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Messages - boggo2300

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1
Aurora Chat / Re: What is a financial centre anyway?
« on: January 16, 2018, 03:04:04 PM »
I always rp that a colony without any financial centers is a pretty rough industrial kind of place with diners and dive bars. For me adding a financial center adds a central business district, and the overpriced coffee shops and wine bars that go with that.

See Newcastle *ducks*

2
Aurora Chat / Re: What is a financial centre anyway?
« on: January 15, 2018, 02:48:58 PM »
They actually are. Each body already has population devoted to environment (including food) and service sectors. So the 50k people are directly involved in a financial centre.

To OP, they are a placeholder to combat budget deficit. Personally I hardly ever use them because they are so silly but the whole wealth side of Aurora is pretty underdeveloped.

see  City of London

3
C# Aurora / Re: C# Aurora Changes Discussion
« on: January 09, 2018, 02:53:13 PM »
The Mosquito might be an even better example.  It had nose-mounted 20mm cannons for air-to-air work, and could carry bombs, rockets, or even a torpedo.

The Mossie was heavily modified to get into that state,  it had been converted to what would now be a strike aircraft at that stage, it's original design was an unarmed light bomber, and the Photo Reconnaissance, Light Bomber, Strike, and Night Fighter variants were all modified enough to fulfil their specific roles and were built into the different types from construction, though in 1940-43 by necessity there was a lot of using aircraft for not their intended purpose by the RAF,  they had no other option.

Sorry if it seems I'm nitpicking but I'll take any opportunity to bang on about the wooden wonder!

4
C# Aurora / Re: C# Aurora Changes Discussion
« on: December 11, 2017, 02:45:39 PM »
Wait, does this mean there's no point in building more than one or am I misunderstanding something?

That's exactly what that means 8)

5
C# Aurora / Re: Robotic Sub-race
« on: December 06, 2017, 03:07:45 PM »
I've been turning it on as the first thing I do when starting the program since before there was an Aurora,  so by this stage I couldn't even have told you that!

6
C# Aurora / Re: Robotic Sub-race
« on: December 03, 2017, 02:55:21 PM »
P. S.  use SM is not the solution for my personal opinion

This is pretty much the reason SM is in Aurora, to adjust it to simulate things that Steve hasn't programmed in.  I can't think of a time when I ever actually disabled SM

7
C# Aurora / Re: Replacing PDCs
« on: November 14, 2017, 03:17:20 PM »
Now a missile silo might work better on the ground instead ( seeing how it needs logistics and storage for missiles, and how any hits to magazines could provide a risk meaning more need for protection ).

Actually I'd be fine with things like that,  Single use facilities that can be built just like other planetary infrastructure,  like a Missile Silo facility, A Hangar Facility, a Bunker Facility (increased protection for ground troops) sort of thing

8
C# Aurora / Re: Replacing PDCs
« on: November 13, 2017, 02:30:19 PM »
I just think that building a massive missile base into a mountain range to defend a planet is a cool thing to do

AMEN!

9
C# Aurora / Re: Replacing PDCs
« on: November 08, 2017, 02:53:44 PM »
My excitement for C# Aurora suddenly dropped like a stone ... ;(  :'( :'(

I sort of agree,  hell North Korea has multiple PDC's now

10
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: November 08, 2017, 02:51:59 PM »
What is this invade thing you speak of? surely theres only glass the surface from Orbit
or have I been doing it wrong all these years?

11
Announcements / Re: Out of Town
« on: October 03, 2017, 03:31:11 PM »

I believe that's a sword not a hammer...

12
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: October 02, 2017, 03:54:04 PM »
You are right, I forgot a step (switching from long guns to short guns), but razee frigates were generally the ships equipped with carronades. Mostly because normal frigates were a little fragile for the throw weight a carronade battery could offer, so they needed to be more sturdily built in comparison. Razees were perfect for that because all the other bits were already in place and all that was needed was removing the superfluous top gun deck.

It also meant you had a use for captured ships of the battle you couldn't maintain on that level. Well, for more than spare parts anyway.

No carronades were actually very widely used, most ships of the line carried a deck of them as well as long guns, and most frigates used them as their primary guns with Long guns in a secondary role for some range,  carronades giving you more bang for the weight so to speak.

H.M.S. Indefatigable (sticking with Hornblower) though a Razee (though so many British Frigates were Razees rather than Frigate built it could be considered the norm) had;
twenty-six 24-pounder guns on her gundeck, and mounted eight 12-pounder guns on her quarterdeck and a further four on her forecastle, as well as four 42-pounder carronades on her quarterdeck and two on her forecastle.

Incidentally because of this,  Indefatigable was much more dangerous at close range AFTER she was Razee'd than before as a 64 gun third rate!

13
C# Aurora / Re: Replacing PDCs
« on: September 24, 2017, 04:37:35 PM »
Thanks for all the comments and suggestions. I am going away for a week on holiday so I won't be posting (or working on Aurora). I'll start work on ground units when I get back.

DOOOOOOOMMM!!!!

14
Aurora Chat / Re: Bigger = Better?
« on: September 24, 2017, 04:33:05 PM »
to the original question;
No

at least not in my opinion

Biggest (military) ship I've ever made was a 55,000 ton carrier.

usually I have
Sloop/Corvette           <1,000 ton
Frigate/Destroyer       1,000-2,500 ton
Cruisers                     2,500-10,000 ton
Battleships                 9,000-40,000 ton
Carriers                    10,000-55,000 ton

with the vast majority of classes being at the low end of the range.  My favourite game had no ship larger than 10,000 tons  though it was a quite odd ball game with 3 fledgling moon colonies in orbit around the same gas giant trying to er "unify" and everyone was dead within 10 years in game time

15
The Academy / Re: RamDisk
« on: September 19, 2017, 04:28:18 PM »
next year maybe

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