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Posted by: Brian Neumann
« on: February 17, 2012, 10:51:18 AM »

For maintaining a stable start position, it would help to use the real stars option.  This way you are going to tend to reach the same stars each time you use a jump point from a particulair system.  If you don't then delete the system and try again.  This would be especially true if you set the local star % chance fairly high so there is less chance of the computer saying that a particulair jump point goes to some system on the other side of the galaxy.

Brian
Posted by: Garfunkel
« on: February 17, 2012, 08:43:28 AM »

Thanks for the AAR, IanD, it was a good read. Little stuffy with all the little details but I think you found a good mix of strategic and personal level. The little personal snippets really brought the story alive nicely.
Posted by: IanD
« on: May 11, 2011, 07:42:04 AM »

Designer Mode is better as it will handle any cascade-deletes that a straight removal from the database may not account for. I have used it before when the Invaders got too big for their boots. Send Steve a PM for the password, I can't forward it on.
Thanks, emailed Steve for password.

Awesome AAR, tore through it in like 2 days with moderately grievous consequences to my university schedyle, but was totally worth it  ;D

Thanks for those kind words

I am definitely up for reading some more AAR's :)
I would too appreciate more stuff.

I will see what I can do, I was mulling over the idea of a sort of common start conditions that would be retained through any future versions of Aurora, starting tech from where the previous one left off, having Mars terraformed with similar mineral etc. It could mean invoking a reshuffling of jump points quite frequently, as though these are not stable structures and liable to change (as often as Steve updates Aurora ;D ). It would mean keeping a note of colonies and their population and trying to shoehorn them into the new Galaxy.
Posted by: Jakalo
« on: May 09, 2011, 02:54:13 PM »

Awesome AAR, tore through it in like 2 days with moderately grievous consequences to my university schedyle, but was totally worth it  ;D

I would too appreciate more stuff.
Posted by: Beersatron
« on: May 06, 2011, 12:11:32 PM »

I have access to the database but cannot find the table I need to modify. I fear I would need an idiots guide to where to look. If you can provide that then I may be back in business.

While you are waiting would you be interested in AARs from the 5.42 game I have running currently?

Regards


Designer Mode is better as it will handle any cascade-deletes that a straight removal from the database may not account for. I have used it before when the Invaders got too big for their boots. Send Steve a PM for the password, I can't forward it on.

If you get it, then choose the Invaders as your default race and ONLY open the Ships screen - do not open anything else or you will get errors (which do not damage the game though). This makes it harder to figure out what could be the issue but you can start to delete some of the ships which should help par them down a bit.

I am definitely up for reading some more AAR's :)
Posted by: IanD
« on: May 06, 2011, 02:20:22 AM »

If you have designer mode you could go look and maybe make the offending ships have an 'accident'?

I have access to the database but cannot find the table I need to modify. I fear I would need an idiots guide to where to look. If you can provide that then I may be back in business.

While you are waiting would you be interested in AARs from the 5.42 game I have running currently?

Regards
Posted by: Beersatron
« on: May 04, 2011, 11:43:24 AM »

If you have designer mode you could go look and maybe make the offending ships have an 'accident'?
Posted by: IanD
« on: May 04, 2011, 02:30:36 AM »

At this point, I think the EDA misses having moderate ranged energy weapons.  Put a few of those on 11,000 speed ships and you can have a long range battle with the Invaders.

I agree with you, that was the requirement the Sword class were designed to meet, unfortunately Earth effectively ran out of Gallicite before more than five could be built. Just hoping the 50 second increments disappear, but its been doing this since mid March and the game has progressed eight days!  :(

Regards
Posted by: ShadoCat
« on: May 03, 2011, 07:27:23 PM »

At this point, I think the EDA misses having moderate ranged energy weapons.  Put a few of those on 11,000 speed ships and you can have a long range battle with the Invaders.
Posted by: IanD
« on: November 23, 2010, 04:43:38 PM »

You should implement policy to shuffle fighter jocks off to a desk somewhere so you don't loose so much brass! :)

This is what comes of forgetting to change the default minimum officer requirement  ::). I think I have set it so that fighters can have no officer higher than a Commander.

Regards
Posted by: IanD
« on: November 23, 2010, 04:40:15 PM »

I am enjoying your reports, the EDA seems like a very switch on unit.

You have to remember the EDA was inoculated by the initial alien incursion into Sol.

Regards
Posted by: Beersatron
« on: November 22, 2010, 04:40:08 PM »

You should implement policy to shuffle fighter jocks off to a desk somewhere so you don't loose so much brass! :)
Posted by: schroeam
« on: November 22, 2010, 02:46:41 PM »

Excellent AAR with the alien dreadnaught!

Adam.
Posted by: ardem
« on: November 19, 2010, 12:19:50 AM »

I am enjoying your reports, the EDA seems like a very switch on unit.

Posted by: ShadoCat
« on: October 27, 2010, 08:33:33 PM »

How would you model that, though?
The easy way would be to decide how many people would die and use the SM Mod screen to decrease the population.

Since Ian has a target population number in mind, he can just pick that.