Recent Posts

Pages: [1] 2 3 ... 10
1
The Academy / Re: Best route to mining Io
« Last post by Noriad on Today at 02:20:01 PM »
Another possible strategy (I play conventional starts), which must be played from the beginning, is to combine civilian mining and regular colonies.
Initially, I only survey bodies that are good for colonization: Luna, Mars, Mercury, and possibly some of the larger gas giant moons.
At game start, I immediately start enlarging my naval shipyard and when it's big enough (roughly 3000 tons), I build a survey vessel with conventional rockets, conventional geosurvey equipment and a tiny cargo space. Slow and primitive but adequate for this task.
I then survey those few bodies, and if any has the potential to spawn a civilian mining operation, I leave it untouched and dump 2 infrastructure on an empty body. This unlocks the creation of civilian mining. Then I push my wealth income as high as feasible with financial centers and accompanying research, to increase the chance of triggering a civilian mining center. Once it is in place, which is why I initially restrict my initial surveys to places I want the mining colonies to spawn, I add a regular colony to it.
If you build a regular colony, no new Civilian mining centers can spawn. But once the first civilian mining center is in place, it will expand over time, adding up to the equivalent of hundreds of automines. Plus you get a free military unit to keep order.
Civilian mining centers spawn if the body contains Duranium or Gallicite, minimum 10,000 units with concentration 0.7 or more. Higher wealth income increases the spawn chance.
2
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kaiser on Today at 01:35:30 PM »
Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.
3
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Steve Walmsley on Today at 11:59:33 AM »
Hi All,

I've encountered a weird issue with the game which started this morning

When opening Aurora I'm getting error pop-ups, the first one is '2. 5. 1 Function #1170: Object cannot be cast from DBNull to other types'.  This is then followed by hundreds of '2. 5. 1 Function #3040: Object reference not set to an instance of an object.
I can click through the pop-ups and eventually the game will load, but I've saved and exited and tried again and the errors simply start again.

I have no idea what the cause might be as I haven't done anything unusual in my playthrough and don't really know what it might be.  I'm wondering whether it's an NPR issue?

Any advice would be really appreciated as my current game has been working brilliantly until now and I've been really enjoying it so I'm desperate to save it!

#1170 is the function that loads system bodies. If that fails, the game won't work. If you know how to look at the database file, you can check for a null value in FCT_SystemBody.

Are you definitely on v2.5.1, as I recall something on these lines in an earlier version?
4
Development Discussions / Re: Naming Theme Suggestions
« Last post by JacenHan on Today at 11:58:08 AM »
A list of names either pulled from or inspired by the ship naming screen in Helldivers 2, with some of the more universe-specific (ie "Super Earth") and satirical (ie "Elected Representative of Family Values") names removed. All names are in the format "X of Y", with 7150 total combinations from 130 "X" and 55 "Y" phrases. Examples include:
  • Master of Law
  • Blade of the People
  • Titan of Audacity
  • Wings of Redemption
  • Queen of the Stars
Not all the combinations sound as cool (ie "Patriot of Patriotism"), but most are pretty good, and there are plenty to re-roll.
5
Garfunkel's Fiction / Re: Solar Hegemony Redux
« Last post by nuclearslurpee on Today at 11:19:57 AM »
Oh, and moving cities and changing jobs, those also took a little bit of my time.

Given your recent entry to the ranks of folks called "Doctor", I'm glad to hear you've successfully found a job. The market these days is not the best. Hope it is a good one, too!

Quote
Luna equipment would follow its own nomenclature, which confusingly meant that M1 was now the name of a shovel, a helmet, a carbine, an old armoured car, a tank prototype, a series of tractors, a field howitzer, a heavy anti-aircraft gun, an aircraft gun, a light anti-aircraft gun, a tank gun, a bayonet, a chemical mine, a flamethrower, a hand grenade, a rifle, a mortar, a Bazooka, a submachine gun, but now also meant the ultra-light carbine that used caseless ammo to prevent Lunar dust from jamming its mechanism and its Duranium coated body could withstand the extreme temperature swings between Lunar day and night. Or so its designers claimed.

"If we don't know what we're wielding, the enemy sure won't!" --some American general c.1956, probably

Quote
the M8 all-terrain vehicle for logistics purposes.

