Sorry to spam the thread but it's been very helpful!
Much better to spam this thread, as that is what it is for, than to start a dozen separate threads cluttering up the board elsewhere!
So I'm working to open diplomatic relations for basically the first time in Aurora and it seems to be working, but had a question. I found an NPR in their home system, and was able to establish communications and have my scout ship leave before they fired at it (once comms were established they quickly demanded I leave or be fired upon).
In the next system over from them, I have a few size 1 Security Buoys with Active Sensors on each known jump point, and I saw the NPR jumped a few ships of their own into the system and left them sitting on the jump point. I've sent a 7,000 ton civilian Diplomatic Ship (with DIP module and size 1 passive thermal/em sensors) over to that system to also sit on the jump point, and diplomatic contact was established with an Ambassador of one of the ships on the jump point, with slow DR gains each day.
However, each day I gain DR, I do also get a message from the NPR requesting that my ships leave the system as the NPR has claimed it. Are they asking for my diplomatic ship to leave, or are they complaining about the Security Buoys? As far as I can tell the NPR hasn't gone farther towards me than the system they are asking me to leave, and I'm not sure if a way was added in C# Aurora to destroy missile salvos if that's their complaint. I'd prefer to keep building DR with them but also don't want them to eventually get fed up and turn on me for not sending the diplomatic ship away.
I
think this is a bug which has been corrected in the unreleased v2.0:
Fixed bug that caused NPRs to issue warnings when the threat level was zero. For example, a small diplomatic ship currently generates zero threat but results in a warning.
You
should be okay as long as you haven't got any other ships in the system that would generate a of threat rating. However, if the system isn't terribly important to you it is probably worth giving it up if you want to foster continued good relations with the aliens as NPRs like a buffer around their home systems for obvious reasons.
EDIT: Additional question, I've found a new NPR that's in two different systems where communication efforts are stalled because the NPR "refused to communicate." I thought this may just mean precursors, but thus far while they flew some ships over to my survey ship they haven't yet opened fire. Do some NPRs just not want to talk?
Let's just say that some NPRs don't want to talk, and if the situation develops in an interesting way you can come back and let us know how it has gone.
How fast does refuelling in hangers happen and does it improve with tech?
I believe hangars automatically work as a refueling module of your current tech level. Steve decided not to force players to manually redesign/upgrade their hangars every time fuel, ordnance, MSP, etc. handling techs are incremented as this would be a rather superfluous kind of micromanagement.
Another (probably dumb) question:
There are some techs, that you can only get from ancient ruins.
My question is: How you get the tech?
Is it retrived like installations?
Or I will get components, that I have to disassemble?
Officially they are not implemented into the game at all, as they did not make the leap from VB6 (simply put with a couple of exceptions the spoiler NPRs do not use special technology, they just use a normal tech level which is intended to be elevated compared to the player's starting tech level). Unofficially it is possible to enable them with some DB tweaking and some players have done this - Droll I know for sure does this in their games, so they can comment with step-by-step instructions if they would like to.
Component disassembly is still valuable as you can gain significant progress in the normal tech tree from doing so.