc/j2wjyJ0W/Psyche.jpg)

Here is the design.

Midas class Mining Platform      78 123 tons       764 Crew       2 229.8 BP       TCS 1 562    TH 800    EM 0
512 km/s      Armour 1-162       Shields 0-0       HTK 137      Sensors 0/8/0/0      DCR 1      PPV 0
MSP 17    Max Repair 120 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Orbital Miner: 13 modules producing 156 tons per mineral per annum

Aerostar Commercial Nuclear Pulse Engine (5)    Power 800    Fuel Use 6.19%    Signature 160    Explosion 5%
Fuel Capacity 800 000 Litres    Range 29.8 billion km (673 days at full power)

AES Standard Active Search Sensor (1)     GPS 1600     Range 29.6m km    Resolution 100
AES Standard Electromagnetic Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes

I think you need a a cargo hold and shuttle bays
Title: Re: Simple questions by me
Post by: Silverkeeper on April 26, 2020, 06:21:14 AM
I added a cargo bay and shuttles, still not working.

Midas class Mining Platform      99 980 tons       749 Crew       2 251.9 BP       TCS 2 000    TH 800    EM 0
400 km/s      Armour 1-191       Shields 0-0       HTK 139      Sensors 0/8/0/0      DCR 1      PPV 0
MSP 14    Max Repair 120 MSP
Cargo 25 000    Cargo Shuttle Multiplier 3   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Orbital Miner: 12 modules producing 144 tons per mineral per annum

Aerostar Commercial Nuclear Pulse Engine (5)    Power 800    Fuel Use 6.19%    Signature 160    Explosion 5%
Fuel Capacity 1 000 000 Litres    Range 29.1 billion km (841 days at full power)

AES Standard Active Search Sensor (1)     GPS 1600     Range 29.6m km    Resolution 100
AES Standard Electromagnetic Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes

Is there something wrong with the design or the way i implement it. I set it to move to a body with a colony and still nothing.
Title: Re: Simple questions by me
Post by: King-Salomon on April 26, 2020, 06:27:30 AM
I added a cargo bay and shuttles, still not working.

Midas class Mining Platform      99 980 tons       749 Crew       2 251.9 BP       TCS 2 000    TH 800    EM 0
400 km/s      Armour 1-191       Shields 0-0       HTK 139      Sensors 0/8/0/0      DCR 1      PPV 0
MSP 14    Max Repair 120 MSP
Cargo 25 000    Cargo Shuttle Multiplier 3   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Orbital Miner: 12 modules producing 144 tons per mineral per annum

Aerostar Commercial Nuclear Pulse Engine (5)    Power 800    Fuel Use 6.19%    Signature 160    Explosion 5%
Fuel Capacity 1 000 000 Litres    Range 29.1 billion km (841 days at full power)

AES Standard Active Search Sensor (1)     GPS 1600     Range 29.6m km    Resolution 100
AES Standard Electromagnetic Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes

Is there something wrong with the design or the way i implement it. I set it to move to a body with a colony and still nothing.

Psyche is 186km Diameter... what is your "Maximum Orbital MIning Diameter" tech?
Title: Re: Simple questions by me
Post by: Eretzu on April 26, 2020, 06:28:06 AM
Is the body of right size? There is orbital mining limit and tech to increase it.

If the body is too big, then it cannot be orbitally mined.

Also I do not need cargo not shuttles for my orbital miners.
Title: Re: Simple questions by me
Post by: Silverkeeper on April 26, 2020, 06:29:34 AM
Is the body of right size? There is orbital mining limit and tech to increase it.

If the body is too big, then it cannot be orbitally mined.

Also I do not need cargo not shuttles for my orbital miners.

That`s it. Thank you. :)
Title: Re: Simple questions by me
Post by: skoormit on April 26, 2020, 07:02:56 AM
What`s up with my orbital miners. They show as mines but wont do anything.
(https://i.postimg.cc/j2wjyJ0W/Psyche.jpg)

Here is the design.

Midas class Mining Platform      78 123 tons       764 Crew       2 229.8 BP       TCS 1 562    TH 800    EM 0
512 km/s      Armour 1-162       Shields 0-0       HTK 137      Sensors 0/8/0/0      DCR 1      PPV 0
MSP 17    Max Repair 120 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Orbital Miner: 13 modules producing 156 tons per mineral per annum

Aerostar Commercial Nuclear Pulse Engine (5)    Power 800    Fuel Use 6.19%    Signature 160    Explosion 5%
Fuel Capacity 800 000 Litres    Range 29.8 billion km (673 days at full power)

AES Standard Active Search Sensor (1)     GPS 1600     Range 29.6m km    Resolution 100
AES Standard Electromagnetic Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes

I think you need a a cargo hold and shuttle bays

Orbital mining definitely does not require cargo holds or shuttles.
Title: Re: Simple questions by me
Post by: Ri0Rdian on April 26, 2020, 10:46:45 AM
Well, you CAN have cargo and then you ofc need shuttles. But for such big and slow platforms that is not what you want to do. So that is not the problem. What are you trying to mine? Be aware of the max diameter size research, if the body is too big you cannot mine it from space (and there is hard cap I believe).

As a tip (I am a fine of such large installations too), I would make it have no armour so it is cheaper and you can build it with industry, also no engines so you would have to tow it with a tug but it's still worth it.




Not something for me:

I just noticed when scrapping a ship that it seems Minerals Discovered condition is tied to ship, not captain?! Cause I removed him (just to be sure, almost certain it was not necessary) and the ship has no commander but still says 31 bodies with minerals discovered. If it is not tied to commander than is a real bummer (and the one I removed is not getting a medal).


Also, Ordnance transfer transfers both Ammunition(Missiles) and MSP (maintenance ships - are they a thing?), right?


Edit:
 ::) How to alter forum timezone? I have replied to quite old message now, by mistake.  ;D
Title: Re: Simple questions by me
Post by: Father Tim on April 26, 2020, 02:39:28 PM
Also, Ordnance transfer transfers both Ammunition(Missiles) and MSP (maintenance ships - are they a thing?), right?


Edit:
 ::) How to alter forum timezone? I have replied to quite old message now, by mistake.  ;D


It shouldn't.  Ordnance is missile, Supply for MSP.

- - - - -

When logged in, top of the page, "Profile"  --> "Account Settings"
Title: Re: Simple questions by me
Post by: Conscript Gary on April 26, 2020, 04:49:50 PM
I just noticed when scrapping a ship that it seems Minerals Discovered condition is tied to ship, not captain?! Cause I removed him (just to be sure, almost certain it was not necessary) and the ship has no commander but still says 31 bodies with minerals discovered. If it is not tied to commander than is a real bummer (and the one I removed is not getting a medal).
I believe it's both, actually- the ship records what was done with it, but the commander at the time also gets the credit.
Title: Re: Simple questions by me
Post by: Ri0Rdian on April 26, 2020, 05:16:00 PM
I just noticed when scrapping a ship that it seems Minerals Discovered condition is tied to ship, not captain?! Cause I removed him (just to be sure, almost certain it was not necessary) and the ship has no commander but still says 31 bodies with minerals discovered. If it is not tied to commander than is a real bummer (and the one I removed is not getting a medal).
I believe it's both, actually- the ship records what was done with it, but the commander at the time also gets the credit.

That would be great if it was the case. I guess there is only way to find out. Get the first medal, 2/3 to go  ;D
Title: Re: Simple questions by me
Post by: Slugfist on April 26, 2020, 09:07:24 PM
Is there a way to make Civilian Mining Complexes give you the minerals they mine like in VB6? I can't seem to find the option in either Wealth/Trade or Civilian Economy tabs.   

Edit: Ah nevermind for anyone else looking its in the Mining tab under the corporation not the individual colonies
Title: Re: Simple questions by me
Post by: orfeusz on April 29, 2020, 11:03:25 AM
Is it normal that aliens shoot size 1 missiles at my ships? They are making 71400km/s. Are those not AM-Ms?

I was expecting slower, larger missiles and currently it looks like I will never close enough to use my shiny lasers :D My ships are dying slowly.... Fun. Definitely fun  ;D
Title: Re: Simple questions by me
Post by: smoelf on April 29, 2020, 11:13:15 AM
Is it normal that aliens shoot size 1 missiles at my ships? They are making 71400km/s. Are those not AM-Ms?

I was expecting slower, larger missiles and currently it looks like I will never close enough to use my shiny lasers :D My ships are dying slowly.... Fun. Definitely fun  ;D

If you get close enough, they will definitely use their AMM's against you. And they can really hurt, especially if you are trying to use lasers  :)
Title: Re: Simple questions by me
Post by: Kamilo on April 29, 2020, 12:09:53 PM
Is it normal that aliens shoot size 1 missiles at my ships? They are making 71400km/s. Are those not AM-Ms?

I was expecting slower, larger missiles and currently it looks like I will never close enough to use my shiny lasers :D My ships are dying slowly.... Fun. Definitely fun  ;D

That happened in my last game too. I didnt have a real chance because PD against them is kinda pointless -unless you are done with the tech tree-. Using missles wasnt an option as well because they could use these missles as amm. So energy was the only way to handle them but that didn’t succeed, sadly.
Title: Re: Simple questions by me
Post by: Eretzu on April 29, 2020, 02:39:33 PM
This is from version 1.7 or 1.8 i think, have definitely not tested in 1.9


I can repair my military ships (geosurvey) in commercial shipyards, is this WAI?
Title: Re: Simple questions by me
Post by: Father Tim on April 30, 2020, 09:14:26 PM
This is from version 1.7 or 1.8 i think, have definitely not tested in 1.9


I can repair my military ships (geosurvey) in commercial shipyards, is this WAI?


I think so, but why not go to the C# Mechanics forum, to the pinned Table of Contents thread, and search for the posts detailing the changes to shipyards and repairs?
Title: Re: Simple questions by me
Post by: firsal on May 01, 2020, 12:36:31 AM
Has air-to-air combat between ground support fighters been coded in yet? Just wondering since I haven't seen it in the changelog yet.
Title: Re: Simple questions by me
Post by: Tyrannus Rex on May 01, 2020, 01:13:42 PM
I have to be dumb, but how is everyone ensuring their empires continue to make money to further their expansion into space and the subjugation of alien species?

