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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jovus on Today at 12:13:41 PM »
Thanks. That way it works.
Does that "fire missile once you're at that location" make any sense? In what circumstance can that be senseful?

It is useful for dropping sensor buoys or mines.

I should think this could stand re-naming to avoid confusion. I always considered it to be 'launch missiles with this as your target' and simply never thought of it as anything else because I was dropping mines and buoys anyway and they naturally wouldn't move. But were I to try drones or probes, I'd probably follow the same workflow and be surprised.

I'd suggest "Launch missiles from" or even just 'Launch missiles' since you have to choose the location already to get this prompt.

In fact, I'd suggest having both - 'Launch missiles' would just act as it does now, while 'launch missiles from' would pull up a sub-menu that allows you to choose whch launcher and missile you want to use.
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C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by Jovus on Today at 12:09:17 PM »
Wait wait what? How do I remove Jump Gates in SM mode?

In the System Information window, there's a tab for Jump Points. If you switch to it and are in SM mode, it gives you all kinds of options having to do with jump points, including moving them, unlinking and re-linking them, deleting them, generating new ones, and whether or not they have jump gates.
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The Academy / Re: Sensor Buoys to Pre-Scout new System
« Last post by Steve Walmsley on Today at 06:11:27 AM »
Thanks. That way it works.
Does that "fire missile once you're at that location" make any sense? In what circumstance can that be senseful?

It is useful for dropping sensor buoys or mines.
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The Academy / Re: Sensor Buoys to Pre-Scout new System
« Last post by TMaekler on Today at 05:55:32 AM »
Thanks. That way it works.
Does that "fire missile once you're at that location" make any sense? In what circumstance can that be senseful?
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by TMaekler on Today at 05:52:57 AM »
When a ship is destroyed due to a "catastrophic maintenance failure" a message is given if the commander on that ship survived. But since I also had a team on that ship, I didn't receive any message, that that team had been killed also.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Rabid_Cog on Today at 05:25:04 AM »
Or it could just be an assigned function just like the ship classes. Keeps things nice and simple and similar to an existing system.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Zincat on Today at 04:24:45 AM »
Following up on what has been posted in the last two posts.
In the officers assignment screen, civilian sector, I would love it if we could sort the colonies by function.

Once you're 25 years in game and you have 30-40 or more between planets, mining colonies and listening posts it's a big mess.

It would be super helpful to be able to choose what to show, much like what happens with military ships. That way, I can chose to see inhabited colonies, or civilian mining colonies/automine colonies, or similar.  And assigning civilian leaders becomes a lot easier and more streamlined.
The "classes" of colonies could be the same that you can see in the "population" screen when you sort by function.
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The Academy / Re: Sensor Buoys to Pre-Scout new System
« Last post by Conscript Gary on Today at 04:22:37 AM »
Well, the first thing to understand is that the "Fire missiles at" does not mean 'fire missiles towards from where you are', it means 'fire missiles once you're at that location'.
In order to target arbitrary planetary bodies from the combat screen, it's necessary to use waypoints. First, select the system body in the system map window. Then, in the Waypoints tab, click 'Add to SB'- this ensures that the created waypoint will move with the body's orbital motion.
You can then select the waypoint as a target in the Combat Overview, and hit Open Fire.
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The Academy / Sensor Buoys to Pre-Scout new System
« Last post by TMaekler on Today at 03:54:10 AM »
Came up with the idea for new system exploration, not only to send in a small carrier which then launches several shuttles which go geo and grav exploring, but also to load the small carrier with a passive sensor buoy which it can launch at the planets to see, if there are aliens present. After arriving in the system I linked the buoys to the Fire Control and in the Task Groups windows cycled through the planets and added the command "Launch Missile at" for each planet.

Now comes the strange part. Instead of shooting a missile at the target, the ship began moving towards it. So I clicked several cycles but no missile was launched. The ship finally arrived at the first planet, then went to the next, without ever shooting any of its buoys. So not quite what I had intended. Anybody an idea, what went wrong? Since I cannot target the planets in the Combat Assignments Windows... how do I do it?
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The Academy / Re: Finacial centres v. expand civilian economy
« Last post by Michael Sandy on Yesterday at 07:43:59 PM »
Expand civilian economy has the benefit of increasing how much infrastructure civilians generate.  Once you have infrastructure on another body that can support 1 million pop, civilian ships start being generated.  This generates a lot of wealth.  Once that colony exceeds 25 million, you can switch the supply and demand of colonists so you are paid for colonist arriving and leaving a colony world.

This can generate ridiculous amounts of wealth, at the expense of creating a lot of civilian ships which will slow the game CPU down.
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