The M8A1 Tactical Resupply Utility Carrier Kit.  ;D

Honestly I can't believe the U.S. Army hasn't come up with this one yet...

Quote
the M7 anti-air machine gun
[...]
Against the Red Air Force, if it ever appeared on Luna, the mechanized columns would be protected by the M16 HMG, which was just the M7 placed on a Luna-qualified trike, and the M17 Air Defence Vehicle, carrying a short-range surface-to-air missile.
[...]
The M21 Air Defence Vehicle was truly a behemoth, being the largest combat vehicle that the Americans were planning to build and it carried both missiles and heavy AA guns, able to cover an entire formation against flying threats. The fact that the Soviets had not demonstrated such capability had not deterred American engineers.

Should I take this to imply that there will be mucking about with ground support fighters at some point in the campaign? Or are the AA units purely for roleplay purposes?

I usually can't bring myself to use AA even for roleplay purposes, it is simply too wasteful for me... but in some campaigns I have used, e.g., small Gauss turrets to represent AA elements as these have some minimal practical use despite the heinous expense involved.

Quote
If they had known the maintenance problems that the CCCP KOSMOS was struggling with, they might not have been quite so worried. Production of mines had been halted by the Kreml and a new crash build of maintenance facilities was prioritized. This program was completed on the last days of December and allowed Kreml order the construction of 10 Krivak-M10B1 fighters.

Given that the initial outlay of 5,000 tons supported is quite generous until survey ships start going up, the Soviets do seem to have seriously overbuilt their space forces here. Although given the general Soviet policy of preparing to utterly dominate a war and then failing to declare it, this is at least on-brand.

I note a general lack throughout this update of snazzy OOB graphics, while I would not fault an authAAR for such an omission it is a clear mark of taste and elegance borne by only the very best AARs thus such graphics would come highly recommended.  ;D
6
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Skip121 on Today at 11:08:19 AM »
Hi All,

I've encountered a weird issue with the game which started this morning

When opening Aurora I'm getting error pop-ups, the first one is '2. 5. 1 Function #1170: Object cannot be cast from DBNull to other types'.  This is then followed by hundreds of '2. 5. 1 Function #3040: Object reference not set to an instance of an object.
I can click through the pop-ups and eventually the game will load, but I've saved and exited and tried again and the errors simply start again.

I have no idea what the cause might be as I haven't done anything unusual in my playthrough and don't really know what it might be.  I'm wondering whether it's an NPR issue?

Any advice would be really appreciated as my current game has been working brilliantly until now and I've been really enjoying it so I'm desperate to save it!
7
The Academy / Re: Best route to mining Io
« Last post by legemaine on Today at 10:47:51 AM »
Hi , thanks to all of you that took the time to reply to this thread.

I haven't researched Ark Modules yet, but I can see that this might well have been the optimum strategy. I currently have a bunch of terraformers heating up the surface and CC is now well below 6 and I hope to be below the magic 5 before long. Hence on this occasion I will probably go with a reducing the CC to a reasonable value by heating up the surface, getting the colony size to an acceptable level and then letting the civs pile in. I note the comment that this won't work so well with the next version with reduced trade good availability, but well, I'll do it differently next time!

Thanks again for the interesting insights

Legemaine
8
The Academy / Re: Best route to mining Io
« Last post by nuclearslurpee on Today at 10:37:53 AM »
Here's an old detailed thread with worker count mechanics: https://aurora2.pentarch.org/index.php?topic=12258.0

Since Io's colony cost is 6.2, you will need to either use terraforming to get your CC below 5 or deploy orbital habitats. This is because the proportion of your population working in the manufacturing/mining sector will over time drift towards (25-5*colonyCost)%. This means that it is possible to have your worker pool shrink over time even as your population increases.
  • A 0 CC home world will eventually settle into 25% of its population as TN workers
  • A 2 CC plant will have 15% as TN workers
  • A 5 CC plant will have 0% as TN workers

