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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ush213 on Today at 03:32:27 PM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Zax on Today at 02:17:04 PM »
Wait, there's TWO "Steve"s in this end of the thread! Whom are you damning?

And even if we can change "starting age" does that mean commanders still get old at "the same age" or at "the same time from graduation"?
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Unclemestor on Today at 11:36:28 AM »
v2.5.1 Issue:  Combat drop medals ID 34, 36 Auto Assignment not working
Assumption: 5 combat drop medals 35, 37 also not working [More difficult to test I think]

Prerequisites:
[not required, but shows nothing user related should be impacting this test]
Create brand new aurora folder
Extract Aurora1130Full into folder
Extract Aurora250 into aurora folder, overwriting db and exe
Extract Aurora251 into aurora folder, overwriting exe
Default game loaded by ... default

Steps to reproduce:
Enable SM mode

Open up Commanders, enable Automated Assignments

System Generation and Display -> Select Mars -> Modify Body to habitable
(ex: .1 oxygen, .35 aestusium, 0 co2)

Still in System Generation and Display -> Create Race on Mars, leave left all settings as defaults

Save example game
Exit Aurora
Re-start Aurora

[You could create the New Race GU here, but I did it later.  Swap back to the Terran Federation "main" species here]
Turn back on SM Mode

Time skip 5 days (Maybe not be necessary, but I don't know if this is required to ensure the new species is working)

Open up Alien intelligence, set as hostile

Instant research Ground Combat - Troop Transport Drop Bay - Standard
Instant research power & propulsion -
 - Pressurized Water reactor
 - Pebble Bed Reactor
 - Gaseous Fission Reactor
 - Nuclear Thermal Engine
 - Nuclear Pulse Engine
 - Nuclear Gas Core Engine (Could go fewer techs but up to you)
Instant research Construction/Production - Shipbuilding rate fully
Instant research Energy Weapons
 - Visible Light
 - Near Ultraviolet
 - Ultraviolet
 - Far Ultraviolet
These EW techs aren't necessary, and they are the wrong ones to increase Racial Weapon Strength anyway!

Create Project for Engine - Nuclear Gas Core EP125 (50% power, 25HS)
Instant the Project so it is available immediately

Go to Ground Forces -> Unit Class Design
instant design Unit Class VEH - CAPx2
instant design LVH HQ10, noncombat
[Note, any unit should do, but I'm trying to make something "real"]

Create formation template: 236x VEH - CAPx2, 1x LVH 10k HQ
Change created Formation Template Rank to lowest possible (Major, assuming default game)
Put the ~10k template in an Organization, and instant org 10 on Earth

Class Design - Create Drop Ship design
2 Troop Transport Drop Bays - VL
some number of engines to move it

Medal Management - Create medals for automated assignment for
-Participate in Combat Drop - Formation
-Participate in Combat Drop - Transport

Economics -> Shipyard ->
Use free retool biggest commercial shipyard (Santone Dockyard if on default game)
Build 2 of the new ship designs, pass time until Mid Feb

After ships built:
Validate commanders are assigned to ground units and ships, assign manually if not.

Switch to the New Species
Instant Create Unit Class Design PWL Infantry to get shot
Instant Create Unit Class LVH HQ10, noncombat (because even sacrificial lambs deserve a HQ)
Create Formation of 3312x PWL Infantry, 1x HQ
Put the ~10k template in an Organization, and instant org 5 on Mars
Switch back to the Terran Federation Race

Open Naval Organization, select fleet with Dropships
Create colony on Mars
Select earth, load up all 10 Formations
Select Mars, Orbital Drop all ground units

Advance time until drop and invasion is complete.

tldr; steps for repro
Create medals for Orbital Drop, create race in-system, give them some GU, Orbital Drop invade them

Expected Result:
Medals for Orbital Drop - Formation and Orbital Drop - Transport are awarded appropriately

Actual Result:
No Medals for Orbital Drop - Formation and Orbital Drop - Transport are awarded for naval commanders or ground commanders.

