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Topics - Person012345

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The Academy / Rename a Faction?
« on: February 16, 2016, 09:23:25 AM »
Is there any way to rename a faction? If not, what if I want to merge 2 factions into 1 with a different name, what is the best way to do that?

Off Topic / Stellaris
« on: August 22, 2015, 12:17:52 PM »
So earlier this month (I think), Paradox Development Studio announced a space strategy called Stellaris. PDS make grand strategies like Crusader Kings, Europa Universalis, Hearts of Iron and so on which I love and Stellaris will run on the clausewitz engine, the same one used for their grand strategies. It looks really interesting if you like space strategy games (which I assume you do). Anyone else going to check it out when it comes out?

The Academy / New Game Problem
« on: October 10, 2014, 10:38:03 PM »
MY friend has just installed aurora but when she starts it she gets this:

If she clicks "new", instead of the normal new game setup screen this happens:

Does anyone know why this might be and how to fix it?

Edit: Wait, nemesis campaign? That's an old one right? Let me see if she installed the patches right. >>

The Academy / Two questions
« on: October 05, 2014, 06:57:58 PM »
I've been away from aurora for a while now and I've forgotten a thing or two so here are my questions:
1. How do you view/disassemble produced or salvaged components at a colony.
2. I have some ships with 3 armour level in a level 4 nebulae and whilst it lists their max speed as 972 (their top speed) in the fleet window, they're only travelling at 625km/s as if they only had 1 armour:

What am I missing here?

Edit: on closer inspection, they may actually be physically moving at 900+km/s and it's just labelled wrong.

The Academy / Civilian designs
« on: November 27, 2012, 04:22:00 AM »
I saw in the 6.00 thread that you can view civilian line designs from the class design screen. How? They aren't showing up for me.

Edit: it shows if I export to text file, just not in the actual class design screen

Aurora Suggestions / Official Aurora Error Trading Card Game
« on: October 10, 2012, 04:49:50 PM »
I think that steve should collect a list of all the individual error messages reported by aurora and release them as a new trading card game. We could have battles between Error 6 and Error 3201 and try to collect them all. Whoever manages to collect them all first gets a free downloadable copy of aurora.

The Academy / Annoying interrupts
« on: August 15, 2012, 03:52:01 AM »
I'm getting a lot of annoying, messageless interrupts. They halt auto-turns, which is annoying because turns take a really long time, and I usually set it to 1-day autoturns and go off to do other things whilst 5 days plays out. Is annoying to come back and find that only 10 hours has passed. As it is I'm getting lots of apparently random interrupts which, even with SM mode enabled, do not display any reasoning. I was wondering what is likely to be causing this, as I was under the impression that NPR fights should a) display a "this could be due to NPR's fighting" message under SM and b) not interrupt autoturns anyway.

Here's a screenshot:

(click the screenshot for a bigger version)

The Academy / Question relating to bug
« on: June 29, 2012, 05:03:49 PM »
So, I posted this in the bug thread a while back but recently found out what might be cause.

Basically, every 5 days I get:
Error in OrbitalMovement
Error 11 was generated by Aurora
Division by zero

Someone suggested that it might be a planet with an orbital period of less than 5 days, and behold I have one in my home system with a year that is 28 hours long. Now, I'm not sure that I had this error right from the beginning, but it occurred to me that it might have started around the time a civilian mining colony started up there.

So a few of questions for anyone who might know:
Is this likely to be the cause of the error message?
If yes, is it likely to be fixable by abandoning the colony and banning the body?
If not, is there any way to delete the specific planet?

The Academy / Event log text file
« on: June 17, 2012, 05:16:11 PM »
I can't seem to find the text file where aurora dumps the events log when you press "text file". I recall having seen it somewhere before, can anyone tell me where it's supposed to be?

The Academy / Environmental tolerances info
« on: June 05, 2012, 03:52:59 PM »
Is there a way to view NPC's known environmental tolerances other than through the intelligence window?

