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Aurora Videos (C#) / Re: aurora 4X C# Youtube Videos
« Last post by AJS1956 on Yesterday at 05:54:25 AM »
Good morning all,

Its good to be back! After six months of nothing we finally have new videos to report!

Firstly, in version 2.2.0 (or later) news.

Wolfman at Large has posted the first eight parts of his 'Fifth Reich' playthrough. Content Warning. Some viewers may find aspects of this playthrough disagreeable.

So, for version 2.2.0 (or later) we have 24 videos with a total running time of 1 day 3 hours and 6 minutes.

There have been no new videos for earlier/unknown versions.

So, overall, we now have a total of 1796 videos with a total running time of 58 days, 16 hours and 22 minutes.

As usual, I have added the latest copies of the spreadsheets to the first post.

It is my intention to fold the 2.2.0+ file into the all videos file and start a 2.5.1+ file but I will wait until we get more new content from other creators.

Andy
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ultimoos on Yesterday at 03:26:27 AM »
1. An informative event when supplies or fuel on colony goes below a set threshold.
2. For fleets to remember "Set Speed" when they finish overhaul. This is useful for patrol ships that go through routs on reduces speed to conserve fuel.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 12:06:50 AM »
Yeah old 'training command' was a commercial space station in Earth orbit and you would have your new ships join it's TG until their Fleet Training hit 100%, for free.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on June 19, 2024, 11:22:34 PM »
Sounds like a huge indirect malus for FACs and the like.

It used to work the opposite way - fleets in training would fly around at random using the speed of the slowest ship in the fleet. This had easy exploits where you could put a very slow ship (or possibly one with no engines, I don't remember if this worked) into a training fleet and have very little fuel consumption, bypassing the usually high fuel consumption of fighters and FACs. The old way was exploitable, the new way is not really exploitable but as a trade-off is rather inflexible, costly, and annoying to micromanage.

So far it seems that Steve has not found a good solution, and the training admin command is so awkward as it is that many players just avoid it. Personally, I dislike using fleet training since it defies verisimilitude in many ways, and because a fleet with 100% fleet training has no fire delays, making the commander's Reaction bonus (and particularly the Flag Bridge component) pointless.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Jovus on June 19, 2024, 08:16:43 PM »
Sounds like a huge indirect malus for FACs and the like.
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C# Bug Reports / Re: Typo Thread bugs
« Last post by gpt3 on June 19, 2024, 05:35:38 PM »
The ship design component window in v2.5.1 inconsistently categorizes commercial components:
  • "Commercial Hangar Deck" is not in the "Hangar Deck" category.
  • "Commercial Damage Control" is not in the "Damage Control" category.
  • "Commercial Magazine" is in the "Magazine" category
A screenshot is attached.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on June 19, 2024, 04:07:49 PM »
How can I train fighters or other parasites? I've moved a carrier full of parasites into a training command, and what I've accomplished is to go through half a million litres of fuel every day, because apparently despite being docked in the carrier the fighters want to burn their engines constantly during training.

Ships under a training command use fuel as if they were moving at 10% full burn. This has to include fighters, otherwise they would not be doing any training so how would they get a benefit?

If you really want to train fighter crews, you might have some luck doing it by building "dummy" fighters that replace their fuel tanks with MSP bays, training them up to 100%, and then refitting them (at a shipyard) with fuel tanks. This seems time-consuming, annoying, and a bit wasteful to me, but it should work in principle. Note that MSP is not consumed by fighters in a hangar even though fuel is consumed (weird, but okay...).
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Announcements / Re: Attachments
« Last post by Erik L on June 19, 2024, 03:18:10 PM »
There is nearly 15 years worth of attachments to various posts. In the next week or so, I plan to delete attachments older than 10 years. This will mostly affect fiction with attached maps, etc.

Did you by mistake purge some newer attachments or is it just me? This Thread from 2020 used to have some very useful tech tree maps that I can't find there anymore:
https://aurora2.pentarch.org/index.php?topic=11110.0

I have not yet purged.
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Announcements / Re: Attachments
« Last post by Erik L on June 19, 2024, 03:17:48 PM »
There is nearly 15 years worth of attachments to various posts. In the next week or so, I plan to delete attachments older than 10 years. This will mostly affect fiction with attached maps, etc.

That is a lot of attachments.  And does that mean we've been posting for fifteen years here?

With this host 5 years I think, but the previous was easily 10+ years.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Jovus on June 19, 2024, 01:06:14 PM »
How can I train fighters or other parasites? I've moved a carrier full of parasites into a training command, and what I've accomplished is to go through half a million litres of fuel every day, because apparently despite being docked in the carrier the fighters want to burn their engines constantly during training.
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