A couple of implications which may be relevant for OP and others:
  • With a small amount of calculus, you can find that the peak manufacturing population occurs for a (total) population in billions of P = (0.76 - 0.04*C)^4, where C is the colony cost. For an Io colony cost of 6.2, this means the maximum manufacturing population will occur for a total population of about 69 million (nice!).
  • For a colony cost less than 5.0, once you reach a population of about 240 million the services sector hits a maximum of 70% and manufacturing population increases linearly with total population. This means that, in theory, growing a colony with C < 5.0 will eventually allow you to exceed the maximum manufacturing population from the previous point, although for higher colony costs this may not be economical and the "lower maximum" may be a more realistic target. I would say colony cost of 3.0 or 3.5 roughly marks this boundary, but it depends on how willing you are to invest in growing a population beyond 240 million.
  • A colony with C > 5.0 has a hard maximum manufacturing population, and you should not grow it beyond this point. In practice, you probably want to be within a couple million population in either direction and draw off pops/infrastructure from normal growth every so often to maintain the level. This rule applies for Io!
  • For a colony cost less than 1.5, manufacturing population will always increase with total population.
Since ark modules do not have any agricultural population, the rules work a little bit differently, but suffice to say since the colony cost factor disappears you will always gain manufacturing population when expanding an orbital (total) population. Since Ark Modules cost a bit more than 500 infrastructure per million population, this means that Ark Modules are probably the most cost-efficient way to support a population for a colony cost greater than 5.0; for lower colony costs it depends on the relative importance of the infrastructure costs vs improved population efficiency, but probably a colony cost of 4.0 is a good approximate break point as a rule of thumb. I would therefore recommend using orbital populations to colonize Io if you have researched and built Ark Modules.
9
The Academy / Re: Best route to mining Io
« Last post by gpt3 on Today at 10:09:19 AM »
Here's an old detailed thread with worker count mechanics: https://aurora2.pentarch.org/index.php?topic=12258.0

Since Io's colony cost is 6.2, you will need to either use terraforming to get your CC below 5 or deploy orbital habitats. This is because the proportion of your population working in the manufacturing/mining sector will over time drift towards (25-5*colonyCost)%. This means that it is possible to have your worker pool shrink over time even as your population increases.
  • A 0 CC home world will eventually settle into 25% of its population as TN workers
  • A 2 CC plant will have 15% as TN workers
  • A 5 CC plant will have 0% as TN workers
In the future in v2.6.0: https://aurora2.pentarch.org/index.php?topic=13463.msg169793#msg169793
  • The new "Colonization Pressure" mechanic means that your population will be reluctant to immigrate (and tempted to emigrate) if your CC is too high.
  • Trade good production has been drastically reduced, so you won't have as much free civilian infrastructure as before.
10
Garfunkel's Fiction / Re: Solar Hegemony Redux
« Last post by Garfunkel on Today at 09:59:56 AM »

Whoa, talk about a little delay. I blame Paradox for finally putting a discount on the BattleTech DLC which meant I could try out the big BEX mod. Oh, and moving cities and changing jobs, those also took a little bit of my time.

1956

The Pentagon has finally shown the greenlight for the formation of American Luna garrison. The brass had asked industry for a wide range of proposal for equipment while at the same time the in-house think-tanks had theorized doctrine and organization, ultimately leading to several rounds of wargames. Luna equipment would follow its own nomenclature, which confusingly meant that M1 was now the name of a shovel, a helmet, a carbine, an old armoured car, a tank prototype, a series of tractors, a field howitzer, a heavy anti-aircraft gun, an aircraft gun, a light anti-aircraft gun, a tank gun, a bayonet, a chemical mine, a flamethrower, a hand grenade, a rifle, a mortar, a Bazooka, a submachine gun, but now also meant the ultra-light carbine that used caseless ammo to prevent Lunar dust from jamming its mechanism and its Duranium coated body could withstand the extreme temperature swings between Lunar day and night. Or so its designers claimed. This carbine would equip the security and rear area troops while the infantry would go to battle with the M2 assault rifle, the M3 designated marksman rifle, the M4 light machine gun, the M5 Luna-Bazooka, the M6 Portable Mortar System, the M7 anti-air machine gun and the M8 all-terrain vehicle for logistics purposes.