For some reason, I assume because of my resolution (although I've extended the screen, so every other window manages to be full size (well, reduced height size), the bottom of the intel window refuses to show. If I drag it up above my screen, the window just cuts off at the bottom and I can't make it any bigger. Thus my question.

Aurora / Palian Federation vs Kilan Council
« on: June 05, 2012, 01:02:12 PM »
Ok, so I pretty much just had my first battle proper with an NPC in aurora, it went well and I figured I could make a story out of it. So I did. I don't really have any idea if I'm good at writing, so I would welcome any criticism or comments you might have.

I know the designs may not necessarily be the best, or very good at all, but I started pre-trans-newtonian, am fairly technologically unadvanced and would not expect the race to know how to build the most perfect space-killing machines, so it fits with the RP.

With that said, let's begin:
"They're here sir"
Commodore Gardiner had known they would come. He had hoped it would not be this soon.
"Are you sure it's them?" he asked.
"The Kilan Council sir? Yes, I'm sure."
The Kilan Council were a race of aliens detected in the system originally termed Horus. Contact had started pleasantly enough, although it was quite difficult to establish contact with them as their language was quite basic, consisting of growls and roars that were highly contextual.

However, approximately 2 weeks ago, a new class termed the "tarantula" had been detected on scanners in the sol system, one jump away from Palis. This was nothing untoward, we were content to let the humans deal with them, it was their system after all.

Suddenly, the humans contacted us with news that a distress call had been received from one of the Grant Shipping and Logistics fleet Seitokai Yakuindomos. The Yakuindomo had reported that the ship identified as the Tarantula had begun firing upon it, in orbit whilst it was loading goods from earth. It said it appeared to be using a high powered projectile or energy weapon, the crew were in such a state of panic, and not being military personell, were not able to identify the weapon precisely. All they knew for sure is that these weren't missiles. A few moments later, there was screaming as the bodies of the crew members who did not make it to the lifepods were sucked out into the cold void.

This scene was repeated over the next few hours with other ships attempting to flee the system, their civilian transponder signals just popping out of existence. Grant shipping lost 4 of it's ships, 80% of it's fleet, and Mcdonald Shipping Services a further 2. The humans were outraged. Friendly trading vessels had just been blown out of the sky in their territory. They sent a diplomatic demand for an explanation, an apology, and reparations. They received no reply. 2 days later, the humans formally declared us an ally, pledging to keep their space free of the Kilan threat. However, subsequent searches were not able to locate the Tarantulas.

And now they were here. Palis. The home system.

A Karzai S, a modification of the Karzai FAC, the sensor platform of the Texco Corporation's FAC fleet, had been stationed at the jump point in anticipation, along with the full Texco fleet of 10 Karzai FACs. Gardiner was glad that the government had largely subcontracted defence plans to the corporation, as if left to the government, they would no doubt have prioritised civilian pursuits instead. Although 10 FACs was not a lot, at least it was something. To add to Gardiner's worries, they were only equipped with the old Sunspray MkI missiles, a design since obsoleted by the Sunburst MkI. Oh well, he thought, they should be able to return to the planet and reload with the new a couple of times before the tarantulas get here.

Note that they're officially equipped with the Starburst here.
Code: [Select]
Karzai class Fast Attack Craft    1,000 tons     114 Crew     145 BP      TCS 20  TH 80  EM 0
4000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 4.81 Years     MSP 45    AFR 16%    IFR 0.2%    1YR 3    5YR 48    Max Repair 48 MSP
Magazine 6    

Quail Class Nuclear Pulse Engine E80 (1)    Power 80    Fuel Use 800%    Signature 80    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 2.3 billion km   (6 days at full power)

Teflon Class Missile Tube (2)    Missile Size 3    Rate of Fire 30
Knifefish Class Fire Control (1)     Range 60.2m km    Resolution 70
Sunburst MkI (2)  Speed: 20,000 km/s   End: 35.7m    Range: 42.9m km   WH: 5    Size: 3    TH: 66 / 40 / 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Being the Government officer, he would of course not be commanding the Karzais, but as they were our primary defence against the intruders, he would be watching with bated breath nonetheless. Rather, he would be commanding the Yakisoba Missile Bases stationed on Pales, although he hoped it would not come to that.

