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C# Bug Reports / Re: EXO 'Dance'
« Last post by nuclearslurpee on Today at 01:16:33 AM »
This is not a bug, this is how automated assignments work. The command module jobs like XO are usually considered to be lower-priority than ship commands, so when a new ship command opens up (from construction, deaths, etc.) it is likely that an officer assigned to a subcommand job like XO will be reassigned to a ship command role.

One common cause here is if you are building a large number of fighters which do NOT have the "No Officers" checkbox ticked in the class design window. Fighters tend to be built frequently and take your low-ranking officers out of subcommand positions so they can command the fighter - I usually don't let officers command fighters because of this (and because having a LCDR in charge of, like, three guys seems a little silly to me).
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C# Bug Reports / EXO 'Dance'
« Last post by vorpal+5 on Today at 12:56:48 AM »
My only EXO post in my playthrough is constantly being replaced, position lasts between 5 days and 60 (when things are calm!).

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What minerals are Maintenance Supply Points made of?

1 MSP = 0.1 duranium + 0.1 gallicite + 0.05 uridium (0.25 total minerals)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by mmaaddnndd12 on Yesterday at 05:48:31 PM »
What minerals are Maintenance Supply Points made of?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on Yesterday at 04:39:13 PM »
Probably from this thread. I don't recommend that thread simply because it's not official and is therefore unsupported, but I've used the mirrors once or twice myself so it's a viable alternative.

Thank you, nuclear!
The important thing is that the resulting installation is reliable.   :)
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Development Discussions / Re: Aurora C# for Linux?
« Last post by Daan on Yesterday at 04:12:27 PM »
Worked for me with aurora 2. 5. 1 and proton - experimental. 
The layout/colours i fixed with the DeepBlueTheme mod

Did have an issue with the known decimal notation bug for some regional settings.  (research, construction, etc values where multiplied by 100 on newly created games)
Got it to work for my by adding "HOST_LC_ALL=C %command%" as a launch option. 
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Garfunkel on Yesterday at 09:10:44 AM »
Oh, he started a new one! I thought you were reposting the old one. Cheers, will read for sure.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by randakar on Yesterday at 08:51:24 AM »
Just popping in to post a link to a long writeup of a game over on the Paradox forums, made by Blue Emu - https://forum.paradoxplaza.com/forum/threads/sirius-business-a-c-aurora-forum-game-v2-5.1621469

Perhaps some of you might find this interesting to read.   


Fixed the link
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Steve Walmsley on Yesterday at 04:15:54 AM »
If you want to maximize your potential returns, scan the asteroids with the highest gravity - specifically, from what I've seen, asteroids that don't require LG infrastructure tend to be more likely to have minerals, and if they have minerals, they're more likely to have (very) high concentrations.

Hmm...this is intriguing. Now I'm going to have to do some correlation testing.

Then again, my primary use for asteroids is orbital mining, and that requires small asteroids.

Still, it would be interesting to find an optimizable survey pattern.

Higher mass means the RNG is weighted towards larger deposits, but lower accessibility. Lower mass means the opposite. This is why super-terrestrial worlds tends to have huge deposits but often minimal accessibility, whereas asteroids usually have very high accessibility, but small deposits. Higher mass asteroids will still tend to still have higher accessibilities, but a better chance of a larger deposit.

Systems with younger stars are weighted toward a higher chance of deposits being present.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Garfunkel on Yesterday at 12:19:36 AM »
In the System Body Modification window off the System Generation and Display window, player cannot adjust Radiation level. Attempting to change the number to something other than zero does not work. Closing and re-opening the window does not change things. Dust Level can be changed in this manner without issues. It is also not just a visibility issue, as changing radiation to 50,000 and then running time until the next construction cycle shows that nothing happens to the colony on that body: environment tab shows 0 radiation and population growth is not affected.
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