Researched up to 400 wealth per colonist, and I'm seeing a negative return even with a hundred finance buildings on the homeworld.  It used to be you could make a good twenty years doing the basics, building a stockpile and just exploring your home system before you would have a drop in income before the civilians started mining.  Though now, can't even seem to go three years before the crash hits.  Both in TN and conventional starts.  What gives?

Suggestions and ideas greatly appreciated. 
Title: Re: Simple questions by me
Post by: smoelf on May 01, 2020, 01:27:25 PM
I'd be curious to see what your 'Wealth/Trade' overview would look like for the past year. It might give an indication of where to improve. It sounds like you are doing the right thing, though if I am reading you correctly, 100 financial centers sounds really low given that you have researched as far as 400 wealth per colonist. I am 15 years into my game, currently researching 140 wealth pr million worker, and I have 300 financial centers providing for 13,5% of my total budget with taxes from colonies being about 50%.

Do you have sufficient colonies providing for taxes and income from civilian shipping? Are you purchasing minerals from too many CMC's? Are you boosting research too much for your empire size?
Title: Re: Simple questions by me
Post by: DFNewb on May 01, 2020, 03:35:39 PM
I never seem to have to make more centers to make money, I always seem to be fine on wealth. I am curious to what differences we are doing in gameplay to cause this.
Title: Re: Simple questions by me
Post by: Tyrannus Rex on May 02, 2020, 02:42:09 AM
Quote from: smoelf link=topic=10649. msg129749#msg129749 date=1588357645
I'd be curious to see what your 'Wealth/Trade' overview would look like for the past year.  It might give an indication of where to improve.  It sounds like you are doing the right thing, though if I am reading you correctly, 100 financial centers sounds really low given that you have researched as far as 400 wealth per colonist.  I am 15 years into my game, currently researching 140 wealth pr million worker, and I have 300 financial centers providing for 13,5% of my total budget with taxes from colonies being about 50%.

Do you have sufficient colonies providing for taxes and income from civilian shipping? Are you purchasing minerals from too many CMC's? Are you boosting research too much for your empire size?
Quote from: DFNewb link=topic=10649. msg129765#msg129765 date=1588365339
I never seem to have to make more centers to make money, I always seem to be fine on wealth.  I am curious to what differences we are doing in gameplay to cause this.

I currently have just the homeworld as my main world.  No other colonies are setup in the system as I still haven't moved people to the other bodies yet.  The reason I go up so high the wealth research is to prevent the crash, but that still occurs.  Research rate is at 280, with 12 research labs, 685 million pop.  Construction is idle as that was a major drain on spending up to over double of what was coming in. 

So I'll wait a few weeks to build a surplus and build another few dozen infrastructure to eventually ship to luna or mars.  Then repeat.  I want to go into the DB and tear apart the economics of the game and see where everything is accounted for, as I feel that I should be making a positive cash flow but it goes negative. 

Have any of you watched the econ tab and seen the money go from 20 to 15 to 0 back up to like 36, or even negative? And that's even with a minimal on spending, when building and doing other things it goes ping ponging up and down worse than the futures market in Beijing. 

Thoughts?
Title: Re: Simple questions by me
Post by: smoelf on May 02, 2020, 03:05:08 AM
That sounds really odd. My other suggestion would have been that your research was too high for your population, but with only 12 research facilities, that's probably not the case. My main suggestion would be to get going and start colonizing. Multiple colonies are really necessary for a healthy economy in my experience. The reason for the ping-ponging might be due to different sub-pulses (same as with mineral stockpiles and mass drivers).

Again, it might be helpful to see your wealth/trade overview for the past year. If useful, I have attached my own for comparison. 18 years into the game, starting population of 750m, current total population of 1211m with three populated colonies.
Title: Re: Simple questions by me
Post by: Tyrannus Rex on May 02, 2020, 05:32:07 AM
Quote from: smoelf link=topic=10649. msg129878#msg129878 date=1588406708
That sounds really odd.  My other suggestion would have been that your research was too high for your population, but with only 12 research facilities, that's probably not the case.  My main suggestion would be to get going and start colonizing.  Multiple colonies are really necessary for a healthy economy in my experience.  The reason for the ping-ponging might be due to different sub-pulses (same as with mineral stockpiles and mass drivers).

Again, it might be helpful to see your wealth/trade overview for the past year.  If useful, I have attached my own for comparison.  18 years into the game, starting population of 750m, current total population of 1211m with three populated colonies.

So I started a new game to test out some things about the economy.  Conventional start; Sol; baseline human. 
- First game I placed 1500 CI and 350 pop; about 12 mil worker shortage +23 to budget first two years whilst researching TN 6 labs
        1a.  TN complete and population has grown to 400 or so; worker shortage is 3. 5 mil; 15 finance centers +6 to budget 8 labs
        1b.  Start conversion of CI to TN; 200 wealth research complete; 2 labs in que; 65 finance centers +0 to budget; 3 mil worker surplus

Photos of year 3, 4, and 5 yearly budgets.  No exploration and colonization done so far.  I am going to run till year 10 and first colony on luna to see if there is an increase, but I'm feeling that you have to start with 500 mil+ pop to see a positive in finance and also build the finance centers to make them a sizable amount of your total worker population to run positive. 

That will be my next run through to see how normal population goes.  But at this current stage in playing it seems that unless you don't expand within the first 5 years, you get a bust and boom cycle that has to be balanced getting those essential techs and building more finance centers.  Thoughts?
Title: Re: Simple questions by me
Post by: Father Tim on May 02, 2020, 05:51:24 AM
So I started a new game to test out some things about the economy.  Conventional start; Sol; baseline human. 
- First game I placed 1500 CI and 350 pop; about 12 mil worker shortage +23 to budget first two years whilst researching TN 6 labs
        1a.  TN complete and population has grown to 400 or so; worker shortage is 3. 5 mil; 15 finance centers +6 to budget 8 labs
        1b.  Start conversion of CI to TN; 200 wealth research complete; 2 labs in que; 65 finance centers +0 to budget; 3 mil worker surplus

Photos of year 3, 4, and 5 yearly budgets.  No exploration and colonization done so far.  I am going to run till year 10 and first colony on luna to see if there is an increase, but I'm feeling that you have to start with 500 mil+ pop to see a positive in finance and also build the finance centers to make them a sizable amount of your total worker population to run positive. 

That will be my next run through to see how normal population goes.  But at this current stage in playing it seems that unless you don't expand within the first 5 years, you get a bust and boom cycle that has to be balanced getting those essential techs and building more finance centers.  Thoughts?


You've hit the excess wealth cap.  Steve added it (check the C# Mechanics forum, Table of Contents thread) to prevent stockpiling.  Personally I hate it, but currently we're in a "let's see how this works" evaluation period so let Steve know if it improves (or not) your game.
Title: Re: Simple questions by me
Post by: Father Tim on May 02, 2020, 05:53:16 AM
Has air-to-air combat between ground support fighters been coded in yet? Just wondering since I haven't seen it in the changelog yet.


If it's not in the changes list, the answer is almost certainly no.
Title: Re: Simple questions by me
Post by: Tyrannus Rex on May 02, 2020, 05:55:33 AM
So I started a new game to test out some things about the economy.  Conventional start; Sol; baseline human. 
- First game I placed 1500 CI and 350 pop; about 12 mil worker shortage +23 to budget first two years whilst researching TN 6 labs
        1a.  TN complete and population has grown to 400 or so; worker shortage is 3. 5 mil; 15 finance centers +6 to budget 8 labs
        1b.  Start conversion of CI to TN; 200 wealth research complete; 2 labs in que; 65 finance centers +0 to budget; 3 mil worker surplus

Photos of year 3, 4, and 5 yearly budgets.  No exploration and colonization done so far.  I am going to run till year 10 and first colony on luna to see if there is an increase, but I'm feeling that you have to start with 500 mil+ pop to see a positive in finance and also build the finance centers to make them a sizable amount of your total worker population to run positive. 

That will be my next run through to see how normal population goes.  But at this current stage in playing it seems that unless you don't expand within the first 5 years, you get a bust and boom cycle that has to be balanced getting those essential techs and building more finance centers.  Thoughts?


You've hit the excess wealth cap.  Steve added it (check the C# Mechanics forum, Table of Contents thread) to prevent stockpiling.  Personally I hate it, but currently we're in a "let's see how this works" evaluation period so let Steve know if it improves (or not) your game.

Well crap... I went looking through the mechanics forums and didn't see the topic per say. I'll dig through it again after work and see what I can figure out. In the meantime I will continue to run tests to better understand the mechanics. Thanks Father Tim.
Title: Re: Simple questions by me
Post by: Father Tim on May 02, 2020, 05:58:48 AM
I have to be dumb, but how is everyone ensuring their empires continue to make money to further their expansion into space and the subjugation of alien species?

Researched up to 400 wealth per colonist, and I'm seeing a negative return even with a hundred finance buildings on the homeworld.  It used to be you could make a good twenty years doing the basics, building a stockpile and just exploring your home system before you would have a drop in income before the civilians started mining.  Though now, can't even seem to go three years before the crash hits.  Both in TN and conventional starts.  What gives?

Suggestions and ideas greatly appreciated.

Increased Wealth governors can make a HUGE difference in C# Aurora.

The way in which empires generate wealth has changed significantly in C# Aurora.  If you're doing the same thing you've always done, it will give wildly different results.

The boom-and-bust cycle you describe in another post sounds a lot like Unrest (overcrowding, unemployment, or both) and/or worker shortages.  Are you exceeding your Infrastructure and/or pop cap limit?
Title: Re: Simple questions by me
Post by: Father Tim on May 02, 2020, 06:02:17 AM
Well crap... I went looking through the mechanics forums and didn't see the topic per say. I'll dig through it again after work and see what I can figure out. In the meantime I will continue to run tests to better understand the mechanics. Thanks Father Tim.

Huh.  Re-reading 'Wealth Generation' it says that "the planned wealth reserve cap can be removed" so you shouldn't be hitting that.  Maybe it's a bug.
Title: Re: Simple questions by me
Post by: Resand on May 02, 2020, 08:08:13 AM
"Tracking Time Bonus vs Missiles" is just any sensors seeing the missiles right?
Doesn't have to be sensors on the ship with the beam FC
Title: Re: Simple questions by me
Post by: skoormit on May 02, 2020, 08:20:11 AM
I have to be dumb, but how is everyone ensuring their empires continue to make money to further their expansion into space and the subjugation of alien species?

Researched up to 400 wealth per colonist, and I'm seeing a negative return even with a hundred finance buildings on the homeworld.  It used to be you could make a good twenty years doing the basics, building a stockpile and just exploring your home system before you would have a drop in income before the civilians started mining.  Though now, can't even seem to go three years before the crash hits.  Both in TN and conventional starts.  What gives?

Suggestions and ideas greatly appreciated.

The major change for C# is that you no longer collect tax from all population, only from population employed in your installations.
This means that just growing population is no longer effective at growing your income. You have to give people jobs.

If you have modified your starting conditions such that you start with fewer installations, this could explain why you have insufficient income, and why researching the wealth per colonist tech line doesn't help.
Title: Re: Simple questions by me
Post by: Father Tim on May 02, 2020, 10:09:59 AM
"Tracking Time Bonus vs Missiles" is just any sensors seeing the missiles right?
Doesn't have to be sensors on the ship with the beam FC


http://aurora2.pentarch.org/index.php?topic=8495.msg115708#msg115708

Any freindly active sensor will do.
Title: Re: Simple questions by me
Post by: Tyrannus Rex on May 02, 2020, 07:46:31 PM
I have to be dumb, but how is everyone ensuring their empires continue to make money to further their expansion into space and the subjugation of alien species?

Researched up to 400 wealth per colonist, and I'm seeing a negative return even with a hundred finance buildings on the homeworld.  It used to be you could make a good twenty years doing the basics, building a stockpile and just exploring your home system before you would have a drop in income before the civilians started mining.  Though now, can't even seem to go three years before the crash hits.  Both in TN and conventional starts.  What gives?

Suggestions and ideas greatly appreciated.

Increased Wealth governors can make a HUGE difference in C# Aurora.

The way in which empires generate wealth has changed significantly in C# Aurora.  If you're doing the same thign you've always done, it will give wildly different results.

The boom-and-bust cycle you describe in another post sounds a lot like Unrest (overcrowding, unemployment, or both) and/or worker shortages.  Are you exceeding your Infrastructure and/or pop cap limit?
Huh.  Re-reading 'Wealth Generation' it says that "the planned wealth reserve cap can be removed" so you shouldn't be hitting that.  Maybe it's a bug.

Nope, just on Earth to limit complications. No changes to pop or planet. Unrest is not an issue, and depending on population size I have had a shortage of workers. Though I have been limiting to just ten years so far. Might go for 100 to see further results.

I ran a few more games with 500, and 750 starting pops. Both of them with TN and Conventional starts. Both of them generated more wealth from the start, and continued to make more over time though when they ran into having more than 30 million available workers the earnings went to 0, even though the overall budget was positive no further funds generating. Its an interesting subject.
Title: Re: Simple questions by me
Post by: Father Tim on May 03, 2020, 12:11:29 AM
Unemployment causes unrest.  Did your production modidifer drop to 0% (or stabilize at some level where expenses exactly equaled (reduced) income?)
Title: Re: Simple questions by me
Post by: Tyrannus Rex on May 03, 2020, 03:34:06 AM
Unemployment causes unrest.  Did your production modidifer drop to 0% (or stabilize at some level where expenses exactly equaled (reduced) income?)

The production modifier did not drop in any of the cases that I saw zero monetary production. And still no unrest. When I have a day off I'll do a fresh install again and see I can recreate this. As the questions you are asking should be relevant, and there should be an indication of some sort to what the cause is. I like a good puzzle, but this is like one of those that bugs you like a gnat flying around your head that you just can't squish.

Here is my testing setup
Latest install                                   
Sol start - known stars                              Sol start - known stars
pop levels 250; 350; 500; 700                   pop levels 250; 350; 500; 700
TN                                                           conventional

Sol start - known stars off                         Sol start - known stars off
pop levels 250; 350; 500; 700                   pop levels 250; 350; 500; 700
TN                                                           conventional
Title: Re: Simple questions by me
Post by: smoelf on May 03, 2020, 05:03:19 AM
Two questions.

1. Is there a way to change the rank theme after a race is created?

2. Is there a way to see which ranks are included in a rank theme without creating a race with it or going into the database?

I don't feel like setting up my ranks manually, but without knowing the ranks of a theme, it is hard to make a choice.
Title: Re: Simple questions by me
Post by: Ametsala on May 03, 2020, 05:32:19 AM
Two questions.

1. Is there a way to change the rank theme after a race is created?

2. Is there a way to see which ranks are included in a rank theme without creating a race with it or going into the database?

I don't feel like setting up my ranks manually, but without knowing the ranks of a theme, it is hard to make a choice.

I think the answer to both is No. At least I couldn't figure it out. I expected that the names would be plain text files somewhere in Aurora's installation directory, but only the pictures are there.
Title: Re: Simple questions by me
Post by: smoelf on May 03, 2020, 05:48:04 AM
I think the answer to both is No. At least I couldn't figure it out. I expected that the names would be plain text files somewhere in Aurora's installation directory, but only the pictures are there.

Yeah, I think you are right. I ended up caving and found a database browser. The ranks are in there and pretty easy to find, but it would be nice to be able to change it after race creation. I'll probably put it i the suggestion thread.
Title: Re: Simple questions by me
Post by: Resand on May 03, 2020, 10:55:34 AM
Anybody know of a way to delete missiles in flight?
I managed to launch 20 buoys towards a waypoint instead of 1. Would like to do some cleanup.
Title: Re: Simple questions by me
Post by: Vasious on May 04, 2020, 05:08:44 AM
Is there a way to set the % draw from Leader name lists like in VB?
Title: Re: Simple questions by me
Post by: Eretzu on May 04, 2020, 05:14:29 AM
Is there a way to set the % draw from Leader name lists like in VB?

In the race screen (flag button) there should be a tab with some name containing themes. Here you can add new themes and give them weight. If you want specific percentage, then you might need to fiddle a little.
Title: Re: Simple questions by me
Post by: Vasious on May 04, 2020, 06:08:17 AM
Is there a way to set the % draw from Leader name lists like in VB?

In the race screen (flag button) there should be a tab with some name containing themes. Here you can add new themes and give them weight. If you want specific percentage, then you might need to fiddle a little.

I thought that was for adding new themes in general so never clicked it, Thanks!
Title: Re: Simple questions by me
Post by: AlStar on May 04, 2020, 08:50:57 AM
Anyone know how to change the defensive fire mode of a beam fire control?

I know how to set it in the first place (drag a fire mode over to the fire control)... but once it's there, it seems to be stuck - dragging a new fire mode over the fire control doesn't appear to do anything, and I can't seem to drag the set fire mode off the fire controls to reset it.
Title: Re: Simple questions by me
Post by: Father Tim on May 04, 2020, 09:17:58 AM
Anyone know how to change the defensive fire mode of a beam fire control?

I know how to set it in the first place (drag a fire mode over to the fire control)... but once it's there, it seems to be stuck - dragging a new fire mode over the fire control doesn't appear to do anything, and I can't seem to drag the set fire mode off the fire controls to reset it.


Isn't there a clear assignments button?
Title: Re: Simple questions by me
Post by: vorpal+5 on May 06, 2020, 02:55:50 AM
Should I wait or should I go.

I'm hesitant in starting at last a campaign, or should I wait for 2.0?  Any sign the game will get a major version soon?
Title: Re: Simple questions by me
Post by: Black on May 06, 2020, 03:49:11 AM
Well Steve posted changes for next version and it is labeled as 1.9.5. So it seems at least for next release there are no database changes planet. As for the current version, I have quite a long game and I encountered no problems that would force me to quit the game.
Title: Re: Simple questions by me
Post by: skoormit on May 06, 2020, 07:15:43 AM
Should I wait or should I go.

I'm hesitant in starting at last a campaign, or should I wait for 2.0?  Any sign the game will get a major version soon?

AFAIK 2.0 is not on the horizon yet.
Right now, Steve is fixing bugs, and making a db-changing release when a fix requires changing the db.
The next db-changing version will be 1.10.
Until then, any 1.9.x versions will work with your current saves.
(Also, it is possible to manually update your database when a db-changing version comes out; I do not recommend doing so if you are not SQL savvy. EDIT: And if you do, please do not report bugs from a game with a modified db.)
Title: Re: Simple questions by me
Post by: Father Tim on May 06, 2020, 07:24:17 AM
(Also, it is possible to manually update your database when a db-changing version comes out; I do not recommend doing so if you are not SQL savvy.)


Yes, but don't do that.  And if you do do that, don't ever report a bug again.  This is the specific thing that Steve is concerned about.
Title: Re: Simple questions by me
Post by: skoormit on May 06, 2020, 07:31:50 AM
(Also, it is possible to manually update your database when a db-changing version comes out; I do not recommend doing so if you are not SQL savvy.)


Yes, but don't do that.  And if you do do that, don't ever report a bug again.  This is the specific thing that Steve is concerned about.

Agreed, agreed, and agreed.
I should have explicitly disclaimed you should never report a bug in a game with a modified db.
Reproduce it with an unmodified db and report that.

I do suspect that anyone with enough SQL savvy for this also has enough understanding of software development to know that modding the db "voids the warranty", so to speak.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 06, 2020, 07:33:21 AM
I'm a developer but suck at SQL  ::)

Ok, so it seems I have a go there, I'm eager to start a campaign, thanks.
Title: Re: Simple questions by me
Post by: Elda on May 06, 2020, 12:44:07 PM
I have been trying to figure this out on my own, but I've been struggling. 
I want to create a mining station.  I figured how to build them in the industry tab, how to move them with tugs and all that, but when I move it to a mining colony, it appears on the mining tab like auto-mines would, but the production is 0.  My design just use orbital mining modules, Am I missing something.
Title: Re: Simple questions by me
Post by: Black on May 06, 2020, 12:45:54 PM
I have been trying to figure this out on my own, but I've been struggling. 
I want to create a mining station.  I figured how to build them in the industry tab, how to move them with tugs and all that, but when I move it to a mining colony, it appears on the mining tab like auto-mines would, but the production is 0.  My design just use orbital mining modules, Am I missing something.