Normally carries the Baselard
Code: [Select]
Yakisoba class Missile Base    14,650 tons     1220 Crew     1198.4 BP      TCS 293  TH 0  EM 0
Armour 8-53     Sensors 1/0     Damage Control Rating 0     PPV 100
Magazine 1000    

Ansorgiidae Class Missile Launcher (10)    Missile Size 10    Rate of Fire 300
Antefungivoridae Class Missile Fire Control (2)     Range 67.1m km    Resolution 20
Sunspray MkI (333)  Speed: 13,300 km/s   End: 93.7m    Range: 74.8m km   WH: 3    Size: 3    TH: 44 / 26 / 13

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Planetary Defence Centre and can be pre-fabricated in 6 sections

The young Lieutenant Commander snapped him back to the present situation.

"Here sir, the Karzais have launched the first wave of missiles and are heading back to rearm. As you can see the sensor craft is moving in the opposite direction in order to put distance between it and the Tarantulas, whilst keeping them in range"
Gardiner considered pointing out to the young officer that all this was blatantly obvious, but decided against it as they were probably all nervous and the kid was trying his best in the situation.
"Good good, keep monitoring the situation"
"Yes sir"
Gardiner could see that the enemy craft were disoriented from the jump, and did not notice the missile launches. Initially they started heading outwards of the system, as if to make toward the distant 3rd star of the system, which was devoid of anything. But they presumably regained their bearings, as they then turned towards the home planet and started at what appeared to be their top speed of 2767km/s. Whilst it would take them several days to reach us, equally it would take the karzais a while as, despite being only 1000 tons, they only travelled at twice the speed of the Tarantulas. That was in spite of the recent advances in engine technology, he thought.

Part of his trepidation was that of uncertainty - Whilst we had been acquainted with the Kilan for several years, we had no real intelligence on their capabilities. They had largely kept to themselves thus far. Apart from the odd survey vessel, which disappeared from our screens as quickly as it had appeared, we had had no contact with any of their ships, and despite having theoretically explored all but 1 star in the jumpcluster, we had so far only come across a single low-emissions outpost. Hopefully the Index class' visit to that would shake them up a bit. He smiled. The index class were very outdated now, but should be sufficient to give them a little shock if that outpost remained undefended. His smile did not last long as his thoughts came back to the present. Whilst we knew little of the Kilan's capabilities, we knew the humans appeared to be a highly advanced species. Their freighters capabilities were far beyond that of our own and they often granted us technology that was beyond anything we had. And yet the Kilans thought they could just waltz into their space and do whatever they damn well pleased. Either the Kilans were stupid, or they had some fairly fearsome technological and military might behind them.

Suddenly, a cheer went up from the room. Gardiner snapped out of his daydreaming again and looked at the screen. Senor readings indicated 6 size 3 explosions impacting the ships. Telemetry from the missile confirms that 6 hit, with 4 going astray. There appeared to be no attempt at point defence from the tarantulas whatsoever, despite our knowledge that they mounted point-defence capable weaponry. Although truth be told, they probably didn't even see the missiles until they were lodged firmly in the hull plating. Their sensors did not appear to be active but even if they were they seemed quite pathetically inadequate according to the data sent to us by the humans. Although this was understandable, as they carried no missiles and had no need for long range scanning sensors. The Indexes were installed with a similar suite. It was noted that one of the tarantulas was streaming atmosphere, but had no apparent damage other than that.

It was several hours before the Karzais had made it back to reload. The Sensor Karzai was still shadowing the tarantulas, but was now becoming worryingly low on fuel. They stocked up on the newer sunbursts and headed back out to face the alien threat. Gardiner decided to take a break. It would be another few hours before the Karzais reached their target, and it was quite late already. He called the Nichijou class freighters who were shuttling automines between moons orbiting the secondary star back to Pales, then went to take a nap.

