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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by GodEmperor on Today at 02:59:15 AM »
See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
Well ill be damned.. how the hell did game run fine by now? Weird. Guess ill try to change it and see if its fixed now.
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by vorpal+5 on Today at 12:21:25 AM »
From what I understand too, it's always player-centric. Perhaps a better comparison would be that it is akin to Starsector. i.e. even if you control an entire fleet or colonies, you are still a captain in a ship (or in a land team, exploring!)
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by Aloriel on Yesterday at 09:05:51 PM »
If I've understood the devlogs correctly, the answer is all of the above and everything in between.

You play a single individual, but what that individual can do is extremely wide and varied.
Your character can be an independent trader, a CEO of a small or large corporation, a rebel leader, a member of government with various political parties to choose from, a leader of government (again, many parties, but also many tiers from mayor to president), a ship captain, a soldier in some kind of army (rebel or loyalist), and probably more that either haven't been talked about or I am simply forgetting.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by ISN on Yesterday at 08:04:18 PM »
I've noticed that if an NPR fleet with jump-capable ships gets spooked and flees through a jump point, it will often not make a squadron transit even in cases where I'm pretty sure at least some of the ships could. I don't know if this is a bug or WAI -- I have no idea what factors the NPR code takes into account when deciding when and how to flee, whether to squadron transit, etc. -- but this particular behavior makes it really easy to exploit them (even if you're not trying to) and I feel like some better logic here would be a big improvement.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by kyonkundenwa on Yesterday at 07:24:58 PM »
See attached pic
I see in the attached pic that your decimal separator looks suspiciously like a comma instead of a dot.
Known issues, the very first one: http://aurora2.pentarch.org/index.php?topic=10637.0
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by GodEmperor on Yesterday at 06:38:23 PM »
Did anyone ever encounter a bug with species Population Density and Growth/Research rate/factory modifiers ? For some reason when i loaded the save my Humans suddenly had 100.00 both density and growth.
Various tested runs ( both TN and conv civs ) also show that game suddenly adds two zeroes to those parameters.
See attached pic - ignore the grav/temp deviations, i was trying to see if it will change too but it doesnt apparently..

EDIT : seems to happen right from the start with all four parameters - density/growth/research rate/factory production modifiers at the race creation screen - i set them all to 5.00 and in game its suddenly 500.00, i leave them at default and in game they are 100.00.

2.5.1
Absolute clear install, not even so much as a additional picture or medal.

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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by Kaiser on Yesterday at 08:27:35 AM »
I did not get one thing, is antimatter focused on a solo ship journey or is it a 4X gamę with empire creation and all the stuff that come with?
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Aurora Videos (C#) / Re: aurora 4X C# Youtube Videos
« Last post by AJS1956 on Yesterday at 08:23:01 AM »
Hi All,

Just a quick update to let you know that, since my last update, there have been NO new videos posted to Youtube so you haven't missed anything. That's nothing new in 26 construction cycles. Now could be a good time to check out some on the list that you may have missed!

Thanks,

Andy
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by vorpal+5 on Yesterday at 05:38:07 AM »
Seriously, it's a superb work.

It's going in the direction of a sci-fi Rogue-like in the vein of Starflight ( https://en.wikipedia.org/wiki/Starflight ) meets X4-Foundation meets Distant World 2.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by ISN on May 05, 2024, 08:34:50 PM »
Update on my Star Trek game: I've found a design that I really like for my exploration cruisers. I split the ship into two, a 40k ton commercial "saucer section" that tugs around a 26k ton secondary hull. In addition to the tug the saucer has hangars for survey craft and some fuel and maintenance reserves, while the secondary hull has military engines, a fairly short range, a long deployment time, and a battery of particle beamsphasers and photon torpedoes. During survey missions they normally stay attached, but if the ship gets into trouble the secondary hull can separate and fight at full speed.

This brings us to the story of the Horatio. USS Horatio, an Ambassador-class starship, was scouting Romulan space when it ran into some Romulan fuel harvesters with a light escort. The Federation and the Romulans are currently at war, so the Horatio attacked and destroyed all of them besides an escort cruiser that surrendered. The captured ship can't go anywhere under its own power -- in fact there aren't many undamaged components left -- but I wanted to try to recover it, so the Horatio's saucer tugged it to a safer system where a recovery vessel could pick it up. The secondary hull remained where it was while the ship's shuttles conducted survey operations. Meanwhile, though, a fleet of Romulan warships took up station at the jump point into the system, cutting off the Horatio's saucer from the rest of the ship! So now I'm assembling a fleet to retake the jump point so that I can reunite the Horatio's saucer and secondary hull.  8)
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