Maybe you want to mine body that is too big? Check if it is Eligible for Orbital Mining in Economics window.

(https://i.ibb.co/RQsrZgm/orbital-mining.png) (https://ibb.co/L9cjb0W)
Title: Re: Simple questions by me
Post by: vorpal+5 on May 06, 2020, 01:32:58 PM
Why not click 'Civilian fuel harvester' in game generation? They will suck up reserve, that's the issue?

How to add several NPR human on Earth? I fear I'll botch my game, can this be done at any moment?
Title: Re: Simple questions by me
Post by: Father Tim on May 06, 2020, 01:35:03 PM
I have been trying to figure this out on my own, but I've been struggling. 
I want to create a mining station.  I figured how to build them in the industry tab, how to move them with tugs and all that, but when I move it to a mining colony, it appears on the mining tab like auto-mines would, but the production is 0.  My design just use orbital mining modules, Am I missing something.


There is a frequently-occuring bug where C# Aurora won't count things in OrbHabs unless there is at least one of that thing on the ground.
Title: Re: Simple questions by me
Post by: Elda on May 06, 2020, 01:46:55 PM
Thanks, it's probably the size thing.  I knew of the technology, but I didn't put two and two together. 
Title: Re: Simple questions by me
Post by: DFNewb on May 06, 2020, 02:02:40 PM
Should I wait or should I go.

I'm hesitant in starting at last a campaign, or should I wait for 2.0?  Any sign the game will get a major version soon?

1.9.5 is pretty awesome.
Title: Re: Simple questions by me
Post by: DFNewb on May 06, 2020, 02:03:52 PM
Why not click 'Civilian fuel harvester' in game generation? They will suck up reserve, that's the issue?

How to add several NPR human on Earth? I fear I'll botch my game, can this be done at any moment?

No idea about 1.

For 2, I did it before but then the ground combat was bugged. I think the ground combat is fixed now (I haven't tested) So you might be able to do this.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 06, 2020, 03:01:21 PM
To be more precise about my issue, if I switch to SM mode, then go to the system view and create a new NPR race (say Russian Alliance) with as specie Human, then it seems I'm auto switched to this race, and they get a colony on the planet body I selected.

But then, it starts to not work as it worked in VB6. I can't switch back and forth between each race (mine and the various human NPR). When I exit and re-enter the system view, I can in fact only access my race.

I clearly remember in VB6 that I could switch from one race to another and add stuff to each of them, as I wanted. It seems it's either no more possible now ?
Title: Re: Simple questions by me
Post by: Garfunkel on May 06, 2020, 03:39:57 PM
You can do that. You don't even need to be in SM mode. I'm currently playing 11 races in my AAR campaign.
Title: Re: Simple questions by me
Post by: AlStar on May 06, 2020, 04:21:09 PM
If I accidentally design a troop with "avoid combat", is it possible to remove that designation, or do I need to go back to the blackboard and tell my scientists "Okay, jeep with machineguns... that attacks the enemy, this time"?
Title: Re: Simple questions by me
Post by: Black on May 06, 2020, 04:21:32 PM
So I was trying ground combat again and it was working well until my units run out of supplies. Problem is there were 1032 supply vehicles in 4 independent formations.

I am using following command structure:

(https://i.ibb.co/pxR4Vrm/I-Corp.png) (https://imgbb.com/)

So my question is, how do I use independent supply formations to provide supply to different units? Where in the command structure should I put them to provide supplies?
Title: Re: Simple questions by me
Post by: JacenHan on May 06, 2020, 04:24:54 PM
The supply units need to be within the same command structure as the unit they are supplying, so in this case underneath either the corps HQ or the DIV HQs.

If I accidentally design a troop with "avoid combat", is it possible to remove that designation, or do I need to go back to the blackboard and tell my scientists "Okay, jeep with machineguns... that attacks the enemy, this time"?
You'll have to redesign the units, unfortunately.
Title: Re: Simple questions by me
Post by: smoelf on May 06, 2020, 04:37:29 PM
If I accidentally design a troop with "avoid combat", is it possible to remove that designation, or do I need to go back to the blackboard and tell my scientists "Okay, jeep with machineguns... that attacks the enemy, this time"?
You'll have to redesign the units, unfortunately.

Yup, but in this situation, I would find it perfectly reasonable to use SM to 'fix' the mistake instead of having to research and produce all over again.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 06, 2020, 10:42:35 PM
You can do that. You don't even need to be in SM mode. I'm currently playing 11 races in my AAR campaign.

EDIT:  I watched your video. You can create NPR races in Sol, through the System window, but you have much less controls than before, in Aurora VB6. In Aurora VB6 with the designer password, you could switch to NPR races and edit their assets, placing colonies there and there. Right now, we are stuck in creating a NPR on a given body, and that's it, all others possibilities are gone.
Title: Re: Simple questions by me
Post by: Father Tim on May 07, 2020, 08:21:31 AM
Should I wait or should I go.

I'm hesitant in starting at last a campaign, or should I wait for 2.0?  Any sign the game will get a major version soon?

1.9.5 is pretty awesome.


But 1.10.0 will have a queue for ground froce training. . .
Title: Re: Simple questions by me
Post by: Father Tim on May 07, 2020, 08:23:16 AM
To be more precise about my issue, if I switch to SM mode, then go to the system view and create a new NPR race (say Russian Alliance) with as specie Human, then it seems I'm auto switched to this race, and they get a colony on the planet body I selected.

But then, it starts to not work as it worked in VB6. I can't switch back and forth between each race (mine and the various human NPR). When I exit and re-enter the system view, I can in fact only access my race.

I clearly remember in VB6 that I could switch from one race to another and add stuff to each of them, as I wanted. It seems it's either no more possible now ?

Untick 'Create as NPR'.  If you leave that selected, you don't get to run that race.

What you are describing is running several Player races, even if you think of one of them as yours and the rest as NPRs.
Title: Re: Simple questions by me
Post by: Black on May 07, 2020, 04:12:18 PM
Well, here I am again fighting with ground combat. I successfully defeated Precursor ground forces, but my units refuse to resupply. I have attached two supply formations to my formation, but it is over a several months of time and supply levels remain same.

(https://i.ibb.co/qJkbdJB/corp-org.png) (https://imgbb.com/)

(https://i.ibb.co/SNVNPKB/supply-level.png) (https://ibb.co/JnrnKzH)

I put the supply formations under individual divisions and then under corp, but nothing changed. One of the supply formations has fever units, but those were consumed during the fight, several months ago.

I have no idea what am I doing wrong.
Title: Re: Simple questions by me
Post by: Garfunkel on May 07, 2020, 04:50:39 PM
The supply regiments are vehicle-based, not infantry?
Title: Re: Simple questions by me
Post by: vorpal+5 on May 07, 2020, 10:39:34 PM
To be more precise about my issue, if I switch to SM mode, then go to the system view and create a new NPR race (say Russian Alliance) with as specie Human, then it seems I'm auto switched to this race, and they get a colony on the planet body I selected.

But then, it starts to not work as it worked in VB6. I can't switch back and forth between each race (mine and the various human NPR). When I exit and re-enter the system view, I can in fact only access my race.

I clearly remember in VB6 that I could switch from one race to another and add stuff to each of them, as I wanted. It seems it's either no more possible now ?

Untick 'Create as NPR'.  If you leave that selected, you don't get to run that race.

What you are describing is running several Player races, even if you think of one of them as yours and the rest as NPRs.

I don't want to run them and I want them to be run by the computer, so they should be NPR race. What I want though, past the initial colony they can have, is to edit their assets and add colonies there and there in the Sol system, like a Russian colony on Mars, a Chinese one on Titan and such like.

This was doable in VB6, even for NPR, if you had access to the 'DB Designer password', which had elevated privileges compared to SM mode. Which I did (having access), you had to PM Steve because he prefered to not make it public. With this password, you could edit a NPR as if it was a player controlled race.

I guess it just means that the tools are not all there for now in C#. And hopefully Steve will still allow this kind of editing further down the road.
Title: Re: Simple questions by me
Post by: Hawkeye on May 07, 2020, 11:56:40 PM
Does anyone know how you can attach Ground Force HQs to each other to create chain of command? Game complains that you need better rating HQ to stack them but there's only one HQ component and didn't see a research for better one

Also has anyone been able to remove "Supporting formation X" from formations or perhaps this is a bug?

The "1000" in the HQ component description is editable.  Change it to "2000" and your HQ also double its size.  Change it "12,000" or whatever.

LOL, I was searching the research window for at least an hour, trying to figure out how to research lager HQs
Title: Re: Simple questions by me
Post by: Black on May 08, 2020, 12:52:42 AM
The supply regiments are vehicle-based, not infantry?

Yes, light vehicles.
Title: Re: Simple questions by me
Post by: StevioM on May 08, 2020, 03:34:38 AM
Quick question from a complete amateur. . .

Survey Carriers/FAC/Fighters. . .  how do I actually use these?

I've set up commercial hangers on the mother ship, I've got 4x fighters assigned/landed. . .  how do I get the fighters to Geo Survey?

There is an in-depth guide for VB, but I believe the order mechanics are now different?

Thanks!
Title: Re: Simple questions by me
Post by: firsal on May 08, 2020, 06:00:06 AM
Is there any way to manually set the required rank to command a ship? If so, where can it be found? (I may have missed it)
Title: Re: Simple questions by me
Post by: Vasious on May 08, 2020, 06:26:25 AM
Quick question from a complete amateur. . .

Survey Carriers/FAC/Fighters. . .  how do I actually use these?

I've set up commercial hangers on the mother ship, I've got 4x fighters assigned/landed. . .  how do I get the fighters to Geo Survey?

There is an in-depth guide for VB, but I believe the order mechanics are now different?

Thanks!

Have a look at SpaceMarines video tutorials one is on Carrier operations

list=PLfTxfvIdAKluRAI7j6_fSc3ypGtC2nmhA&index=10&t=0s

one quick note, Geo sensors are now military components, so the fighters/FAC with them will still have the maintenance clock keep ticking in commercial hangers
Title: Re: Simple questions by me
Post by: Father Tim on May 08, 2020, 06:52:14 AM
Well, here I am again fighting with ground combat. . .


Stick one INF-LOG in a regiment and advance time one production cycle and see what happens.