Thanks to the lessons of the Second World War and the Korean war, all the infantry would be fully mechanized, utilizing the M9 and M10 armoured personnel carriers, one armed with a squad machine gun and the other with a light but high-velocity cannon. If encountering Soviet armour, the M11 Gun Motor Vehicle would be brought up, as it carried a heavier high-velocity cannon capable of utilizing the latest SABOT rounds. The M12 Motor Mortar System provided close fire support whereas field artillery wielded the M13 Self-Propelled Gun. For traditional cavalry duties, the M14 Fire Support Vehicle with its light automatic cannon and the M15 Mobile Gun System with its heavier sister, were available. Against the Red Air Force, if it ever appeared on Luna, the mechanized columns would be protected by the M16 HMG, which was just the M7 placed on a Luna-qualified trike, and the M17 Air Defence Vehicle, carrying a short-range surface-to-air missile. Further missiles and other supplies, were loaded onto the M18 logistics truck.

Finally, the planned heavy formations, which would form the mailed fist of America, would be built around the M19 main battle tank, carrying the same high-velocity cannon as the M11 but being better armoured as well as carrying secondary machine gun armament. They would be supported by the M20 infantry fighting vehicle, equipped with a medium automatic cannon and a machine gun. Just as well armoured as the tank, the M20 would ensure that its passengers would reach the battle intact despite expected heavy Soviet shelling. The M21 Air Defence Vehicle was truly a behemoth, being the largest combat vehicle that the Americans were planning to build and it carried both missiles and heavy AA guns, able to cover an entire formation against flying threats. The fact that the Soviets had not demonstrated such capability had not deterred American engineers.

A tank company would consist of 14 M19 MBTs, four in each of the three platoons, and one each for the company commander and vice commander. Four tank companies would make up a battalion, with its headquarters made up of a M24 CP5 headquarters tank, the battalion commander's M19, two M18 supply trucks and a M17 ADV for protection. Similarly, a mechanized infantry company would consist of 14 M20 IFVs, four for each of the three platoons and one for the company commander and vice commander. The dismounted infantry squad consisted of four M2 AR riflemen, two M3 DMR marksmen, and two gunners, one with the M4 LMG and the other with the M5 RPG. This squad could be split into two fireteams in two configurations - in the first form, the riflemen would form the manoeuvre element while the marksmen and the gunners would provide fire support. In the second form, each team would have equal equipment and thus manoeuvre separately, relying on the IFVs for fire support. A mechanized platoon would have four squads and a mechanized company would have three platoons, for a total of 48 riflemen, 24 marksmen, 12 LMG gunners and 12 RPG gunners. This did not include the crew of the M20 IFVs who were mandated to stay with their vehicle at all times. The fourth company in a Mechanized Battalion was a Weapons Company that, instead of infantry, had close-in fire support in the form of the M6 mortar and the M7 AAMG.

In July, Corundium deposits ran dry on Earth but all powers had ample stockpiles of it. In August, the Soviet Union once more expanded its DSTS network and United States increased their fighter building capability. In September, the Soviet Yurga design and manufacturing bureau completed the prototypes of all four types of their MBP 100mm T-10 railguns, ranging in barrels from one to four. Each was capable of firing every 10 seconds. Naturally, the more barrels a gun had, the larger it became. It would be possible to upgrade the Krivak-M to use the faster firing single barrel gun but the larger guns would degrade its speed unless compromises were made elsewhere. Krivak-M10B1, -B2, -B3 and -B4 would also require a more powerful powerplants which required more space. In fact, the Krivak-M10B4 became so heavy that its speed dropped from 700 m/s to 438 m/s. Reducing the fuel storage slightly, from 26,000 litres to 21,000 litres, allowed Krivak-M10B1 to remain at 250 tons and 700 m/s. The Politburo ruled that on the short term, this approach was to be taken. The other versions would have to wait for the emergence of more powerful engines.

November saw the 18th American research complex start work and it was sorely needed as Pentagon demanded that the Essex class armed shuttle should fly as soon as possible to counter the Soviet Krivak gunships. If they had known the maintenance problems that the CCCP KOSMOS was struggling with, they might not have been quite so worried. Production of mines had been halted by the Kreml and a new crash build of maintenance facilities was prioritized. This program was completed on the last days of December and allowed Kreml order the construction of 10 Krivak-M10B1 fighters.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk