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91
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on April 07, 2024, 01:38:47 PM »
In addition to the "Mineral Exhausted" warning that's currently given when a body runs out of something, it would be handy if there was also a "All Minerals Exhausted" warning when all minerals reach 0.

While I realize that it's something of a failure on my part, since I should be checking on my mines; sometimes far-flung automated asteroid mines get forgotten.

And/or if "Mineral Exhausted" also told you "deposits of x have been exhausted on y; z deposits remain."
92
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Steve Walmsley on April 07, 2024, 08:58:49 AM »
Buglet or misunderstood feature:
If I set the speed of my fleet to 350 km/s (nominal speed 1066), then it seems to work; as in, if I bring the dialog box up again, it shows 350, but the next move impulse shows it's still moving at 1066 km/s.

Also, another one, but it might just be it's for non-fighters only. I have a fighter tender with 3 fighters, if I ask to split all 'ships' at arrival, it does nothing. I guess here 'ships' are 1000+ tons objects?

Did you uncheck 'use maximum speed'?

Split fleet doesn't affect anything in a hangar.
93
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on April 07, 2024, 08:09:14 AM »
Buglet or misunderstood feature:
If I set the speed of my fleet to 350 km/s (nominal speed 1066), then it seems to work; as in, if I bring the dialog box up again, it shows 350, but the next move impulse shows it's still moving at 1066 km/s.

Also, another one, but it might just be it's for non-fighters only. I have a fighter tender with 3 fighters, if I ask to split all 'ships' at arrival, it does nothing. I guess here 'ships' are 1000+ tons objects?
94
General Discussion / Re: Newtonian Aurora?
« Last post by Steve Walmsley on April 07, 2024, 07:39:04 AM »
Yeah, Steve worked on it for a while and came to the conclusion that, as much fun as Newtonian mechanics are for space nerds, it didn't add anything to the whole 4X space strategy game thing Aurora is all about besides extra micromanagement. Despite the level of detail, Aurora has never been meant as a hard sci-fi simulator although it's a damn sight closer to realism than, say, Star Trek or something.

That being said, I will say that once you do get into Aurora, you don't really miss the hard sci-fi mechanics as much as you might think. The real meat of the game is in the strategic, operational, logistics, doctrinal, etc. and the tactical parts while quite detailed are really a small part of the whole.

Ultimately, Aurora is intended as a game, not a simulator. The focus is on a 'physics model' with internal consistency across all sizes and scales, rather than trying to closely reflect reality. I did get extremely in-depth into the Newtonian mechanics, to the point where I contacted a US rocket manufacturer to ask the weight of the cladding on their cryogenic fuel tank, so I could model their rocket correctly :) Ultimately, I realised that all the extra effort needed for the player to deal with the mechanics was cool in the short term, but tedious in the long-term. It's fine for a tactical game, where those mechanics would be a major part of combat decisions, but as noted above, Aurora is more of a strategic/operational game where fleet doctrine and deployment decisions are usually more important for long-term success than tactical-level decision-making.
95
There are a few things you can do but everything I know kind of requires mucking about a bit in the database, so just make sure to make a copy of it before doing anything. Anyone please correct me if I'm wrong or if there is a better way to do it.

First if you don't have it get something like SQLite.

One thing you can do is just to manually look inside the Gamelog (table FCT_Gamelog) and go through each event to see what is happening each increment and identify the ships involved. This kind of issue can be caused by nprs and spoiler trying to fight but having problems preventing them from doing so, nprs trying to refuel, etc, it's generally only going to involve ships.

After you find whatever the problem is the most secure way to solve the problem is to make whatever alien involved playable (table FCT_Race, change the NPR bit from 1 to 0), then open the game, get into spacemaster mode, change the race you are playing at and do whatever you need to do to the fleet(s) you identified as being a problem. Generally that means deleting them. After that just change back the NPR bit and restart the game.

I had an issue with regular error messages that had something to do involving missing spoiler ships in some fleets I think. To solve the problem I had to remove all of this spoiler's fleets, though you might not have to go to the nuclear option like I did.
96
I find that for a large planatery invasion I need more troops than I can transport in one wave, as going to another system to fetch them is a none starter I set up a forward base on a moon or nearby planet to my target, You could use the fast trasnports to ferry from there to the target instead of switching between ships, it still takes a long time to load the troops so each wave has to be large so that if can survive until the next wave arrives
97
Hello everyone, I'll put the context first:

I have a savefile on 2. 1. 1 about 70 years in the game.  I found a real big spoiler, did a bit of fighting and took out a bunch of it, but then lost track of the rest while rebuilding stockpiles and making better fleets.
2 years later I got stuck in a 5 second time adjustment.  I figured they might have found the starting NPR or a new one, and just pressed the automated button and let it roll.  Many real life hours went by and I forgot the game was even running; it was still stuck on the 5 second adjustment.  I double checked for fire control issues, but all was clear.