If nothing, then it may be that units only draw supply during combat.

Otherwise, see:

C# Aurora --> Mechanics forum --> Table of Contents thread --> link to Ground Force Logistics post
Title: Re: Simple questions by me
Post by: Father Tim on May 08, 2020, 07:05:30 AM
Is there any way to manually set the required rank to command a ship? If so, where can it be found? (I may have missed it)


Ship details --> Miscellaneous tab

If it's not there, it hasn't been implemented yet.
Title: Re: Simple questions by me
Post by: firsal on May 08, 2020, 07:28:20 AM
Is there any way to manually set the required rank to command a ship? If so, where can it be found? (I may have missed it)


Ship details --> Miscellaneous tab

If it's not there, it hasn't been implemented yet.

Thus, it has not been implemented. Thanks.
Title: Re: Simple questions by me
Post by: Foxxonius Augustus on May 08, 2020, 08:44:08 AM
I really, REALLY like the new system body editing features (Thanks Steve!).  I can't seem to find a way to modify the tectonics value though and some of the terrains I want to test and play with are locked to a minimum tectonic value.  Is there a way to modify this that I have missed or has it not been implemented (yet?)?
Title: Re: Simple questions by me
Post by: Father Tim on May 08, 2020, 09:12:40 AM
I really, REALLY like the new system body editing features (Thanks Steve!).  I can't seem to find a way to modify the tectonics value though and some of the terrains I want to test and play with are locked to a minimum tectonic value.  Is there a way to modify this that I have missed or has it not been implemented (yet?)?


If it's not on the 'Modify Body' window, it's not implemented.
Title: Re: Simple questions by me
Post by: Black on May 08, 2020, 11:47:16 AM
Well, here I am again fighting with ground combat. . .


Stick one INF-LOG in a regiment and advance time one production cycle and see what happens.

If nothing, then it may be that units only draw supply during combat.

Otherwise, see:

C# Aurora --> Mechanics forum --> Table of Contents thread --> link to Ground Force Logistics post

Seems they really take supplies only in combat. I put 16 SUP vehicles directly to regiment, so each regiment has now 16 SUP vehicles for more than 2 months and they have still 0 supplies.

I wonder if this is WAI? I don't see it mentioned in Steve's original post on Ground Force Logistics.
Title: Re: Simple questions by me
Post by: DFNewb on May 08, 2020, 11:57:39 AM
Well, here I am again fighting with ground combat. . .


Stick one INF-LOG in a regiment and advance time one production cycle and see what happens.

If nothing, then it may be that units only draw supply during combat.

Otherwise, see:

C# Aurora --> Mechanics forum --> Table of Contents thread --> link to Ground Force Logistics post

Seems they really take supplies only in combat. I put 16 SUP vehicles directly to regiment, so each regiment has now 16 SUP vehicles for more than 2 months and they have still 0 supplies.

I wonder if this is WAI? I don't see it mentioned in Steve's original post on Ground Force Logistics.

I think he said this was fixed in 1.9.5, what version are you on?
Title: Re: Simple questions by me
Post by: Black on May 08, 2020, 11:59:09 AM
I am on 1.9.5 but the game started on 1.9.0.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 08, 2020, 02:23:12 PM
IS it possible to rename and change portrait and flag of a NPR race?
Title: Re: Simple questions by me
Post by: Father Tim on May 08, 2020, 02:57:02 PM
IS it possible to rename and change portrait and flag of a NPR race?


You can change the name and flag you see on the Intelligence & Foreign Relations window, but not the 'real' ones assigned by Aurora.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 09, 2020, 10:39:11 AM
A - The event messages appear at the top of the screen, not at the bottom. This does not seem very logical to me. Ships contact expand from bottom to top, so when you have a lot, they are sure to be in the same area as the events. Whereas with the Aurora VB6 way, it would not be a problem.

B - I forgot to check 'avoid combat' for all my HQ, LOG, is it editable?
Title: Re: Simple questions by me
Post by: Garfunkel on May 10, 2020, 07:27:07 AM
No, you have to re-create the unit classes.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 10, 2020, 11:17:10 AM
I did a quick search, but to no avail. How do I unload onto a colony MSPs or fuel? For fuel, that's a brand new colony, so I guess I miss a facility. But MSPs? I can't unload part of the too large MSP reserve of my freighter back to Earth (and here I guess they siphoned some of Earth stockpile to fill their own capacity)
Title: Re: Simple questions by me
Post by: Black on May 10, 2020, 11:31:16 AM
Ship needs to be marked as Supply Ship/Tanker.

Edit: It seems you do not need cargo shuttles to transfer MSP to planet but you need Refuelling Capability on colony and refueling system on ship to transfer fuel.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 10, 2020, 01:14:00 PM
Ok, it works, sort off ...

1. It seems I can't unload partially or load partially, as in VB6. There is a 'minimum available' with a number that can be changed, but so far it seems to not do anything.

2. Although I can drop fuel on Earth, I can't on Luna. Do I need a fuel depot of sort?
Title: Re: Simple questions by me
Post by: Garfunkel on May 10, 2020, 01:16:56 PM
Space Port or Fuel Station.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 10, 2020, 02:18:34 PM
Btw there is both a spaceport and a refuelling station on Earth, is the RS redundant? A freebie we can relocate?
Title: Re: Simple questions by me
Post by: DFNewb on May 10, 2020, 02:32:10 PM
Btw there is both a spaceport and a refuelling station on Earth, is the RS redundant? A freebie we can relocate?

yes same with shuttle bay and the ordinance one.
Title: Re: Simple questions by me
Post by: Black on May 10, 2020, 03:47:09 PM
I have a question about fighter loadout. I have fighters with missiles in the box launchers, I want to switch to fighter pods for ground support. Carrier has the pods in magazines. Is it possible to switch them or do I have to launch the missiles first to clear the box launchers? Alternatively I would have to return to colony to unload the missiles I suppose.

I set the Ship Template Loadout to Pods but that itself is not enough for mothership to reload fighters to different ammunition.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 11, 2020, 05:37:27 AM
As for me my question is: what standing orders you use so that past some fuel usage, a scout will return to the colony for overhaul AND refueling. It seems that if I use 2 standing order with the same fuel condition, this is not working.
Title: Re: Simple questions by me
Post by: skoormit on May 11, 2020, 06:32:34 AM
As for me my question is: what standing orders you use so that past some fuel usage, a scout will return to the colony for overhaul AND refueling. It seems that if I use 2 standing order with the same fuel condition, this is not working.

Currently there isn't a way to do it. It has been posted to the suggestions thread.

I use "Clear All Orders" as the result of the conditional, and when it triggers I manually order the refuel and resupply.
It adds a little micro, but I find it bearable for now. I do hope we get the combined conditional, though.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 11, 2020, 07:06:00 AM
Weird, very weird, we must not run the same version  ;D

There is no "clear all orders". There is a "clear orders list". And it do clears orders from the list but leave running the conditional orders, so whatever you indicate, the list still get orders if you had "survey next five bodies" ... I tried, it does not work
Title: Re: Simple questions by me
Post by: davidb86 on May 11, 2020, 04:44:00 PM
Quote
Weird, very weird, we must not run the same version  ;D

There is no "clear all orders". There is a "clear orders list". And it do clears orders from the list but leave running the conditional orders, so whatever you indicate, the list still get orders if you had "survey next five bodies" ... I tried, it does not work

The clear orders command does clear movement orders, but the conditional orders will just add them back unless you go and change the conditional orders.  Try using the MSP <20% conditional for setting overhauls rather than basing it on fuel.  For most cases it will work,  if you have a ship that has one component with a very big cost, then you are rolling the dice in allowing MSP to get below 20%.
Title: Re: Simple questions by me
Post by: Zeebie on May 12, 2020, 06:52:13 AM
How do I set minimum/maximum ranks for ship commanders?
Title: Re: Simple questions by me
Post by: davidb86 on May 12, 2020, 04:51:22 PM
you can set ranks in the ship design window, open the class of ship you want to change and go to the miscellaneous tab.
Title: Re: Simple questions by me
Post by: Zeebie on May 12, 2020, 09:04:41 PM
you can set ranks in the ship design window, open the class of ship you want to change and go to the miscellaneous tab.

I only see commander priority - what am I missing?

https://imgur.com/a/Y1iXqUz
Title: Re: Simple questions by me
Post by: vorpal+5 on May 13, 2020, 11:27:03 PM
Same for me, I don't think you can do that yet in C# ...

My own question, how do you find rapidly a system body? I was told that the Russian Star Federation was spotted on Gyptis, how do I find it in the Sol System? Yes I know that's an asteroid and probably it has minerals, but is there a search box somewhere?
Title: Re: Simple questions by me
Post by: Father Tim on May 15, 2020, 01:24:07 PM
How do I set minimum/maximum ranks for ship commanders?

You can't.*  Aurora automatically sets these as described in the changes list.  Go to C# Aurora forum --> C# Mechanics subforum --> Changes List V1.00 / Table of Contents thread --> Ship Commnader Rank entry to be taken directly to the relevent post.



*Outside of installing or removing systems that raise the minimum rank requirement.
Title: Re: Simple questions by me
Post by: Father Tim on May 15, 2020, 01:27:05 PM
Same for me, I don't think you can do that yet in C# ...

My own question, how do you find rapidly a system body? I was told that the Russian Star Federation was spotted on Gyptis, how do I find it in the Sol System? Yes I know that's an asteroid and probably it has minerals, but is there a search box somewhere?

If double-clicking on the event in the event log doesn't centre the map on Gyptis, I don't know how you'd find a named rock in the Sol system. Maybe look it up on wikipedia or something to get an idea of where to check?
Title: Re: Simple questions by me
Post by: Second Foundationer on May 15, 2020, 02:56:40 PM
Same for me, I don't think you can do that yet in C# ...

My own question, how do you find rapidly a system body? I was told that the Russian Star Federation was spotted on Gyptis, how do I find it in the Sol System? Yes I know that's an asteroid and probably it has minerals, but is there a search box somewhere?

If double-clicking on the event in the event log doesn't centre the map on Gyptis, I don't know how you'd find a named rock in the Sol system. Maybe look it up on wikipedia or something to get an idea of where to check?