He woke to the noise of his alarm clock. Getting dressed quickly, he headed to the operations room. The Karzais were right on schedule, soon due to release the Sunbursts, with a much higher speed, improved accuracy and larger warhead compared to the Sunsprays. Although they had shorter range, this was not considered a drawback. Ah, there it was. The sunbursts were released... or were they? They should have been dropped already, why were their signals not appearing onscreen?
"What's going on?" he barked at the Lieutenant.
"I... I don't know sir... There appears to have been a launch malfunction... the missiles were not released"
"A malfunction? Aren't those missiles supposed to be brand new!?!?"
"Yes sir... I don't know the details yet..."
The Karzais went round for another go, but again, the missiles failed to launch. The Commodore was now worried. It looked like, having gone around, the Karzais would not get another chance to reload. The fate of Palis, Pales and the entire Palean race, may now lay squarely on his shoulders.

The hours passed in a blur. The things happening about him were mainly passing him by. Although the Yakisobas themselves were perfectly functional and the base had the awesome Texco Starlight class Radar array giving them active scanners out to 150 million kilometers, the Baselard class missile they were meant to launch were horrible. Outdated, and not even good when they were new. Short range, a mediocre warhead given their size and half the speed of a starburst. One thing said to him did stick though - The aliens seemed to be heading for Palax, not Pales. But Palax was just a small colony on the next planet to Pales, the third and final in orbit around Palis. It was chosen as it had a remarkably similar composition to Pales and was perfectly habitable as is. But why would the aliens be int... Then he realised. Since they had banned the sol system for civilian freight (due to the, now justified, worry that the tarantulas were still lurking around, despite human assurances), the civvies had been shipping freight between Pales and Palax. At the time of incursion, most were loading at Palax. The aliens might not have known of any settlements, but the civilian transponders shone like a beacon on their sensors. This was bad. The baselards had no hope of covering the distance required to protect it. In fact, there was only one missile that did have the range...
"Yes sir?"
"How quickly could we get the remaining Starspray stocks transported here from the Texco Armoury?"
"Uh, if we hurry it, a day at most sir."
"Get it done"
"Yes sir"

The aliens were now closing with the planet Palax. The last Starspray missiles had just finished being loaded into the Yakisoba storage and loading mechanisms. Although they were much smaller than the bases were designed for specifically, modern launch systems could work around smaller missiles, that was not a problem.
"Do we have a lock on?"
"Not yet sir. They'll have to be right at the edge of the scanner range of the takoyaki class scanner on Palax before they'll be in range of the fire controls here. Maybe another hour or so."
"Very well. Keep an eye on it"
Of course I'll keep an eye on it, thought the young lieutenant.
"yes sir"

Finally they were in range.
"Ok, I want Yaki 001 and 002 to fire all tubes at Tarantula 002. Yaki 003 and Yaki 004 can fire at Tarantula 003. Yaki 005 should fire half and half at each."
"Yes sir"
"Fire 5 salvos, then wait"
There was a rumble as the Old Starspray Mk Is launched up towards the heavens. They should be reaching their target in just a few minutes. He looked at the screen. Missiles were leaving the tubes exactly as planned.
"You ever find out what happened to those starbursts?"
"Uh, well sir, it seems likely that in the confusion, the ground handlers loaded the missiles incorrectly - they loaded them as you would load a sunspray, instead of using the correct method for a sunburst."
"There's a difference?"
"Yes sir"
It's amazing to think that such a stupid mistake could cost them so dearly. No, he mustn't think like that. The starspray had proved effective against this enemy already, and he had every faith now in stopping the invaders. Regardless, if the two planets' orbits had not happened to be at their closest point, the yakisobas' fire controls would not have had the range to cover Palax. It was only this stroke of luck that meant Palax had any defence at all. As he watched the missiles stream inward towards their targets, he thought of the aliens on board. What they were thinking, destroying unarmed freighters. Surely they knew this would be taken as a declaration of war? If they wanted to know more about our anatomy they could have just asked.