I was planning to backup the save before trying some spacemaster stuff, to try to figure out what's going on in yet-unexplored systems, but I wasn't sure how to do it.  Any tips on how I could do this relatively efficiently? I just want to do it to get an idea on how long the game is going to continue in that state.
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In Aurora's technology, there isn't really such a thing as being stealthy at close range. A sneaky ship is one you see fewer millions of kilometers out...

Would it be possible to cross-deck troops from a non-military transport to a specialized assault ship reasonably quickly in space? That seems like it might let you use cheap transports for the bulk but also use high-performance craft for the under-fire step.

I think it's possible, though I'm not sure how it's done mechanically, but there's not really an advantage to doing this. Either way, you still have to get all of the ships involved into the area of operations - so you might as well just transport the troops with the assault ships anyways.

In VB6, drop-capable ships used to work this way since ground units which stayed inside them for more than a few days suffered morale losses, so transferring troops from bulk transports to specialized dropships was more or less a requirement. This feature did not make it into C# and I imagine that was because the extra micro involved did not translate to any interesting gameplay decisions, so it was just needless busy-work and added costs in practice.
You need to get all the ships involved into the area, but if you can use a far smaller number of expensive militarized dropships to land the army, how is that not advantageous? (The idea of course being that the non-militarized transports will stay outside STO range, while the dropships with all the trimmings shuttle between the 'offshore' group and the drop zone.)

It might not be an improvement on using an entire flotilla of technically-commercial heavily armored assault ships, but if one wants higher-performance military assault ships, being able to use much less tonnage of those than you would need to transport the entire force seems helpful?

Ah, I see what you mean. I think in this case, there are a couple of problems with the idea:
  • The dropships will take damage from STOs on each run, so you may end up losing the dropships before you finish landing the troops. One advantage of a large number of dropships is that the STO fie will be dispersed between them, or at least that if a few get destroyed a larger proportion of the troops will make planetfall.
  • Transferring troops between ships is not an instantaneous operation (unlike in VB6). I think, based on the loading times I've seen for both cargo shuttle bays and picking up troops from captured ships with boarding-capable bays, that the time required to make the transfer would exceed the 8-hour ground combat increment or at least would be comparable in magnitude. Which means that the first troops of the much smaller wave will take very heavy damage and perhaps even be annihilated (depending on relative force sizes) before the next wave lands.
If the only time involved were the travel time between the main transport fleet and the planet under invasion, then it could work as long as point (1) could be overcome, but I think point (2) is the real killer here. That said, I've never tried something like this, so I could be wrong about the mechanical details - I am extrapolating from adjacent mechanics, and I don't see why this would work any differently (assuming it does work), but it very well could.
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In Aurora's technology, there isn't really such a thing as being stealthy at close range. A sneaky ship is one you see fewer millions of kilometers out...

Would it be possible to cross-deck troops from a non-military transport to a specialized assault ship reasonably quickly in space? That seems like it might let you use cheap transports for the bulk but also use high-performance craft for the under-fire step.

I think it's possible, though I'm not sure how it's done mechanically, but there's not really an advantage to doing this. Either way, you still have to get all of the ships involved into the area of operations - so you might as well just transport the troops with the assault ships anyways.

In VB6, drop-capable ships used to work this way since ground units which stayed inside them for more than a few days suffered morale losses, so transferring troops from bulk transports to specialized dropships was more or less a requirement. This feature did not make it into C# and I imagine that was because the extra micro involved did not translate to any interesting gameplay decisions, so it was just needless busy-work and added costs in practice.
You need to get all the ships involved into the area, but if you can use a far smaller number of expensive militarized dropships to land the army, how is that not advantageous? (The idea of course being that the non-militarized transports will stay outside STO range, while the dropships with all the trimmings shuttle between the 'offshore' group and the drop zone.)

It might not be an improvement on using an entire flotilla of technically-commercial heavily armored assault ships, but if one wants higher-performance military assault ships, being able to use much less tonnage of those than you would need to transport the entire force seems helpful?
100
In Aurora's technology, there isn't really such a thing as being stealthy at close range. A sneaky ship is one you see fewer millions of kilometers out...

Would it be possible to cross-deck troops from a non-military transport to a specialized assault ship reasonably quickly in space? That seems like it might let you use cheap transports for the bulk but also use high-performance craft for the under-fire step.

I think it's possible, though I'm not sure how it's done mechanically, but there's not really an advantage to doing this. Either way, you still have to get all of the ships involved into the area of operations - so you might as well just transport the troops with the assault ships anyways.

In VB6, drop-capable ships used to work this way since ground units which stayed inside them for more than a few days suffered morale losses, so transferring troops from bulk transports to specialized dropships was more or less a requirement. This feature did not make it into C# and I imagine that was because the extra micro involved did not translate to any interesting gameplay decisions, so it was just needless busy-work and added costs in practice.
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