Even doubling the invasion forces to clear the surrender requirements doesn't result in anything.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Today at 07:03:43 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other  words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)

Damn you Steve, the universe is dead now  :'(

More free time to play Aurora!!   ;D
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Droll on Today at 05:38:52 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)

Damn you Steve, the universe is dead now  :'(
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 04:26:34 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)
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C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on Today at 04:25:44 AM »
Officer Graduation Age

On the Create Race window and the Race Information window, you can set the 'Graduation Age' for each Species.

This sets the starting age for each new commander and replaces the default 21.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Pallington on Today at 02:41:37 AM »
...
In further as it stands one can build a 'mothball hangar' that would normally have an insane maintenance cost but can considerably cut down on the maintenance cost of other ships sitting in port, using one designed for the ship above we have:
...

In your example, you build a hangar that costs ~4k bp in order to save ~1.5k MSP per year, while requiring an additional 4,123 tons of maintenance capacity.
Assuming you need to build two maintenance facilities (60BP each) to provide the extra capacity, and with MSP costing 0.25 BP each, your annual savings represents a rate of return on your investment of ~9.1% while occupying 100k workers.

You also have an up-front cost of the shipyard needed to build that carrier (~11k bp, depending on your tech level), and the ongoing workforce that yard requires (almost 10m workers).
You are going to have to make (and use) a lot of these carriers and/or wait a very long time to recoup the cost of that yard.

There are simpler ways to get far better returns in the game.
For example, suppose instead of building that shipyard you build financial centers of equivalent cost.
Let's say 90 fincens. Costs 10.8k bp, and 10.8k corbomite.
Uses only 4.5m workers. Less than half what the yard needs.
Returns annual income equal to 27 times your "wealth per million workers" tech level.
Even if you are still at the starting tech level (100 per million workers per year), and have no wealth creation bonus from your governor or sector, that's 2.7kbp per year.
So a bare minimum rate of return of 25%, using half as many workers.
With a couple tech levels and a modest governor bonus, it's not hard to be making your investment back in two years or less.

I think there's an argument for endgame gallicite starvation scenarios (esp with high-speed doctrines) for the cheapest "PDC" that is just a ton of hangar bays, just to convert some gallicite usage into not-gallicite usage, wealth costs be damned.

Also, ships in hangars still count towards maintenance tonnage?

EDIT: They don't, you were talking about the extra size of the "yard."

I think at early to mid game this is definitely NOT worth it, but again once you start hitting end-game techs if you haven't managed to spool up gallicite mining for whatever reason this can help mitigate gallicite consumption a little (you typically have near infinite duranium unless your ships are all giant armor bricks and even then neutronium bottlenecks first?). My ship of only a bit bigger size is 40k BP for 45kt, so a hangar that can store it is 6k BP and i'd save 9k MSP per year or about 900 gallicite per year in MSP cost, if i'm calculating this correctly.

My mining productivity is lagging a bit (50/yr) so that's 18 mines at 1x productivity, which, if automated, costs 4320 BP. For the sake of argument let's say it averages out at 1x between accessibility, gov bonus, and transportation latency/throughput.

Paying an extra 50% to conserve the same amount of minerals with much less micro (and I can go even cheaper on the PDC if necessary) isn't the worst deal. (Even if my numbers are off, gah. closer to 8k MSP and 800 gallicite which is 16 mines)
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Development Discussions / Re: Naming Theme Suggestions
« Last post by Kiero on Today at 02:34:10 AM »
Could you update Polish names? Currently implemented in game are from medieval times :) (Surnames are ok)

Also, there is a difference in surnames for females.
Exp. The male surname "Wolski", the same surname for female "Wolska".

If it is not possible to implement, male surnames will be fine.

SJW: Added for v2.4.0. Can only have one surname file, so used male.

I came up with a way to have male and female surnames (which are different in Polish).
When adding a new name file, we first create ‘Names for men’, twice giving the same file with (male) first names and with male surnames.
Then we add another one, this time twice pointing to the file with first names but for female names and then to the correct file with female surnames.
We have two naming conventions, one male and one female.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Today at 12:00:21 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(
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