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C# Aurora / Re: Suggestion for officer changes
« Last post by Hazard on Yesterday at 11:31:35 PM »
While Aurora doesn't have the option to keep a reserve, lowering your standards is a thing. This doesn't get you more officers but it does get you more enlisted over time.
The Academy / Re: What are flight crew berths good for?
« Last post by Barkhorn on Yesterday at 07:47:16 PM »
The fighters are supposed to take big morale penalties from going over their deployment time, but if you're not seeing that, maybe it's bugged.
The Academy / What are flight crew berths good for?
« Last post by Jovus on Yesterday at 05:23:13 PM »
I know what flight crew berths are. They're extra crew quarters you put on your ships to provide living space for the crew of parasite craft.

But what advantage do you get for having them? Or put another way, what are the mechanical effects of not including sufficient crew berths?

I'm asking because I just realized crew berths were a thing, and I have several carriers floating about with exactly zero extra crew berths. Yet, despite this, I have found no obvious problems because of the lack.
C# Aurora / Re: Aurora C# Screenshots
« Last post by Marski on Yesterday at 05:20:14 PM »
Yeah, Visual Basic is just so hopelessly outdated that you're actually getting a lot more done so much faster with C# than with VB if you'd had sticked to upgrading it.
The Academy / Re: How to set up a multiplayer game?
« Last post by captain_carrot on Yesterday at 04:27:37 PM »
Are TG orders, production orders, etc.  saved even if you don't advance time?  If so, I could see a situation where two players shared the Aurora folder in an equally accessible database somewhere and advanced time when agreed upon and both teams have had a chance to create orders as a slight improvement over PBM, although it would probably get very cumbersome to say the least.

Probably best if your opponent is available for hot seat gaming if you get into a shooting war.
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jovus on Yesterday at 03:38:19 PM »
C# Aurora / Re: Suggestion for officer changes
« Last post by Desdinova on Yesterday at 01:56:46 PM »
I think having promotions being based on the sum of available billets per rank is a great idea.

A suggestion I'd like to offer: Reserve Officers. Every military maintains a large pool of reserve personnel. In Aurora it's really easy to run into critical manpower shortages if your shipbuilding outpaces your academy training rate; it'd be interesting to have a "mobilize reserves" option for time of emergency/war. Mobilizing would give you a pool of new officers and crewmen to assign. The downside would be: it costs a lot of credits, and maybe performance is lower or suffers over time if you keep them mobilized, due to declining morale.
The Academy / Re: How to set up a multiplayer game?
« Last post by sublight on Yesterday at 12:34:10 PM »
Yes multiplayer is possible, but the practicality is still up for debate. To add an empire to go to the System Detail window (F9), select a planet with a potentially inhabitable atmosphere (i.e. Earth), and click 'add empire'. Make the new empire player controlled (and 'human' if Earth starting) and you are done.

From that point changing empires only toggles point of view. The AI will never make issues on your behalf so the game will only process orders you had previously queued up. In practice you issue orders for Empire A, switch empires, issue orders for Empire B, and then advance time. Having a dedicated SM/referee is useful for deciding how much to advance time, which interrupts are important, and optionally issuing new tactical orders to keep the game moving.

For further detail here is a link to a multifaction lets-play I started a couple years back. It didn't last long but it covered basic setup in excessive detail.

The Academy / Re: How to set up a multiplayer game?
« Last post by Erik Luken on Yesterday at 12:12:37 PM »
Using SM mode, each player has a password for their race. The SM passes the database file between players. Otherwise you need to hot seat multiplayer.
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Barkhorn on Yesterday at 11:49:54 AM »

That should be tied in with damage too.  Incoming fire should be able to cause partial failures as well.
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