The Sunsprays impacted their target. Well, 8 did. The other 7 were wayward. Regardless, an engine was hit on Tarantula 002 and it's thermal signature dropped noticeably. He continued to watch. The tarantula 003 was lagging behind the 002 very slightly and as a result, the missiles took longer to reach their target.
"score 12 hits on tarantula 003"
"she looks like she's dead in the water, as it were, nice shooting"

Although there were another 4 salvos inbound to each ship, they proved unnecessary. The next salvo impacted, 11 of the missiles finding their target, the tarantula 002 disintegrating under the onslaught. A similar story for the 003, which, just moments later, succumbed. A cheer went up around the room. The Commodore wiped some sweat off his brow. These aliens didn't seem so tough after all. Maybe they really were just stupid.

A few days later he was back in the command bunker. The Indexes had reported that they had reached their target, the tiny alien colony in Horus. They also detected some limited ground troops. The indexes fired their 10cm lasers at the army base. Large portions blew up before the personell even knew what was happening, with 12 lasers from the PFS Kazari and the PFS Shirai's 3 twin fig wasp lasers targeted at ammunition dumps and fuel storage. 5 seconds later the PFS Accelerator and the PFS Railgun opened fire, further eradicating large portions of the base, the barracks and other installations were targeted. 10 seconds passed, and the two initial ships were recharged, ready to open fire once again. From then on they mostly targeted any concentrations of troops they could discern. With 24 lasers being fired every 10 seconds, the organisation of the ground troops quickly broke down, with men running every which way and any semblance of military discipline gone. An ultimatum was issued to the colony proper. Surrender or face the same consequences. Silence, came the answer. Now Gardiner knew it. They really were just stupid. He gave the order to open fire. Within a few minutes, 80% of the colony was on fire or in ruins. Civilian habitats, now just hunks of twisted metal and molten glass, industrial equipment broken and burning. There was no longer a detectable heat or EM signature from the colony. Any survivors would quickly run out of life support. The Indexes were ordered home. Maybe that would dissuade them from trying anything like this again. Only time would tell. The commander ordered the Nichis to pick up the survivors and drop them off at Pales, then go back to moving the mines. Hopefully, things could get back to normal for a while.

The Academy / Prefabbed PDC Problem
« on: June 04, 2012, 02:10:54 PM »

Am I missing something?

There are no minerals at the colony, but I need the option there to find out what minerals I need (if any, I've never used prefabbed PDC's before), so I assume it would at least show up on the list before that.

The Academy / Two-stage missiles
« on: June 01, 2012, 12:02:30 PM »
Just had a quick question about two stage missiles that I wanted to check before I designed an entire launch system around a missile that won't fit it:

When calculating the launcher size required for a two-stage missile, does it take into account the size of both stages, eg. Stage one is size 5 and stage two is size 5 therefore you need a size 10 launcher, or does it only take into account one of them, eg. in the above example a size 5 launcher would be needed. Are there any additional important or unintuitive mechanics about multi-stage missiles I should be aware of?

The Academy / Trade goods
« on: May 07, 2012, 02:48:41 PM »
I read here that basic trade goods appear at 1 million population. Did this change somewhere, because I have a population that has been at over 1m (now approaching 1.5m) for quite some time now and hasn't started demanding or supplying any goods. Apart from infrastructure.

The Academy / Mineral packet/mass driver bug
« on: March 12, 2012, 12:09:39 PM »
Yes, this is more of a bug, although I'm not posting it in the bugs thread because I'm still on v5.50, and I mainly want to know if there is some way of fixing the situation as it is. If this is the wrong forum, please move it.

Basically, for one of my factions, the mineral packets that have been sent from some civilian mining colonies only extend half-way to their target, and instead of send more out, they're now just piling up on the colonies in question. They show as contacts on the system map, and there's a huge pile of them over the sending planets, and enough to extend half-way to the main planet but they just stop there.

Suggestions? I don't really know whether they're actually delivering their minerals, but I suspect not and have stopped them sending now.

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