It's maybe not the most rapid way. But this works if nothing else: Clicking on a body in Main window, All Bodies tab centers the map. Asteroids and Comets are listed alphabetically,
Title: Re: Simple questions by me
Post by: smoelf on May 16, 2020, 04:56:37 AM
It's maybe not the most rapid way. But this works if nothing else: Clicking on a body in Main window, All Bodies tab centers the map. Asteroids and Comets are listed alphabetically,

Additionally, if you want to create a colony on a specific body (since you can't create a colony from the tactical map yet), you can find the body that way, check the Body Info tab to see its colony cost, and then find it in the System View. Asteroids there are sorted by colony cost. I have found that to be the easiest way to set up sensor bases on asteroids without minerals.
Title: Re: Simple questions by me
Post by: Ri0Rdian on May 16, 2020, 10:57:20 PM
Any simple way how to do 2-3+ systems transport without millions of clicks? Cycle does not work, since it must be in-system and the VB repeat order buttons are gone  :'(


Plus, is it a normal behaviour that a promoted captain of a ship gets removed from command, even though he still can command that ship after that? Dealing with all the promotions of subofficers and super-early retirements plus health problems is enough hassle, I toggled auto assignment because manual is too much work now.
Title: Re: Simple questions by me
Post by: skoormit on May 16, 2020, 11:27:32 PM
Any simple way how to do 2-3+ systems transport without millions of clicks? Cycle does not work, since it must be in-system and the VB repeat order buttons are gone  :'(

Cycle works fine.

Order templates are also very useful.

As is the Autoroute by System option.
Title: Re: Simple questions by me
Post by: Ri0Rdian on May 17, 2020, 10:02:48 AM
Any simple way how to do 2-3+ systems transport without millions of clicks? Cycle does not work, since it must be in-system and the VB repeat order buttons are gone  :'(

Cycle works fine.

Order templates are also very useful.

As is the Autoroute by System option.

Well, first I thought this was BS, because of the message I got (see attachment). But after reading through it again, I tried it and it does indeed work, just the message could be more explicit in stating that you need to alter the order for it to work, not that it won't work at all (which was my original feeling from the message).  ;D

So thank you for making me question you, then myself then reading it again.  ;)
Title: Re: Simple questions by me
Post by: Father Tim on May 17, 2020, 04:05:22 PM
. . .is it a normal behaviour that a promoted captain of a ship gets removed from command, even though he still can command that ship after that?


Yes, although the second part of your question is incorrect.  The captain is removed because he can no longer command the ship after promotion.  In C# Aurora command of a particular ship is a specific-rank job; it's not available to a range of ranks.

In other words, the job of "Captain of the Matron of the Mists" is for Majors only, not for Majors-and-above.
Title: Re: Simple questions by me
Post by: Ulzgoroth on May 17, 2020, 05:01:12 PM
Quote from: Father Tim link=topic=10649. msg133616#msg133616 date=1589749522
Quote from: Ri0Rdian link=topic=10649. msg133453#msg133453 date=1589687840
.  .  . is it a normal behaviour that a promoted captain of a ship gets removed from command, even though he still can command that ship after that?


Yes, although the second part of your question is incorrect.   The captain is removed because he can no longer command the ship after promotion.   In C# Aurora command of a particular ship is a specific-rank job; it's not available to a range of ranks.

In other words, the job of "Captain of the Matron of the Mists" is for Majors only, not for Majors-and-above.
This isn't true.  You can assign officers above the minimum rank to command a ship, I've had captains and majors running hulls that only required an R6.
Title: Re: Simple questions by me
Post by: Father Tim on May 17, 2020, 06:17:21 PM
Quote from: Father Tim link=topic=10649. msg133616#msg133616 date=1589749522
Quote from: Ri0Rdian link=topic=10649. msg133453#msg133453 date=1589687840
.  .  . is it a normal behaviour that a promoted captain of a ship gets removed from command, even though he still can command that ship after that?


Yes, although the second part of your question is incorrect.   The captain is removed because he can no longer command the ship after promotion.   In C# Aurora command of a particular ship is a specific-rank job; it's not available to a range of ranks.

In other words, the job of "Captain of the Matron of the Mists" is for Majors only, not for Majors-and-above.

This isn't true.  You can assign officers above the minimum rank to command a ship, I've had captains and majors running hulls that only required an R6.


My answer was specific to the Automated Assignments system.  Manually, you can assign any officer of the right type to any post, though sometimes only by using an extra step or two of SM manipulation.
Title: Re: Simple questions by me
Post by: Ri0Rdian on May 17, 2020, 06:24:31 PM
Not sure if you got it right.

I had manual assignment. I like it cause I feel much more personal connection to both Ships and their captains. But whenever an offier got promoted he was removed from command of that ship. After that I went back and could let him command it again. So I saw no purpose in this auto-remove,  no logic (other than RP). Just more work, and I had enough of that looking around through that bajillion of health and retirement messages, whether one of them concerns someone I care about (because he is assigned somewhere).
It was a bit similar to Science officer, which gets removed once promoted, but that is ok, since that position is for lowest rank and lowest rank only (while in other cases my captain promotee could return to his former position). Serves good to train future captains too. Adds to the micro, which is one of the things this game has in abundance and I do not like that much.  8)



Btw, is there a way to do something about the Anomaly: Alien Installation (% research bonus) now with engineers or is that one of the things that are upcoming in the next patch? Got a whole lot of obscure things mixed with VB, C and now those bigger patches.  ;D
Title: Re: Simple questions by me
Post by: Father Tim on May 17, 2020, 07:07:23 PM
Not sure if you got it right.

I had manual assignment. . .

Weird that they're getting removed in that case.  It's almost certainly a bug.

Btw, is there a way to do something about the Anomaly: Alien Installation (% research bonus) now with engineers or is that one of the things that are upcoming in the next patch? Got a whole lot of obscure things mixed with VB, C and now those bigger patches.  ;D

Build a Research Facility at the colony and reap the sweet, sweet Research Point benefits.  The rest of it (universal research boost, dark rifts, invader ships) is only in v1.10+ so not quite available yet (and when it is available in a week or two, it will require a new database so you'll lose the game and the anomaly).
Title: Re: Simple questions by me
Post by: Ri0Rdian on May 17, 2020, 07:33:27 PM
Yeah, I was almost certain it is the new stuff, so whelp I guess   ;D





Edit:
Ok, so this is kinda stupid now. I have checked after some time, and there is stuff without a commander. Had to manually assign a CO about 9 times, half of those to Admin commands. I have hundreds of officers free. The Auto assignment WILL NOT ASSIGN to a post even if I can, most likely because the rank is higher than the one it is intended for (same reason why I asked/complained earlier). There are few officers with the right rank and no job, plus they have the right skill, but also other skill/s that are of a better rank so I assume the system does not want them wasted (like 20% log and 25% mining so they were NOT assigned to a freighter) and thus does not post them there. Kinda bummer.


If it makes me mad enough I might try booting vanilla Aurora and checking if it is truly a bug (probably not a bug but rather oversight/design decision), since I use AuroraMod. Though it might need some creativity that might be hard to do in order to simulate those situations.


Edit2:

Actually, I have a free position of Commodore for Geosurvey section. Even a free Commodore with 30% Survey and everything else at 25% or less. The Auto assignment still hadn't posted him there for some reason. The only thing stopping that might be 50 training he has, but I do not value 50 training higher than 30% survey AT ALL, I hope the game doesn't either (or it does because it uses simple number comparison to get result and Training is the one that is different to the rest of skills).

 ??? ???
Title: Re: Simple questions by me
Post by: firsal on May 18, 2020, 04:14:22 AM
Do combat information centres have an in-game effect now? Last I read, their tactical bonus was still TBD - is this still the case in 1.9.5?
Title: Re: Simple questions by me
Post by: vorpal+5 on May 18, 2020, 10:20:59 AM
Is there a table of the population size compared to thermal and EM output?

Also what is the equivalence between cross section and mass or length? I believe I once knew that when playing A-VB6 but my memory fails me ...
Title: Re: Simple questions by me
Post by: consiefe on May 18, 2020, 11:23:36 AM
A few more from me,

1. What is the annual MSP cost of a ship which stayed in orbit of a colony with adequate facilities?

2. What is the MSP cost during overhauls?

3. And in the wealth tab is that total MSP expenditure on ships accurate?
Title: Re: Simple questions by me
Post by: Black on May 18, 2020, 11:56:05 AM
Is it possible to make ground support satelite? Basicaly ground support fighter without engines. They would be of course more vulnerable to AA and PDO weapons. But is the engine necessary for it tu function?
Title: Re: Simple questions by me
Post by: DFNewb on May 18, 2020, 12:12:16 PM
Is it possible to make ground support satelite? Basicaly ground support fighter without engines. They would be of course more vulnerable to AA and PDO weapons. But is the engine necessary for it tu function?

Yes.

And if you think about it 1km/s is pretty fast speed on a planet.
Title: Re: Simple questions by me
Post by: DFNewb on May 18, 2020, 12:14:13 PM
A few more from me,

1. What is the annual MSP cost of a ship which stayed in orbit of a colony with adequate facilities?

2. What is the MSP cost during overhauls?

3. And in the wealth tab is that total MSP expenditure on ships accurate?

These are all answered in the version 1.0 changelog I believe.

http://aurora2.pentarch.org/index.php?topic=8495.msg101959#msg101959
Title: Re: Simple questions by me
Post by: hostergaard on May 19, 2020, 08:39:31 AM
Guess I will use this threat to ask my simple question. When you assign commander priority in ship design (Miscellaneous) how is it prioritized? Higher or lower? If I give one ship 3 and the other 7 which one will get assigned a commander first?

And please don't link to Steves update, I read it, and it did not clarify for me which way around it was.
Title: Re: Simple questions by me
Post by: Pedroig on May 19, 2020, 08:49:11 AM
Higher is higher, that is what the update said.
Title: Re: Simple questions by me
Post by: hostergaard on May 19, 2020, 09:06:40 AM
Higher is higher, that is what the update said.

Possibly, but it's rather unclear. As far as I can tell it just says higher priority but that is not necessarily the same as the higher number. And it says descending order, but not from what point of view. But hey, thanks anyway! 
Title: Re: Simple questions by me
Post by: Zeebie on May 19, 2020, 03:46:03 PM
Is there a way to see the distance to a potential target from the ship combat screen?
Title: Re: Simple questions by me
Post by: Ri0Rdian on May 19, 2020, 04:16:16 PM
Higher is higher, that is what the update said.

