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1
FAQ / Re: Slow down reasons and possible fixes - An Aurora C# guide
« Last post by superstrijder15 on July 31, 2023, 09:39:48 AM »
If you have a DB and you have an old game in there for some reason, you can delete all other games from your current one by doing this in python:

import sqlite3
import pandas as pd

dbfile =  "AuroraDB.db"
con = sqlite3.connect(dbfile)

cur = con.cursor()
cur.execute("SELECT name FROM sqlite_master WHERE type = 'table';")
tables = [a[0] for a in cur.fetchall()]

gametables = pd.read_sql_query("""SELECT m.name as tableName,
       p.name as columnName
FROM sqlite_master m, pragma_table_info((m.name)) p
WHERE m.name <> p.name and p.name = 'GameID'
order by tableName, p.cid
;""", con)
con.close()


con = sqlite3.connect(dbfile)
cur = con.cursor()
total_rowcount = 0
for table in gametables["tableName"]:
    cur.execute(f"DELETE FROM {table} WHERE {table}.GameID <> Your Game ID here")
    total_rowcount += cur.rowcount
    print(cur.rowcount)

con.commit()
print("Total", total_rowcount, "Records updated successfully")
cur.close()
con.close()


Find your gameID by making sure you ran some eventful turns of your desired game, and using the browser above or running a query to find the last item in your FCT_GameLog table and its gameID
2
This thread is a bit old, but answers the question I was asking, and found some answers for, so I'm following up here.

I'm trying a 50% research, limited research admin, conventional game with one NPR in a random stars setup with stable JPs. A slow game, but one I can stumble into the NPR (or they can stumble upon me) at any moment. In this I found that I had too few crew members trained in my academy, and building extra academies takes time and consumes valuable and scarce production capacity in the beginning.

So the solution I adopted was building very cheap low-tech (carronade) warships with AUX of a standard size (7.5kt destroyers) and setting them as conscript. When I'm ready to refit them to a more advanced and useful design, the crew is already trained so I can discard the AUX module in the upgraded (non-conscript) design. It also helps employ/train my officers before missile FACs become useful enough.

My experience is that in this setting, the fleet training concluded earlier than crew training (from conscript up), even with the AUX module, so it is really useful.

The cost of refitting is unavoidable, but is reduced by using the (now greatly expanded) production capacity to pre-produce the more expensive components, allowing the refits to run faster.

And as for giving LCDRs something to do...well, mine are all busy commanding missile pod fighters. And once you get other command and control modules, you need CMDRs for the executive position. Who could otherwise be commanding my destroyers.
That's exactly the kind of fleet doctrine which would not make use of the AUX and etc. Lots of options in Aurora as we all know.
3
The Academy / Re: How to change point defense mode from 3 to anything else?
« Last post by okim on June 02, 2023, 04:14:40 AM »
Indeed!
I swear I tried but must have been dragging on point defense mode in frustration and not on MFC.

Thanks
4
My fleet run into my first NPR and my MFC is set to salvos of 3 for missiles.  My small ship only carries 80 AMM but has fast lunchers.  So I run out of missiles in 3-4 salvos.

Clicking on MFC from my PD and then 1 Missile or area defense never changes the point defense mode from 3.  Same with choosing MFC and then clicking 1 missile and all the buttons on the right sidebar

Its drag and drop.
5
The Academy / How to change point defense mode from 3 to anything else?
« Last post by okim on June 02, 2023, 03:40:13 AM »
My fleet run into my first NPR and my MFC is set to salvos of 3 for missiles.  My small ship only carries 80 AMM but has fast lunchers.  So I run out of missiles in 3-4 salvos.

Clicking on MFC from my PD and then 1 Missile or area defense never changes the point defense mode from 3.  Same with choosing MFC and then clicking 1 missile and all the buttons on the right sidebar
6

To change required rank for an existing formation: Ground Forces window --> Order of Battle tab --> select formation in the tree window at left --> "Change Rank" button at bottom of window, second from right in that row (this one is maybe not as obvious to find).
I had spent some time not finding that in the past,to the point of jsut deleting the formations and instant building them with the new rank
7
As Andrew says, the default rank assignment is completely useless, I for one never adhere to it.

To change required rank for a formation template: Ground Forces window --> Formation Templates tab --> select formation in the window at right --> "Change Rank" button at bottom-right.

To change required rank for an existing formation: Ground Forces window --> Order of Battle tab --> select formation in the tree window at left --> "Change Rank" button at bottom of window, second from right in that row (this one is maybe not as obvious to find).
8
The ranks assigned by the system are vary rarely convenient for the ranks of your available officers. You can change the rank of the commander of a formation on the Formation builder screen, but have to do that before you build the formation
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The Academy / Required rank for formations stuck on Brigadier General at 20k+ size
« Last post by dustrail on May 26, 2023, 09:11:17 AM »
For some reason, any formations with a size bigger than 20k will always have Brigadier General as the required rank, even up to 5m+.  I'm using the Terran Federation rank theme.
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The Academy / Re: Sol barely had any minerals, should i reroll?
« Last post by Zap0 on May 20, 2023, 05:53:53 AM »
Nah, keep rolling with it. I intentionally play resource-starved starts so there is an actual reason to expand. Making conscious decisions where to spend your Gallicite and whether to expand Neutronium or Corundium mining and designing around your constraints is a lot of fun.

Also remember that it's not a competetive game where you need to worry about relative advantages or disadvantages.
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