Possibly, but it's rather unclear. As far as I can tell it just says higher priority but that is not necessarily the same as the higher number. And it says descending order, but not from what point of view. But hey, thanks anyway!

I am not sure either since I remember reading something about a change because it was confusing. Well, I guess that did not help much  ;D

But from reading his post in that topic, and assuming it follows same logic as the priority that is used for different ships, it would be lower priority number = higher priority. Asteroid miners and stuff are like 8-9+, lowest priority.
Title: Re: Simple questions by me
Post by: skoormit on May 19, 2020, 04:22:53 PM
3. And in the wealth tab is that total MSP expenditure on ships accurate?

The MSP cost on the wealth tab is not the MSP used to maintain ships, it is the wealth (and minerals) used to manufacture MSP at your maintenance facilities.
Title: Re: Simple questions by me
Post by: Borealis4x on May 19, 2020, 08:09:30 PM
I'll add my own quick question:

Can you buy civilian infrastructure? It says on my wealth/trade tab that there is almost 40,000 units of infrastructure available for export and I'd love to get my hands on it.

And is there a way to make buying from civilian mines the default setting? I don't want to miss out on any resources.
Title: Re: Simple questions by me
Post by: consiefe on May 19, 2020, 08:14:43 PM
I'll add my own quick question:

Can you buy civilian infrastructure? It says on my wealth/trade tab that there is almost 40,000 units of infrastructure available for export and I'd love to get my hands on it.

And is there a way to make buying from civilian mines the default setting? I don't want to miss out on any resources.

They are free infrastructure for you already. I generally start up a colony with a stable JP and a few hundred inf. Rest is handled by free trade by civs.

When you get the event about CMC has established, you can choose to purchase. AFAIK not by default choice.
Title: Re: Simple questions by me
Post by: skoormit on May 19, 2020, 08:43:08 PM
I'll add my own quick question:

Can you buy civilian infrastructure? It says on my wealth/trade tab that there is almost 40,000 units of infrastructure available for export and I'd love to get my hands on it.

And is there a way to make buying from civilian mines the default setting? I don't want to miss out on any resources.

Civvies will automatically move infrastructure available for export to any colony that has an import requirement, and they will pay you for the privilege.

I don't think there is any way to default all CMCs to purchase mode, but you should think hard about whether you really want to buy all CMC output. It is much cheaper in the long run to develop your own mining capacity.
Title: Re: Simple questions by me
Post by: consiefe on May 19, 2020, 08:47:50 PM
I'll add my own quick question:

Can you buy civilian infrastructure? It says on my wealth/trade tab that there is almost 40,000 units of infrastructure available for export and I'd love to get my hands on it.

And is there a way to make buying from civilian mines the default setting? I don't want to miss out on any resources.

Civvies will automatically move infrastructure available for export to any colony that has an import requirement, and they will pay you for the privilege.

I don't think there is any way to default all CMCs to purchase mode, but you should think hard about whether you really want to buy all CMC output. It is much cheaper in the long run to develop your own mining capacity.

I can confirm that import request isn't required for civvies to bring tonnes of tonnes infrastructure. If they think that is required, they don't hesitate.
Title: Re: Simple questions by me
Post by: Borealis4x on May 19, 2020, 09:07:29 PM
Okay, another question that just came up.

Why aren't my tankers refueling my stranded cargo ships? The tankers are flagged as such, have 100% fuel, and a fuel transfer system. I send them to go to my fleet and 'Refuel from Own Tanks", it says they completed the task but my supply ships are still empty. I use the 'Join and Refuel Target Fleet" and that worked, but its a lot more annoying than the first option.

What does 'Refuel from Own Tanks" do? I thought it was to send a fleet to transfer fuel to the target fleet without merging.
Title: Re: Simple questions by me
Post by: consiefe on May 19, 2020, 09:11:54 PM
Okay, another question that just came up.

Why aren't my tankers refueling my stranded cargo ships? The tankers are flagged as such, have 100% fuel, and a fuel transfer system. I send them to go to my fleet and 'Refuel from Own Tanks", it says they completed the task but my supply ships are still empty. I use the 'Join and Refuel Target Fleet" and that worked, but its a lot more annoying than the first option.

What does 'Refuel from Own Tanks" do? I thought it was to send a fleet to transfer fuel to the target fleet without merging.

Maybe both fleets need to be stationary, otherwise it just might not be implemented yet.
Title: Re: Simple questions by me
Post by: skoormit on May 19, 2020, 09:17:40 PM
What does 'Refuel from Own Tanks" do? I thought it was to send a fleet to transfer fuel to the target fleet without merging.

So did I, but it means something else. You are giving your fleet an order to refuel itself, from the tankers in the fleet.
You might issue this order after an absorb fleet order.

Currently, there is no way to tell fleet A to give fuel to fleet B. You can only tell fleet B to take fuel from fleet A, or join the fleets together.
Hopefully this is something Steve will add in the near future.
Title: Re: Simple questions by me
Post by: Borealis4x on May 19, 2020, 09:49:04 PM
Well, now I had another fleet of transport ships stranded and sent a full tanker to merge and refuel, but now they decided not to refuel. I have the individual ships set to refuel own fleet so I can only hazard a guess as to what this black magic bullsmeg is.

EDIT:

Turns out I had to delete movement orders to get them to refuel.

Somewhat related, is there a way to delay cycling orders? I want my fuel convoys to only go and get fuel from the platforms once a year or so so the rest of the time they can stay at Earth on emergency fuel duty.
Title: Re: Simple questions by me
Post by: vorpal+5 on May 19, 2020, 10:12:49 PM
There is an order delay above the 'add move' button. In VB6 this was expressed in seconds.
Title: Re: Simple questions by me
Post by: Father Tim on May 20, 2020, 12:16:14 PM
. . .I have checked after some time, and there is stuff without a commander.

Yes, there are some jobs that will not be filled by auto-assign.  Colony governors and academy commandants and Fleet HQs, etc.  This is because these decisions are too important, and too personal, for Aurora to "get it right."

. . .I do not value 50 training higher than 30% survey AT ALL, I hope the game doesn't either. . .

Indeed.

Go to the C# Aurora Forum, the C# Mechanics subforum, the Change List v1.00 Table of Contents thread, and find the link to the auto-assign commanders post and read the current rules for how it's supposed to work.
Title: Re: Simple questions by me
Post by: Father Tim on May 20, 2020, 12:25:25 PM
Is there a table of the population size compared to thermal and EM output?

Also what is the equivalence between cross section and mass or length? I believe I once knew that when playing A-VB6 but my memory fails me ...

No table, but you can find the 'how many people = strength 1 themal' and 'how many installations = stregnth 1 EM' by searching the VB Aurora Mechanics forum.

It's also easily tested by SM editing a colony's population & installation numbers to, say one million pop or one thousand installtions and checking the resulting signature.

- - - - -

Target Cross Section (TCS) is straight "size in hull spaces" and therefore 'tonnage divided by fifty, round up.'
Title: Re: Simple questions by me
Post by: Father Tim on May 20, 2020, 12:30:58 PM
A few more from me,

1. What is the annual MSP cost of a ship which stayed in orbit of a colony with adequate facilities?

2. What is the MSP cost during overhauls?

3. And in the wealth tab is that total MSP expenditure on ships accurate?


1 -- One-quarter build cost.

2 -- Variable, based on time on the Maint clock (though this is in place of, rather than in addition to, the normal maintenance cost).

3 -- As far as I know, yes.
Title: Re: Simple questions by me
Post by: Father Tim on May 20, 2020, 12:32:54 PM
Guess I will use this threat to ask my simple question. When you assign commander priority in ship design (Miscellaneous) how is it prioritized? Higher or lower? If I give one ship 3 and the other 7 which one will get assigned a commander first?

And please don't link to Steves update, I read it, and it did not clarify for me which way around it was.

It WAS lowest number first.

It is NOW highest number first.

So, the '7' before the '3'.
Title: Re: Simple questions by me
Post by: Father Tim on May 20, 2020, 12:34:29 PM
Is there a way to see the distance to a potential target from the ship combat screen?


If it's not automatically displayed when you select the target, then no, not at the moment.
Title: Re: Simple questions by me
Post by: Father Tim on May 20, 2020, 12:46:14 PM
. . .Somewhat related, is there a way to delay cycling orders? I want my fuel convoys to only go and get fuel from the platforms once a year or so so the rest of the time they can stay at Earth on emergency fuel duty.


It's probably far easier to park the tankers at the harvester fleet and perform emergency refueling from there.

Second-easiest is to set only one or two tankers on cycling orders to move the fuel form the harvester to Earth, and have a separate (emergency) refueling fleet.

Hardest is likey to be as Vorpal+5 suggested and work out exactly how many seconds delay to add to your cycling orders for the whole fleet  (one million seconds is about eleven and a half days, so about thirty million seconds).
Title: Re: Simple questions by me
Post by: Borealis4x on May 20, 2020, 09:38:02 PM
Are Mass Drivers not required to 'catch' mineral packets anymore? I thought I doomed Earth when I realized I accidentally shipped off my last Mass Driver but nothing happened once the packet hit.
Title: Re: Simple questions by me
Post by: Black on May 21, 2020, 01:02:15 AM
Are Mass Drivers not required to 'catch' mineral packets anymore? I thought I doomed Earth when I realized I accidentally shipped off my last Mass Driver but nothing happened once the packet hit.

Maybe Steve forgot to program it? It should definitely have very negative effect when packet hits planet without Mass Driver.
Title: Re: Simple questions by me
Post by: Arekonator on May 21, 2020, 02:46:47 PM
Was the way jump point transit works changed? I have a fleet guarding a jump point into Sol where hostile NPR that lives on the other side periodically jumps in and out.
Here is the issue: I click 5 day increment but get interrupt.  Yet enemy fleet is nowhere to be seen.  With next 5s increment, i spot the enemy on the jump point, assign targets, give orders to open fire.  But with next 5s increment they are gone, back through the jump point, before i can fire.  Probably different side of the same issue, when i jump through on their side, they also have fleet sitting on the jump point.  But i got imediatelly targeted and shot at the same increment i get through.  Not the increment after.
What can i do to punish them from jumping back and forth and spamming me with interrupts?
Title: Re: Simple questions by me
Post by: Father Tim on May 21, 2020, 04:09:39 PM
Are Mass Drivers not required to 'catch' mineral packets anymore? I thought I doomed Earth when I realized I accidentally shipped off my last Mass Driver but nothing happened once the packet hit.

Maybe Steve forgot to program it? It should definitely have very negative effect when packet hits planet without Mass Driver.


I believe that instead Steve disabled the ability to remove the last mass driver from a colony with packets inbound, so most likely you removed the second-to-last mass driver.
Title: Re: Simple questions by me
Post by: Borealis4x on May 21, 2020, 05:21:41 PM
We should get this stickied as a 'quick questions' thread.

Does putting a Forward Fire Director on a light vehicle do anything other than make them heavier and a bit better armored?
Title: Re: Simple questions by me
Post by: Ulzgoroth on May 21, 2020, 06:02:01 PM
We should get this stickied as a 'quick questions' thread.

Does putting a Forward Fire Director on a light vehicle do anything other than make them heavier and a bit better armored?
FFD is required  for aerospace or orbital close support. One FFD unit per ship or six fighters.

EDIT: If you mean 'does the FFD work differently on a light vehicle instead of infantry', the answer is no.

EDIT2: However, having more of your units be vehicles increases the formation's breakthrough potential. So in an armored spearhead type formation, you might want the FFD to be vehicle-mounted, not because it makes it better at its job, but because it avoids making the formation worse at its job.
Title: Re: Simple questions by me
Post by: Father Tim on May 22, 2020, 09:22:10 PM
We should get this stickied as a 'quick questions' thread.

Does putting a Forward Fire Director on a light vehicle do anything other than make them heavier and a bit better armored?
FFD is required  for aerospace or orbital close support. One FFD unit per ship or six fighters.

EDIT: If you mean 'does the FFD work differently on a light vehicle instead of infantry', the answer is no.

EDIT2: However, having more of your units be vehicles increases the formation's breakthrough potential. So in an armored spearhead type formation, you might want the FFD to be vehicle-mounted, not because it makes it better at its job, but because it avoids making the formation worse at its job.


It's not required, it only makes orbital fire support more accurate.
Title: Re: Quick Questions Thread
Post by: DFNewb on May 22, 2020, 09:25:51 PM
We should get this stickied as a 'quick questions' thread.

Does putting a Forward Fire Director on a light vehicle do anything other than make them heavier and a bit better armored?


I've done my part.
Title: Re: Simple questions by me
Post by: Ulzgoroth on May 22, 2020, 09:55:15 PM
We should get this stickied as a 'quick questions' thread.

Does putting a Forward Fire Director on a light vehicle do anything other than make them heavier and a bit better armored?
FFD is required  for aerospace or orbital close support. One FFD unit per ship or six fighters.

EDIT: If you mean 'does the FFD work differently on a light vehicle instead of infantry', the answer is no.

EDIT2: However, having more of your units be vehicles increases the formation's breakthrough potential. So in an armored spearhead type formation, you might want the FFD to be vehicle-mounted, not because it makes it better at its job, but because it avoids making the formation worse at its job.


It's not required, it only makes orbital fire support more accurate.
By that do you mean that you can use orbital bombardment in non-close-support modes and have some helpful effect? Or is close support actually allowed without FFD? The wiki seems to indicate that if you can assign it without FFD, it will have zero accuracy. (But if you have some FFD, you could assign too much support. The formula used makes that counterproductive, but allowed.)

I think I remember someone posting about not being able to assign their fire-support fleet when there wasn't enough FFD in the formation to direct it, too...
Title: Re: Quick Questions Thread
Post by: Zeebie on May 25, 2020, 05:40:26 PM
I think back in VB6 there was an auto fire setting for ships, where they would automatically acquire and fire at targets.  I don't see the equivalent in c# - anyone know if it exists?
Title: Re: Quick Questions Thread
Post by: DFNewb on May 25, 2020, 05:42:55 PM
I think back in VB6 there was an auto fire setting for ships, where they would automatically acquire and fire at targets.  I don't see the equivalent in c# - anyone know if it exists?

I do not believe it exists. The closest thing is the auto assign targets buttons.
Title: Re: Quick Questions Thread
Post by: vorpal+5 on May 26, 2020, 07:13:12 AM
I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
Title: Re: Quick Questions Thread
Post by: lennson on May 26, 2020, 12:56:27 PM
Is there a way to view what the NPC empires are doing using Spacemaster mode?
Title: Re: Quick Questions Thread
Post by: Ulzgoroth on May 26, 2020, 01:06:55 PM
I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
I think they have an active sensor included automatically, similarly to CIWS, but I haven't tested that.
Title: Re: Quick Questions Thread
Post by: DFNewb on May 26, 2020, 01:31:25 PM
I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
I think they have an active sensor included automatically, similarly to CIWS, but I haven't tested that.

I know there is a button to turn on and off active sensors for them. In my tests I didn't really get to check out if they worked or not cause I always had out actives on when my STO's were shooting I think but they don't seem to appear on the tactical map overlay, I do believe the active is there tho.
Title: Re: Quick Questions Thread
Post by: Sara on May 31, 2020, 02:25:33 AM
2 Quick questions:

1) Has anyone found a viable usecase for retrofitting? Changing/upgrading weapons fails because cost/size, Engine because Size+cost ... same for changing colo modul vs terraforming/terraforming if the rest of the ship is the same. I litterally dont find any use cases? does anyone has some?
(Let's exclude sensors and fuel bays :P )

2) If my Ship has a 3000 km/s tracking turret, and the ship flies 3000km/s .... are they added for the tracking (so I''ll be able to track 6000km/s?), only the higher or is there a formular?


Sincerely
Title: Re: Quick Questions Thread
Post by: SpikeTheHobbitMage on May 31, 2020, 06:57:08 PM
2 Quick questions:

1) Has anyone found a viable usecase for retrofitting? Changing/upgrading weapons fails because cost/size, Engine because Size+cost ... same for changing colo modul vs terraforming/terraforming if the rest of the ship is the same. I litterally dont find any use cases? does anyone has some?
(Let's exclude sensors and fuel bays :P )

2) If my Ship has a 3000 km/s tracking turret, and the ship flies 3000km/s .... are they added for the tracking (so I''ll be able to track 6000km/s?), only the higher or is there a formular?


Sincerely
Turret speed is independent of ship speed.  Non-turreted weapons use the better of ship speed and base racial tracking speed.
Title: Re: Quick Questions Thread
Post by: Gabethebaldandbold on May 31, 2020, 10:42:59 PM
Quick question: does anyone know any apropriate places to post a bug workaround?
Title: Re: Quick Questions Thread
Post by: Borealis4x on June 01, 2020, 03:30:39 AM
Is there a way to get a TG to follow a target and keep it at a specific range, like 400k km?
Title: Re: Quick Questions Thread
Post by: Gabethebaldandbold on June 01, 2020, 08:53:47 AM
Is there a way to get a TG to follow a target and keep it at a specific range, like 400k km?
use the order to follow, set minimum distance to 400k km, and change their speed to something similar to the targets', so it doesn't bounce in and out of their range.
Title: Re: Quick Questions Thread
Post by: Zeradash on June 01, 2020, 01:29:29 PM
Question:

Is there a way to see the stats of confiscated missiles and other technologies (lasers etc.   ) once you occupy an enemy world and dig them up? I assumed it could be seen in the Intelligence window on known technologies, but it isn't there and I can't find it anywhere.
Title: Re: Quick Questions Thread
Post by: Migi on June 02, 2020, 02:34:38 PM
Quick question: does anyone know any apropriate places to post a bug workaround?
You should mention it when posting the bug report. If it's particularly important for some reason you could make a separate thread in the bug forum although as I write this, the news ticker says "Post any bugs to the appropriate thread in the Bugs forum. Do not create new threads!".
Title: Re: Quick Questions Thread
Post by: Droll on June 02, 2020, 04:16:07 PM
I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
I think they have an active sensor included automatically, similarly to CIWS, but I haven't tested that.

I know there is a button to turn on and off active sensors for them. In my tests I didn't really get to check out if they worked or not cause I always had out actives on when my STO's were shooting I think but they don't seem to appear on the tactical map overlay, I do believe the active is there tho.

Much like CIWS the internal Actives of the STOs are abstracted away. Every STO weapon has its own active that is strong enough to support the weapons range. Turning off their actives is paramount to telling your STOs to hold fire. Otherwise I assume they remain on.
Title: Re: Quick Questions Thread
Post by: Ulzgoroth on June 02, 2020, 04:24:01 PM
I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
I think they have an active sensor included automatically, similarly to CIWS, but I haven't tested that.

I know there is a button to turn on and off active sensors for them. In my tests I didn't really get to check out if they worked or not cause I always had out actives on when my STO's were shooting I think but they don't seem to appear on the tactical map overlay, I do believe the active is there tho.

Much like CIWS the internal Actives of the STOs are abstracted away. Every STO weapon has its own active that is strong enough to support the weapons range. Turning off their actives is paramount to telling your STOs to hold fire. Otherwise I assume they remain on.
Wiki claims STO sensors are supposed to actually work for detection. I can't confirm that in-game, but that is what it says.

Turning off their actives really shouldn't turn off their fire controls, in the same way that ships can shoot with actives off (or absent) just fine.
Title: Re: Quick Questions Thread
Post by: skoormit on June 03, 2020, 05:20:23 PM
1) Has anyone found a viable usecase for retrofitting? Changing/upgrading weapons fails because cost/size, Engine because Size+cost ... same for changing colo modul vs terraforming/terraforming if the rest of the ship is the same. I litterally dont find any use cases? does anyone has some?
(Let's exclude sensors and fuel bays :P )

Armor upgrades for commercial ship designs are usually pretty cheap, and you get a faster ship. This is especially true with the first 2-3 armor techs.

I have quite a few commercial designs with engine cost <10% of total. Engine upgrades for these designs are almost always worth the refit cost.

I do plenty of other one-off upgrades.
For example, sometimes I build my first-gen survey ships before I have researched Science Department.
After I do research it, I refit all the surveyors the next time they come in for overhaul.